A turn-3 play (or turn 2, if we ramped already) that guarantees us another land that turn and at least one more on the following turn is more than enough to pull us way ahead on mana
Seriously, youre putting yourself two cards behind all three of your opponents to attempt to counter one spell
Put it into a Saryth, the Viper's Fang deck for Heir of the Wilds to gain deathtouch as it taps for your attack step, making your opponents less likely to block it
Now, Im pretty sure the vast majority of the decks running Temple arent also running 41 other lands, in which case youll need to be running a fair number of land ramp spells, which means youre probably running green
If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger
The card cells are sold in packs of six, and can be combined with additional cells to create the perfect tray for your project