Temple of the False God
10% of tracked Commander decks run Temple of the False God, and 80% of drawn copies reach the battlefield, with a median first-cast turn of 5.0.
Temple of the False God sits in 10% of the 17176 distinct Commander decks tracked on Playgroup Live, a consistent signal for a colorless land whose only job is to produce two mana at once. The external deckbuilding dataset places it at roughly 11.7% of all tracked decklists, tightly in line with what we see in live play.
The defining number is draw-to-play: 80% of drawn copies are cast before the game ends. That is high for a land with a meaningful restriction. The card does nothing until you control five lands, which means players who draw it early sometimes sit on it for a turn or two. The median hand-to-cast delay is one turn, and 47% of casts happen the same turn the card is drawn, suggesting that by the time most players see it, the threshold is already met. Median first-cast turn is 5.0, squarely in the mid-game window when that double colorless starts mattering most.
The commander spread is broad. 1209 distinct players have brought Temple of the False God to a tracked game, and the single heaviest contributor accounts for just 1% of all instances. That breadth reflects the land's colorless identity: it slots into any deck willing to wait for land number five.
- 10% of tracked Commander decks include Temple of the False God
- 80% of drawn copies reach the battlefield before the game ends
- T5.0 median first-cast turn, right when the five-land threshold typically clicks
- 91% battlefield stickiness once it resolves
- 1209 distinct players have contributed data, one of the widest spreads in the dataset
- 47% of casts happen the same turn the land is drawn
First-cast turn
n=658The "good card" funnel
3251 brought · 1209 playersOf 3251 copies brought to tracked games, 818 were drawn, 658 of those resolved onto the battlefield, and 91% of resolved copies stayed there through end of game.
Players who cast this card win 28% of the time (n=612) , vs 22% when it never left the library (n=2046).
When players drew this card but left it in hand, they won 21% (n=136) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +6.2pp; 95% confidence interval +2.6pp to +9.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
918 instancesThe vast majority of Temple of the False God copies never leave the library in any given game, a structural result of 100-card singleton rather than a reflection of the card's quality. Of those that do surface, most finish on the battlefield.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
86 decks
-
2
Zimone, Infinite Analyst
66 decks
-
3
Rootha, Mastering the Moment
57 decks
-
4
Tidus, Yuna's Guardian
48 decks
-
5
Valgavoth, Harrower of Souls
48 decks
-
6
Pantlaza, Sun-Favored
46 decks
- 7 Zhulodok, Void Gorger 41 decks
-
8
The Wise Mothman
38 decks
-
9
Hakbal of the Surging Soul
30 decks
-
10
Captain N'ghathrod
23 decks
The top commanders span four distinct color combinations, a direct consequence of the card's colorless identity. No single commander archetype dominates the list, which mirrors how evenly the land is distributed across the broader metagame.