Temple of Deceit
Temple of Deceit enters the battlefield tapped.
When Temple of Deceit enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
: Add or to your mana pool.
Price & Acquistion Set Price Alerts
Temple of Deceit Discussion
22 hours ago
I don't think you're running enough lands here; 32 out of 100 is about 19 in a 60 card deck, which is the sort of number I reserve for very low curve aggro decks. Since you've got so much draw, you can cheat a little bit on lands but you it looks like you need to draw at least 3 in the first few turns to start getting going. I'd go up to 36 or 37 lands; that's about the equivalent of 22 in a 60 card deck.
Also, with absolutely no colour-fixing in the deck, I would recommend ditching the cards in the deck completely and going straight Dimir. They're nice cards but they don't do anything that your other cards can't do and they're not worth the risk of having a hand of cards that you don't have the right colours to cast. Either that or start looking into budget multi-coloured lands: Evolving Wilds, Terramorphic Expanse, Crumbling Necropolis, Temple of Epiphany, Temple of Deceit, Temple of Malice, Drowned Catacomb, Dragonskull Summit, Bloodfell Caves, Swiftwater Cliffs, Dismal Backwater.
6 days ago
1 week ago
@Sterkemats Hello there! I started with this deck containing only 20 lands but really soon I found that it's just too little - I was missing land drop to finish my opponents off. Therefore I decided to up the land count and stopped when I felt consitency and it was exactly at 24 lands. I understand that it may look ugly on paper but if you think about it you need those 4 lands to kick-off combo right? T1 - Temple of Deceit, T2 - any land + Mindcrank, T3 - any land + Duskmantle Guildmage, T4 - any land and then you're ready and willing to respond to anything with mage's ability or if they're passive just play some 1-drop to kill. If you do the math the possibility to drop the 4th land in 4th turn without too much risk of mana flood is highest in deck containing exactly 24 land. By turn 4 you'll have 7 oppening cards + 3 more from draws ergo total of 10 cards and if you want 4 of them to be lands most of the time your deck needs to have 40% of it's cards being lands. And that's exactly 24!
Word about Polluted Deltas - I would surely go for them if I just could afford them. For now though I have to be happy with my temples. :)
Thanks for your comment!
1 week ago
Add: Reflecting Pool, Strip Mine, Cabal Coffers, Drowned Catacomb, Sulfur Falls, Dragonskull Summit, Sulfurous Springs, Shivan Reef, Underground River a few more basic lands, Chrome Mox, Mana Crypt, Mystical Tutor, Vampiric Tutor, Yawgmoth's Will, Gamble, Magus of the Will, Dack Fayden, Lightning Greaves, Sensei's Divining Top, Incendiary Command, Time Spiral
Cut: Blackcleave Cliffs, Grixis Panorama, Rupture Spire, Temple of Deceit, Temple of Epiphany, Temple of Malice, Terramorphic Expanse, Transguild Promenade, Vivid Marsh, Jace, Architect of Thought, Jace Beleren, Ob Nixilis Reignited, Tamiyo, the Moon Sage, Commander's Sphere, Venser's Journal, Duskmantle Seer, Master of Cruelties, Master of the Feast, Gratuitous Violence
If you want to know why I'd cut or add something, LMK
2 weeks ago
Your deck is fairly optimized, but I do see some spots in which I think it could be improved upon.
Lands: You do not need 38 lands, 36 would probably be best. Furthermore you should also have fetches in your colors (i.e. Misty Rainforest. Flooded Strand, Polluted Delta, Bloodstained Mire, Marsh Flats, and Scalding Tarn). Trim the lands such as Temple of Deceit and Temple of the False God. Ancient Tomb is a much better option than Temple of the False God. Add Riptide Laboratory as it works well with Venser, Shaper Savant. Homeward Path does not seem worth it, Shizo, Death's Storehouse allows Lazav to get in damage more easily. Nephalia Drownyard is a decent option to give you mill when you have nothing on board.
Planeswalkers: Tamiyo, the Moon Sage does not really do much for the deck and can be cut. I am also not a fan of 7 cmc planeswalkers and think that you should cut either Ugin, the Spirit Dragon or Karn Liberated. I personally think Ugin, the Spirit Dragon does more for the deck as it actually puts things into the graveyard. Jace, Memory Adept and Ob Nixilis Reignited should probably be in the deck.
Creatures: You have wayyyy too many creatures that are just value and do nothing in the way of pushing forward your gameplan with Lazav. Creatures I would cut: Consuming Aberration, Dimir-doppleganger, Diluvian Primordial, Grave Titan, Phenax, God of Deception, Sheoldred, Whispering One, Skithiryx, the Blight Dragon, Wrexial, the Risen Deep, and Wurmcoil Engine. You creature base should mainly consist of cards that draw you cards, ramp you, counter spells, tutor, kill creatures, protect Lazav, lock down the game, or get back something from your graveyard. You will also most likely want a backup win-con usually in an Eldrazi titan, Ulamog, the Infinite Gyre being the best candidate. As for the replacements I can suggest Jace, Vryn's Prodigy Flip, Bloodgift Demon, Solemn Simulacrum, Burnished Hart, Noxious Gearhulk, Ob Nixilis, Unshackled, Venser, Shaper Savant, and Steel Hellkite.
Artifacts: Mesmeric Orb is a staple for Lazav. I'm not a huge fan of Mindcrank unless your combo-ing with it and as you said you want no combo's. Mind's Eye does not do enough for it's cmc. Lazav should probably have an card that gives him lifelink in either Batterskull or Loxodon Warhammer. Mana Vault should also be in here.
Instants: Desertion is mediocre and is much better off as Mystic Confluence. Dissolve, Hinder, Stifle, and Undermine are all pretty underwhelming as 3 cmc seems to be the spot at which counterspells seem to become average. I'd suggest Forbid, Arcane Denial, Swan Song, Disallow (when it comes out), and Pact of Negation. You also really need at least one kill spell as a catch all for creatures. I would suggest the following Ashes to Ashes, Hero's Downfall, Ruinous Path, Slaughter Pact, and Snuff Out.
Sorcery: I'm not really in love with any of your sorceries except for Demonic Tutor. Temporal Mastery is outclassed by Time Warp. I don't think Rite of Replication is worth it as none of your creatures are really worth copying. As for Bribery, Lazav should always be your primary focus and you should not be relying on your opponent's to win. I could see Rise of the Dark Realms sticking around as a secondary win-con in case the game goes poorly, but you should never really be in that state unless you navigated the game poorly. Traumatize only hits a single player once, Lazav wants something repeatable. Also if Eldrazi titans are big in your meta then Traumatize is pretty bad. Toxic Deluge and Dark Petition should definitely be considerations.
GL and hope this helps!
1 month ago
You'd need more repeatable mill effects rather than single-time mills.
Now some cheap draw to fuel Tutelage
- 4 Thought Scour
- 4 Visions of Beyond
- few of your favorite instant draw spell(s) (no Telling Time for example)
And more control
Cards I would suggest moving out:
1x Mirko vosk - 5cc thing that essentially does nothing on entering the field? Not my thing.
2x Wall of frost - same
4x Twincast - useful ony if you already have useful cards in hand
1x Jace, Memory Adept - 5$ can be spent for another Ashiok
If you and your friends are into fun, check out commander format. It's loads of fun, often cheaper than standard or modern and deckbuilding rules promote flavorful and thematic decks. I hope this was helpful.
2 months ago
Im not a fan of Tolaria West either. I have never had the mAna available to use it as a tutor, so it was always a bad island for me. I can see a case made for playing fewer Temple of Deceit but i think it is worth playing a couple when you want access to Dismember.
I understand not wanting any lands that enter tapped, but i often see Darkslick Shores or another untapped blue source by turn three, and i tend to mulligan if there are no blue sources in my opening hand. I would always play four.
I think River of Tears is not as bad as you think. This deck almost never uses blue mana on its own turn, so the drawback isnt really there either.
Tasigur, the Golden Fang has been pretty neet. It can come down on turn four as a blocker, but it can really grind in the late game. It isnt amazing, but it fits the strategy. Worst Fears is worse than Mindslaver, though.
2 months ago
@derpor: Sorry for the long wait. I'd refrain from using lands that etb tapped. If it were not for the many tutor targets, even the 1-of Tolaria West should be cut. Of course you want the blue source by turn 2 and black mana afterwards helps for possible Dismembers and Engineered Explosives but the taplands will cause you to lag behind (manawise) if you're playing too many of these. Also notice that River of Tears will produce the turn it's played (you might sometimes find yourself needing instead).
Darkslick Shores would be fine if you can get it out by turn 3 or were playing on a low curve. U tron is very mana dependent however and having it etb tapped after your 3rd land could be devastating.
That's my thoughts so far but maybe you'll find it working out for you. I'd also be interested in hearing how Worst Fears and Tasigur, the Golden Fang do work compared to Mindslaver and Wurmcoil Engine!