Temple Bell

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Commander 2013 (C13) Rare
2011 Core Set (M11) Rare

Combos Browse all

Temple Bell

Artifact

: Each player draws a card.

Browse Alters

Price & Acquistion Set Price Alerts

C16

C13

M11

Ebay

Recent Decks

Temple Bell Discussion

cdkime on i didn't want a teferi.....what ...

2 days ago

Run a gatherer search for the text "tap" and other key terms, such as "target player" or "each player." I would not want to deprive you of the joy of deckbuilding, so will not run a full search, but cards like Temple Bell come to mind.

As for artifact win conditions, there are numerous ones. Grindstone and Painter's Servant for infinite mill. Rings of Brighthearth and Basalt Monolith for infinite damage. Any number of Triskelion combos.

cdkime on The Grixis Wheel of Death

5 days ago

I would cut the following:

  • Temple Bell - I have found this does not make as much of an impact as I would like. Nekusar draws a significant amount of ire, and fills your opponents' hands with their counters. In my experience, you want to focus on big plays that finish the game quickly--forcing your opponents to draw a single card does not do much for you. Same goes for Howling Mine

  • Spiteful Visions - Some people swear by this card and it can lead to fairly quick kills. In my experience, however, it is a bit too risky, as it damages you as well. It also does not play nice with cards like Curiosity, as you will be drawing more than your opponents. Same goes for Phyrexian Tyranny.

  • Olivia Voldaren does not really further your victory.

  • I think both Nicol Bolas, Planeswalker and Price of Knowledge are a bit too costly for Nekusar. Nekusar ensures opponents fill their hands with answers--it is not particularly fun to waste a turn casting your Nicol Bolas, only to have him be hit by the Dreadbore someone just received from the wheel you just cast. I only run two 6 drops, and both win the game outright-Forced Fruition and Hive Mind (which I forgot to suggest earlier--a single wheel is deadly; 4+ wheels at once is game winning).

MG1 on Sram I AM

1 week ago

Basalt Monolith out, Dowsing Dagger  Flip in Im a bit meh about paying 3 for a manaboost next turn, but DD is a solid mana rock when transformed. Should be easy to flip.

Bladed Bracers out, Manriki-Gusari in Manriki gives more utility cast+equip cost the same

Clock of Omens out, Voltaic Key in Feels better value.

Golem-Skin Gauntlets out, Sai of the Shinobi in GSG good buffer, but prefer free equip of SotS

Gorgon's Head out, Darksteel Plate in GH faster as build up, but Plate is a game winner.

Neurok Hoversail out, Deathrender in flying good but cheating out a creature super fun.

Smuggler's Copter out, Ugin, the Spirit Dragon in Not that many creatures so crewing could be a problem. Ugin is favourable board wipe and well, just ugin and awesome.

Stitcher's Graft out, Ghostfire Blade in since Ive added more colourless creatures GFB seems good and without untaping downside.

Sigil of Distinction out, Mox Opal in Metalcraft easy for free to cast mana rock

Temple Bell out, Hammer of Nazahn in Hammer frees up mana for casting>drawing more. Bell just draws for everyone once

Torpor Orb out, Elspeth, Knight-Errant in torpor conditional on meta, plus likely someone else will play. EKE provides, chumps, buff and ultimate is basically game ove

sac_cb on Selvala, Heart of the Wilds

1 week ago

Considering ramping, drawing cards, recursion, untapping shenanigans and removal, I would pick some of the list bellow to add:

As for cards to take out, I think you have much combo potential, so it is not necessary to mantain lots of creatures that have just combat or protection potential. There are some unecessary redundancies and a bad land for a deck with just 31 lands:

  • Sylvan Primordial (banned)
  • Polukranos, World Eater
  • Majestic Myriarch
  • Avenger of Zendikar
  • Mirri's Guile
  • Primalcrux
  • Temple of the False God
  • Elderscale Wurm
  • Bellowing Tanglewurm
  • Ulamog, the Ceaseless Hunger (it's much better on 1x1, and you should focus on building a board that allows you to kill everyone with a single combat phase, maybe two with enough protection)

That's it. The idea should be go infinite with Selvala, drawing/tutoring your creatures and playing them on a single turn, then giving them haste and swinging at everyone. No incremental damage, just a single, deadly blow!

MisterCasey on Kess, Rider on the (almost creature-less) storm

1 week ago

So, after several trials and iterations, some testing casually and semi-competitively, I have sacrificed some power for consistency. The deck has three main lines to win, and all have a decent chance of happening. The butter zone, for a realistic chance of the deck "going off" seems to happen around turns 6-8.

Wincon 1: Paradox Engine plus 2+ mana rocks and a draw engine such as Temple Bell, which can get set up by turn 4 with a nut draw, can storm off by drawing into spells that keep everything untapped to draw to cast more to untap more etc...This generates a huge storm count, while drawing into one of the storm cards or into Aetherflux Reservoir for the win. It also produces a lot of mana if there are 3 or more rocks out, and is hard to stop if Paradox Engine resolves.

Wincon 2: Doomsday into a protected Laboratory Maniac pile. So far, I have managed to pull this one off on turn 4, with an opening hand containing Dark Ritual and Ideas Unbound that drew into Doomsday. Not my favorite way to end a game, but effective is nothing else is working.

Wincon 3: High Tide storm combo. Very similar to 1 above but without the rock/engine interaction. Produce a ton of mana, play a bunch of spells, and storm off with Tendrils of Agony, Grapeshot, Empty the Warrens or Aetherflux Reservoir.This is more difficult to achieve early on in the game with a 100 card singleton format, but it was the original idea of the deck, and still one of the guiding forces on this build.

The deck has placed at several small tournaments, and either durdles around doing nothing or sweeps the table in a casual setting, so everything else that is not part of the three above-mentioned wincons is designed to stall until pieces come into place for the win.

Bchong on Menstruating Mind Masters

2 weeks ago

It really depends on your deck building philosophy. What is undeniable is that a creature based strategy is a bad method in winning a game, because people can easily come back with cards with Vandalblast. In addition, creature based strategies aren't that strong when you are using artifacts.

A couple of ways to play Sen Triplets as a central part of your deck is to either use sen triplets as hand disruption, or using sen triplets to deck your opponent by playing their entire deck.

It was a lie when people told you that combo pieces will close out games. This is the only way to consistently win games.

The weakest parts of your deck is your creatures, all of your equipment except Skullclamp, all of your planeswalkers expect Tezzeret the Seeker , all of your enchantments except Rhystic Study.

Some of the cards your deck is missing is, all of the possible signets, all of the possible talismans. These are mana rocks which are very strong and every deck needs them. This deck needs to have more ramp than everyone else and Sen Triplets needs to hit the battlefield as fast as possible like on turn 3. So you also need to be running all of the possible ritual effects, like Dark Ritual.

Then to make sen triplets a strong card you need:

Mana rocks: Basalt Monolith Mana Vault Lotus Petal Vedalken Engineer Crystal Vein MindStone

Wheel effects like: Windfall or Jace's Archivist or even Temple Bell

Good combo pieces: Paradox Engine

Things to look at players hands: Telepathy (this is the greatest hate magnet card ever) Gitaxian Probe

Protection for Sen Triplets: Lightning Greaves

Hate cards: Notion Thief Teferi's Puzzle Box Blind Obedience

Bounce cards: Wash Out Baral's Expertise

Tutor cards: Trophy Mage Trinket Mage Fabricate Lim-Dul's Vault

Removal and Interaction:

Draw: Brainstorm Ponder Preordain Opt Thoughtcast

Mana reduction:Etherium Sculptor Semblance Anvil

Strong cards: Prophetic Prism Krark-Clan Ironworks Chromatic Sphere Chromatic Star

You don't have to do this, this was basically my plan for my sen triplet's deck. Basically just ramp super hard and then play sen triplets and then cast someone's entire hand. For deck is filled with very strong creatures but creatures in EDH are very weak.

Load more