Temple of Enlightenment

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO 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
Born of the Gods (BNG) Rare

Combos Browse all

Temple of Enlightenment

Land

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.

Price & Acquistion Set Price Alerts

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Temple of Enlightenment Discussion

The_Besticle on Noyan Dar, Creatureless... I promise...

1 day ago

Cascading Cataracts, Temple of Enlightenment, Rogue's Passage, Halimar Depths, Drownyard Temple, Deserted Temple.

If your goal is to get Noyan out as fast as possible, why is there so little ramp? A few that come to mind: Commander's Sphere replaces itself when faced with removal/becomes superfluous. Azorius Signet because signets are phenomenal, Azorius Keyrune is a creature when you want it to be.

Feroz's Ban, Ghostly Prison, Propaganda, and the like protect you. Granted, they aren't instants or sorceries but they warrant consideration.

Oh, and Darksteel Garrison.

kamarupa on Blackmail

2 weeks ago

Plains are super cheap and easy to come by. Something like 1-2xTemple of Enlightenment might be worth the pricetag. Since you don't need very much either blue or white mana, it would serve both purposes. You could go much cheaper, too, of course with lands like Sejiri Refuge, Coastal Tower or even Arcane Sanctum

Jantun on We Love Freebies! *Primer*

1 month ago

Hey Cloudius,

This looks pretty fine-tuned as it is, I don't think I can offer much along the lines of suggestions. Maybe some lands that offer scry, Temple of Enlightenment and its counterparts, and also maybe New Benalia... but, these enter tapped, so there's that. Maybe Thassa too now that I think about the scry factor.

Cheers and thanks!

Demarge on Single-Player Fog

1 month ago

Celestial Colonnade- by far the best land for a controlling wu deck, mostly to add to the non budget list.

Field of RuinGhost Quarter- the deck can be really soft to man lands, the deck isn't too demanding of mana, and slowing down tron can buy you the time to lock them out, Tectonic Edge might be a budget option (not sure of it's price atm).

Temple of Enlightenment and Irrigated Farmland can both be cheaper value lands to consider.

Sphinx's Revelation really doesn't work too well in here as the deck is rather light on land, my first thought would be Search for Azcanta  Flip, but a more budget option could be Jace, Architect of Thought, Gifts Ungiven, maybe even Think Twice.

Some other fun ideas for the deck can include Feeling of Dread- a Fog in most boards that says "draw another Fog" while also working with scepter.

Blessed Alliance- pretty sweet effect options that's good for both killing creatures and healing you for burn, also can be put on a scepter.

Gut Shot just because there's no mountains in the deck doesn't mean you can't "bolt the bird".

decks like this always reminds me of the time I could run 8 board wipes and have my only wincon be a Psychic Spiral (course back then ran 27 lands).

Icbrgr on Breya In Progress (input welcome!)

2 months ago

perhaps the scry lands from Theros would be nice in the mana base... Temple of Malice, Temple of Enlightenment, Temple of Deceit, Temple of Triumph, Temple of Silence to replace the ETB taped gain life lands?

Rusty_Shackleford on A Beginner Take On Control

3 months ago

The fundamental principle behind a control deck is what is known as "inevitability"--that is, the longer the game goes on the more inevitable it becomes that you will win, either because your opponent exhausts themselves, because you're playing more powerful cards in the late game, or both.

Therefore, your main focus needs to be surviving the early turns with efficient hard removal and counterspells--think 1-3 mana, and preferably at instant speed--followed up by cantrips / card advantage to see more of your deck and get ahead with more answers.

Your secondary focus should be having a viable and efficient win condition to quickly close out the game once you've taken control.

To that end, here's where I'd immediately make cuts: Mass Calcify (too slow), Rite of Replication (ditto), Tragic Arrogance (better options), Magus of the Tabernacle, Rhystic Study (only really good in multiplayer), Ghostly Prison (situational; pillow fort-y; sideboard card at best), and a couple of the Wall of Omens (you don't always want them but at least they replace themselves.) You can also cut a couple of lands by adding non-basics (discussed further below.)

Here are some potential adds (I'm assuming you want to stay budget, so all of these are relatively cheap:

Counters:

Counterspell, Mana Leak, Disallow, Miscalculation.

Removal:

Oblivion Ring, Swords to Plowshares, Detention Sphere, Path to Exile.

Card Advantage:

Ponder, Preordain, Glimmer of Genius, Sphinx's Revelation.

Other sweepers:

Wrath of God, Supreme Verdict, Rout.

The lands:

25-26 lands is typical for a control deck, depending on how high your mana curve is. Based on the above 25 is probably fine. You want stuff like Glacial Fortress that produce both colors. Temple of Enlightenment and Tranquil Cove are good budget options. Running these lands that produce multiple types of mana allow you to run a few lands that produce only one or no color but have a spell-like effect attached: i.e. Memorial to Genius or Tectonic Edge. This, in turn, gives you something to do if you draw basically nothing but land (colloquially known as "flooding out.")

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