Temple of Enlightenment


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

Printings View all

Set Rarity
Born of the Gods Rare

Combos Browse all

Temple of Enlightenment


Temple of Enlightenment enters the battlefield tapped.

When Temple of Enlightenment 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.

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Cardhoarder (MTGO)

0.8 TIX $1.86 Foil


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Temple of Enlightenment Discussion

DanteBeleren on Atraxa

2 days ago

Kudos for not going with Superfriends. I enjoy them from time to time, but she really drove them into the ground.

Are you looking to stay with... generic counters good stuff? Or do you wanna focus it into a lean mean killing machine? As much as budget allows for of course...

As a funny add-in to start with since you're running Fog, add in Darkness and Holy Day as well cause... well lawls.

Since you're not running a large amount of land fetching cards, you should be safe with running some multicolored etb tapped lands. Notably the tricolor, pain, and check lands and maybe the temples as they're all pretty cheap (Seaside Citadel, Adarkar Wastes, Glacial Fortress, Temple of Enlightenment, etc)

Also I see you've got Simic's but you should definitely look into picking up the other 5 usable Signets in your colors.

That's all I feel safe with suggesting to start with without a goal you'd like to accomplish, but hopefully you enjoy playing her. I'm a theme junkie myself and went a... "100%" Phyrexia deck version if that inspires anything for ya. Rise of the Praetors.

Dennis14 on U/W Enduring Renewal

1 week ago

I haven't seen too many decks playing reshuffling effects (Emrakul is basically the only one and is pretty rare now) and if I do I'd probably add Bontu's Monument and replace Trinket Mage with Fabricate.

The main advantage of this version of the deck is consitency as Trinket Mage tutors for both (artifact) pieces of the combo while serving as a blocker to buy me some time against aggro decks.

I mostly picked Hangarback Walker over Walking Ballista because of price but they're pretty interchangeable and Hangarback can come out as a blocker to stall for a couple of turns while digging for the combo which I find better than pinging a creature.

In my testing on MTGO the deck is pretty consistent and can often combo on turn 4, with all the cantrips hitting land drops usually isn't an issue and 20x lands seem sufficient (I even consider adding Temple of Enlightenment over some fetches for extra scry'ing but not sure about adding 4x EtB tapped lands).

werewolf226 on $40 for Infinite Merfolk!

2 weeks ago

But yeah I'd say mana base is fine, just need some multicolored lands. Hallowed Fountain and Temple of Enlightenment would be great, inexpensive additions. Fetchlands are a must to really make this thing go WHEEWW but those are expensive af so really I think that boils down to whoever is putting this together. Eitherway, definitely looking forward to building this later :D

oo7x7oo on Sharuum Artifact Combos: Infinite Possibilities

1 month ago

Swapped some lands. Temple of Enlightenment, islands and Swamp for dual lands and workshop

JaceFromStateFarm on BAE

1 month ago

Here are my thoughts on some cards I'm not too big on:

Bearer of the Heavens - it has to die, which this deck isn't great at enabling. It looks to me like a board wipe that can be activated most easily by your opponents which is not super optimal.

Desolation Twin - this is just me personally not really liking the card, is all. Too easy to chump block. But it's not terrible.

Dissipate and Void Shatter - they are fine, but because Jhoira's ability costs 2 it makes sense to have more 2 cost counterspells or something. Plus 2 cost counterspells are generally better, and you are running quite possibly too many counters at the moment. So these are the ones I would cut because they are the least good. Oh, and Negate.

Thought Reflection is meh in my opinion. Draws you some cards but it may be too late by that time for it to be useful. Some better draw options might be some of the sphinxes that let you draw replacing some of your vanilla beaters? Not sure. Thought reflection just feels a tad underwhelming.

In general, I would suggest running a couple more lands. I would also include one or two bigger ramp artifacts like Hedron Archive or Dreamstone Hedron, replacing some of the cheap ones. Not super necessary but plan B if Jhoira gets countered too many times is to hard cast massive eldrazi, so it might not hurt. Your call though, since Jhoira can do her thing the turn she comes out.

I would also say that you might want to run a couple more effects similar to Dissipation Field that discourage people from attacking you, like Propaganda or AEtherize. When you suspend a board wipe and a fatty you get scary fast, and those things might help keep you alive.

A bit more removal might be nice (Control Magic? Not sure).

Personally, I prefer (the air) Nevinyrral's Disk to Boompile. Less randomness. That's just me though.

I like where this is going! I would prioritize getting some eldrazi titans with more utility than some of the creatures you currently have, and maybe a couple huge extra turn spells. Those are expensive upgrades though, so that will take some time. Also, Temple of Enlightenment is a powerful and pretty inexpensive dual land.

Keep in mind that I don't play or know much about Jhoira, so take my advice with that in mind. If you've read other stuff that contradicts, that could definitely be correct.

Pal00ka on Medomai Master Rewind

2 months ago

Though I haven't built Medomai before I have toyed with the idea but first I would suggest visiting edhrec.com. It'll show you what other players put in a deck headed by her. It's a great resource.

At a glance, you're a little all over the place, I see what you're trying to do, control voltron. First bit of advice: add at least 1-2 more lands, 8-10 ramp, trim high-costed creatures who don't make an immediate splash (cough Silent Sentinel cough), add some continuous card draw outlets, and add better voltron enablers.


Land: Command Tower, Temple of Enlightenment, Azorius Chancery, etc.

Ramp: Sword of the Animist, Fellwar Stone, Commander's Sphere, etc.

Impact: Stormtide Leviathan, Angel of Serenity, Angelic Field Marshal, etc.

Draw: Coastal Piracy, Bident of Thassa, Mystic Remora, etc.

Voltron: Fireshrieker, Quietus Spike, Tenza, Godo's Maul, etc.

Looking forward to seeing this evolve!

wyatt0781 on Shu Yun, the Silent Tempest

2 months ago

Now time for dual lands, these are neccesities for getting your three colors reliably and quickly:

Hallowed Fountain, Steam Vents, Command Tower, Glacial Fortress, Temple of Enlightenment, Temple of Triumph, are a good start for your mana base

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