Temple Bell

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2016 Rare
Commander 2013 Rare
2011 Core Set Rare

Combos Browse all

Temple Bell

Artifact

: Each player draws a card.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 8%

1.4 TIX $1.5 Foil

Ebay

Recent Decks

Load more

Temple Bell Discussion

sonnet666 on I Need Help Making My ...

2 days ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

MRDOOM3 on Wheel of Misfortune

1 week ago

Jace Beleren acts as a nice version of Temple Bell with his +2 and -1. Jace, Memory Adept is also nice because of that ulti.

Spiteful Visions, Fevered Visions, Niv-Mizzet, the Firemind, Psychosis Crawler, Forced Fruition, Howling Mine, Font of Mythos, Temple Bell, Dictate of Kruphix, Kederekt Parasite, Nin, the Pain Artist, Otherworld Atlas, Price of Knowledge, Bloodchief Ascension, Phyrexian Tyranny, Well of Ideas, and Ob Nixilis Reignited are also really nice cards that can go crazy with Nekusar.

Instead of Snapcaster Mage, you can run Yawgmoth's Will and/or Magus of the Will for greater recursion, since Snappy only targets one spell.

RUST-O on Overpower, Overreach... Overcompensate

2 weeks ago

Ok so just a couple more suggestions. But theyre all cheap ones.

Keeper of Keys, Protector of the Crown, Walking Archive, Temple Bell

enpc on Help with Mono-Blue Combos

3 weeks ago

Generally, mill is a bad win condition. Outside of combo, most mill cards are completely dead and even inside combo, mill is typically one of the easier combos to counter. That being said, Blue Sun's Zenith is a good win condition not becuase it mills, but becuase it immediately decks an opponent.

You have cards like Stroke of Genius which do the same thing as USZ however provide functionality outside of combo as well. You could also look at running Laboratory Maniac who works nicely with Arcanis (you can add Mind Over Matter as another piece that combos with him). There's also Jace's Archivist/Temple Bell who works nicely with both Lab maniac in the combo but who can also be paired with Kozilek, Butcher of Truth so that you can keep discarding him and reshuffling your graveyard while your opponents all deck themselves.

As a whole, I would look at trying to streamline the combos in the deck. you're better off having a few combos that all share cross redundancies than having a few completely segregated combos as they're easier to disrupt and end up taking more slots in the deck.

PartyJ on Phelddagrif, the Support, Who Supports Everyone

4 weeks ago

Hi Asher,

I never played group hug myself, but I have seen a few into action. These cards I can still remember which you did not select (yet):

Do these suggestions help you in a desired direction?

Austin_Smith_of_Cards on Hugs :)

1 month ago

First of all, Sol Ring. Just, Sol Ring.

Temple Bell is a cheap group card draw artifact that can also be used politically by determining when everyone gets to draw.

Orzhov Advokist is a perfect card for the group hug list; everyone else gets to pump their creatures and amplify their game, and you don't get attacked.

Skyscribing can be forecasted every turn for slow advantage, or cast in one go to refill everyone's hands.

Selvala, Explorer Returned ramps you a little and buffers your life total while drawing everyone cards. Neat effect that adds up over time.

Minds Aglow is another card that draws everyone more cards.

Braids, Conjurer Adept lets everyone power out their best cards from their hand every turn, which has the added benefit of getting your pillow fort enchantments online quicker.

Lastly, Kami of the Crescent Moon is another card that stuffs players' hands with cards.

Load more