Temple of the False God
79% of drawn Temple of the False God copies reach the battlefield, and once they do, 91% stay there through end of game. The median first-cast turn is 6.0.
Temple of the False God sits in 11% of tracked Commander decks on Playgroup Live. That puts it squarely in the "staple for the right deck" tier: not an auto-include like Sol Ring, but a consistent presence in any strategy that reliably hits five lands before it needs the ramp.
The critical number is the activation threshold. Because the land does nothing before you control five other lands, it arrives in hand with a built-in delay. Players hold it for a median of one full turn before playing it, and 51% of drawn copies are played on the same turn they're drawn. That restrained same-turn rate reflects the five-land gate rather than player hesitation. Once it resolves, 91% stickiness confirms opponents rarely bother destroying a land that still might be offline on arrival.
The commander spread is remarkably broad. 378 distinct players have brought Temple of the False God to a tracked game, and no single player accounts for more than a small fraction of those instances. That breadth spans green-blue land-ramp builds, colorless-heavy decks, and a wide range of three-color strategies, confirming the card earns its slot across many archetypes rather than being propped up by one dominant pilot.
- 11% of tracked Commander decks include Temple of the False God
- 79% of drawn copies reach the battlefield before the game ends
- T6.0 median first-cast turn, reflecting the five-land activation gate
- 91% battlefield stickiness once the land is in play
- 378 distinct players have piloted this card in tracked games
First-cast turn
n=168The "good card" funnel
807 brought · 378 playersOf 807 copies brought to games, 213 were drawn, 168 of those were cast, and the strong majority stayed on the battlefield through end of game, a tight funnel for a land with an activation gate.
Players who cast this card win 29% of the time (n=168) , vs 22% when it never left the library (n=545).
When players drew this card but left it in hand, they won 18% (n=44) — 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 +6.9pp; 95% confidence interval +0.1pp to +13.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
237 instancesMost Temple of the False God copies never leave the library, the structural reality of a 100-card singleton deck. The 91% stickiness among played copies shows opponents treat it as a low-priority removal target once it lands.
Commanders that played this card
in tracked games-
1
Zimone, Infinite Analyst
30 decks
-
2
Rootha, Mastering the Moment
23 decks
-
3
Y'shtola, Night's Blessed
21 decks
-
4
Pantlaza, Sun-Favored
15 decks
-
5
Valgavoth, Harrower of Souls
14 decks
-
6
Tidus, Yuna's Guardian
12 decks
-
7
Hakbal of the Surging Soul
11 decks
-
8
The Wise Mothman
10 decks
-
9
Be'lakor, the Dark Master
6 decks
-
10
Quandrix, the Proof
6 decks
The commander list spans green-blue ramp, red-blue tempo, colorless, and multicolor midrange strategies, a sign that Temple of the False God earns its slot on mana math alone rather than synergy with any single archetype.