there's a subset of edh players w some deckbuilding acumen that rly love temple but dont see its weaknesses coz they still win games so it must not be that bad right
but what they dont see is that the rest of their deck works in spite of the inclusion of temple and it leads to suboptimal plays like keeping six good cards and one dead one in their opener because it usually pays off, not realizing they just handed their opps a mull w no scry
this is the same impulse that leads to cards like reliquary tower being run. "it does SOMETHING, so its not a negative. plus, now i dont have to discard @ eot." and a slot that could produce colored mana goes to something that has little board presence and makes colorless mana
@CyclopsCaveman it is literally temple of the FALSE god, it is the fools gold of lands, part of growing up and maturing as a player is learning to let go of your darlings and learn discernment between what *looks* good and what actually plays well. i'm convinced maro and friends keep putting these (and similar cards) in commander pre-cons in the hopes of teaching players that lesson. sad to hear so many people are missing it