Temple of Enlightenment

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Hero Legal
Tiny Leaders Legal
Heirloom Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Magic Duels Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

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Temple of Enlightenment Discussion

derJ03 on Everything at Once

4 hours ago

I really like the deck, love the idea of cloning Zegana a bunch to draw a million cards just one little thing about the list on tappedout here: you got the Temple of Enlightenment listed, but you probably mean the Temple of Mystery ;)

Andar on Oloro Stuff

1 week ago

Outs:
- Chalice of Life  Flip: Isn't the worst card in Oloro, but isn't all that reliable either.
- Darksteel Plate: I've seen you play this card a bunch of times, and most of the time it just sits there, all menacingly. Problem is - your deck doesn't plan to use creatures often, so the plate also won't be used either.
- Dreamstone Hedron: Ramp is great, but expensive ones that produce colorless mana can be iffy since they're often easy targets right after you play them. Gilded Lotus can at least let you cast counterspells after you tap all your lands to play it.
- Orzhov Keyrune: This one is just personal preference from me. I don't like 3 mana artifact ramp most of the time. (Chromatic Lantern and Darksteel Ingot are much better) It's up to you if you wanna take it out or not.
- Sun Droplet: This card is very slow and you could easily replace it with something better.
- Subversion: It may seem like a decent drain effect, but it's not that great since it's 5 mana and makes you wait til your next upkeep before it does anything.
- Thought Reflection: Decent card, but 7 mana is pretty costly. Up to you if you wanna keep it.
- Celestial Force: It's nice to instantly gain life each upkeep, but 8 mana for basically just a vanilla creature otherwise isn't really good.
- Pontiff of Blight: Extort is nice for your deck, but your deck doesn't have many creatures to take advantage of the pontiff. Up to you if you wanna keep this guy if you wanna add more creatures.
- Skirge Familiar: I think this card would be a lot better if your deck was more combo focused.
- Azorius Chancery: These types of lands will flat out screw you over if they get destroyed or Blood Mooned.

Cards you definitely should add (won't cost you a whole lot):
- Crested Sunmare: Easily synergizes with Oloro and provides very solid creatures for defensive/offensive plays.
- Aetherflux Reservoir: The win condition you've been looking for. It's a pretty funny card honestly, but works very well with Oloro once you get him going.
- Alhammarret's Archive: Simply synergizes well with Oloro.
- Felidar Sovereign: Not sure how the others would feel about alternative win conditions, but if everyone' okay with it, this guy can most likely win you some games.
- Karlov of the Ghost Council: An awesome card. Can help control the board or becomes a big body to swing with.
- Delay, Counterspell, Swan Song, Negate: Good, cheap counterspells you should at least be running.
- Sphinx's Revelation: Put that ramping to good use.
- Anguished Unmaking, Cyclonic Rift: Must-have control instants.
- Supreme Verdict, Merciless Eviction, Fumigate: Excellent board wipes to go with Oloro.
- Clever Impersonator: This guy's incredibly flexible and can be useful in just about any situation.
- Mana Confluence: Almost exactly another copy of City of Brass.
- Temple of Enlightenment, Temple of Silence, Temple of Deceit: These will make your mana base a tad bit more consistent while helping you a bit with your next draw as well.
- Diabolic Tutor/Dark Petition/more tutors: Your deck would be more consistent if it had more tutors.
- Brainstorm: Generally a good blue card to manipulate your deck/hand a bit at an instant.

Suggestions (Some are costly, but very worth it for Oloro):
- Grave Titan: Just a powerhouse in general. Just like Crested Sunmare, Grave Titan will give you excellent battlefield presence.
- Whip of Erebos: If you do add more creatures like Grave Titan, this card can be very good for your life gain strategy.
- Sun Titan: One of my favorites. Can grab back some useful stuff, even land.
- Soul Warden, Soul's Attendant, Suture Priest, Auriok Champion: The soul sisters. You shouldn't include all of them at once though. Just keep them in mind since they're good against creature-heavy decks.
- Consecrated Sphinx: Costly, but worth.
- Kambal, Consul of Allocation: Punishes spell-slinging decks, and generally nice if he sticks around.
- Ayli, Eternal Pilgrim: She can be good if you can keep your life total high enough.
- Sanguine Sacrament: Pretty nice for the deck's game plan at instant speed.
- Demonic Tutor: Arguably the best tutor you can find, but the price tag will probably turn you away. But... Greatness, at any cost.. Right?
- Enlightened Tutor, Mystical Tutor, Vampiric Tutor: Excellent tutors, but expensive (although Mystical Tutor is only around $5; not a whole lot compared to Vampiric Tutor).- Austere Command: Another one of my favorites. Very flexible, and doesn't cost a whole lot either.
- Torment of Hailfire: This card will probably make everyone hate you, but it's a fantastic card nonetheless.
- Leyline of Anticipation: One of the best blue enchantments in my opinion. Allows you to intimidate everyone just by playing a land on your turn.
- Crawlspace: Good against creature-heavy decks.
- Talisman of Dominance, Talisman of Progress, Fellwar Stone: Some decent and cheap mana rocks if you want more ramp.
- Decree of Pain: A good tempo swing in your favor if there are a ton of creatures in play. Kinda costly to play though.
- Hallowed Fountain, Godless Shrine, Watery Grave: Shock lands. Excellent at increasing consistency with mana bases. They're even better with the Fetch lands. All of these lands are very costly though.
- Flooded Plains, Marsh Flats, Polluted Delta: Example Fetch lands you could use.
- Ponder, Preordain: Cheap cantrips for a little more consistency.
- Maze of Ith, Kor Haven: Decent control lands.
- Urborg, Tomb of Yawgmoth, Cabal Coffers: Generates a ton of mana if you get them together.
- Expedition Map: Can help getting the above lands or any land you need.
- Crypt Ghast: Synergizes very well with Urborg, Tomb of Yawgmoth, but is overall decent for your deck.



That's all I can think of for now. I can post more for you if I think of anything else.

solarbeam on Let's Begin With Control...

1 week ago

Hey, love to see someone getting into UW control. First off, to get a more competitive build will be a little tight on the budget.

First off, your mana base needs to be better. Some great budget options are Prairie Stream, Glacial Fortress, and Port Town. The reason you should consider these is that they have a chance of coming into play untapped, and while control can generally survive a few tapped lands, having as many as you do now would be deadly. Temple of Enlightenment is one of my favorite tapped lands though. I have personally been very impressed with Field of Ruin over Ghost Quarter. Once you're able to put a good amount of money into it, go for Mystic Gate (only one), Flooded Strand, Hallowed Fountain, and Celestial Colonnade.

I'm a big fan of big flying angel win conditions. Torrential Gearhulk is fantastic, but just make sure you're running enough instants to make it worth it. Nyx-Fleece Ram is definitely a sideboard card, don't run it in your main deck. 4 Wall of Omens is a pretty good defensive option.

Dissolve is my favorite counterspell, but you shouldn't be running it in modern. 4 Mana Leak. 4 Remand, and 3-4 Cryptic Command are the usual counters to run. Disallow is pretty interesting though. You should not be running Condemn, it was some pretty early Death's Shadow sideboard tech, but there are better options. You will definitely need to invest in a playset of Path to Exile, luckily they're at a pretty low price right now. Instead of Jace's Ingenuity, cantrips like Serum Visions, Opt, or Think Twice would be better options.

I appreciate the enchantments, but Detention Sphere should be making it into the deck over Banishing Light.

I would not run Divination or Ugin's Insight. Your board wipes are pretty spicy, but a little slow. Supreme Verdict is the most typical UW board wipe. Wrath of God and Terminus are other great options. Terminus is a personal favorite.

Planeswalkers you should consider running over the ones you currently have are Jace, Architect of Thought because his +1 will protect you quite well while the -2 is a fantastic source of card advantage. Elspeth, Sun's Champion will win you the game if she goes unanswered, pumping out little dudes with a board wipe at the ready. Narset Transcendent shines in instant/sorcery heavy decks. Gideon Jura is another great planeswalker. All of his abilities fall into control very well, saving you from attacks, removing opponent's creatures, and beating face.

For your sideboard, Blessed Alliance, Rest in Peace, Celestial Purge, Relic of Progenitus, Hurkyl's Recall, and Negate are all great.

Other great cards to consider; Geist of Saint Traft, Vendilion Clique, Entreat the Angels, Secure the Wastes, Faerie Conclave, Sphinx's Revelation, Baneslayer Angel, Dispel, Spell Pierce, Spell Snare, and Jace Beleren

xyr0s on The Venser Deck

2 weeks ago

Exchange New Benalia for Temple of Enlightenment - I think it's strictly better. Also, avoid bouncelands (like Azorius Chancery). They are really bad, unless you have a plan for them, and that plan includes Amulet of Vigor. Just try and see what happens to your mana, if you play it turn 2, and it is then destroyed.

Jace, the Mind Sculptor is a great card. It is actually so great, that it is banned in modern. For some reason, this doesn't show up as a "deck illegal" notice here, but... sry mate, it's banned.

In my opinion you have too high costed cards compared to lands. Sure, Everflowing Chalice helps, but with just 20 lands, and many of those entering the battlefield tapped, it'll take forever until you can do anything, and you don't really have the control pieces to keep going for that long. You could send cards like Meddling Mage and Witchbane Orb of to the sidboard, since playing the mage without knowing what to target isn't particularly good, and the orb is useful only in some matches.

Not a fan of Mistmeadow Witch. If you hold back mana to protectively blink a creature of yours, those 4 mana are locked up not unlike what happens to control decks that play overpriced counterspells. Have you considered playing Restoration Angel instead? It also works as a beater and a fairly decent blocker...

Ballzanya on My Approach of the Second Sun

3 weeks ago

If you do make this a non-casual modern deck, and make a sideboard, I'd add a couple Relic of Progenitus, a couple Ceremonious Rejection, a Negate or two, a couple Day of Judgment (if not Supreme Verdict and/or Wrath of God, a Condemn or two, Celestial Purge, Spell Pierce, and a couple Oblivion Ring I second the inclusion of Temple of Enlightenment. Even if you don't add too much blue to the deck, it'll help with the scrying. I'd cut down to 2 evolving wilds, and play 2 temples, and 2 new benalia. I'd also add two Glacial Fortress and two Irrigated Farmland.

Suns_Champion on Oloro

3 weeks ago

Ghostly Prison is a classic pillowfort-piece.

Blind Obedience is a great card for this deck, as it's got the control/pillowfort feel and will gain/drain some life.

Scrylands: Temple of Deceit, Temple of Silence, Temple of Enlightenment.

Necropotence and Solitary Confinement may be a good combo with Oloro. His lifegain offsets the life lost from exiling cards with Necro which offsets the discard downside of confinement. Tutor it all up with Zur the Enchanter, who can also get you're other pillowfort pieces and act as a lieutenant.

Hope some of this helps!

P.S. Rivals cards should be marked as legal now. Edit and re-save the deck and it should work.

ynot000 on Danny's Oloro

1 month ago

Here are my land suggestions:

1x Adarkar Wastes

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Sejiri Refuge

1x Drowned Catacomb

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

1x Isolated Chapel

1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card

1x Nimbus Maze

1x Path of Ancestry

1x River of Tears

1x Scoured Barrens

Here are the land cuts:

Which would leave you with a manabase of:

1x Adarkar Wastes

1x Arcane Sanctum

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Dismal Backwater

1x Drowned Catacomb

1x Esper Panorama

1x Evolving Wilds

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

2x Island

1x Isolated Chapel

1x Jwar Isle Refuge

1x Maze of Ith

1x Nimbus Maze

1x Opal Palace

1x Path of Ancestry

5x Plains

1x Prairie Stream

1x Reliquary Tower

1x River of Tears

1x Scoured Barrens

1x Shambling Vent

1x Sunken Hollow

3x Swamp

1x Temple of Deceit

1x Temple of Enlightenment

1x Temple of Silence

1x Temple of the False God

1x Tranquil Cove

1x Underground River

1x Vault of the Archangel

This manabase can largely be ported over to Zur, except for the lifegain taplands like Jwar Isle Refuge, which I think are generally just okay but are good in this deck because with Oloro out, you can play it and draw a card. I tried to keep the prices pretty low, because I didn't know your budget, but you can add Hallowed Fountain and stuff if you like (especially that one since it's cheap). Bad fetches like Bad River and Flood Plain get better if you spring for shocklands.

T12H on Azorius Elixir Control

1 month ago

TheAnnihilator

Thanks for the questions!

If you check out the link that shows my original list that I top 8 states I had 2 Azorius Charm in the main. I really like the card because it isn't dead removal against combo or control mirrors because of the cycling. I have tried really hard to find a way to fit a couple in the list but the printing of Blessed Alliance took the charms spot. Blessed Alliance is so great verse so many different strategies that I think every control deck that has white should have at least 2-3. I do change my deck all the time so I am sure the charms will be in and out of the deck a lot. Just depends on the meta.

I think Anticipate is very much overlooked in modern. When I first built this deck Anticipate wasn't printed yet and the deck was just ok. Once I saw the spoilers of it I knew I had to try it. First week they were released I tried 4 of them. The difference of the deck was night and day with the consistency of the deck. Serum Visions is not good with counter spells. you have to figure out "will I be behind or ahead to keep the counter spell on top or do I dig for removal?" because of it being a sorcery. Or you top deck one on turn two and think "do i play serum visions or hold up Remand?" or top deck it turn 4 then have to think "do i play visions or hold up Cryptic Command. With Anticipate you just sit and wait and see what you need to dig for after your opponent shows what they have....and it digs further than any other cantrip in modern!. I get what your saying that quicken and visions could be good together, but I would have to take up 6-8 slots to have a combination of the two cards when I can just have 3-4 anticipates. I will never go less than 3 Anticipate in my UW deck. I am a believer! haha

Only 2 Revs at the moment because I am testing out Search for Azcanta  Flip. My first few lists ran 4 Revs and I realized I didn't need that many with all the good cantrips and counters that drew cards also, this would help me find a Rev better. So I went down to 3 (you can see the list from states) and it has been 3 for the longest time and I may go back to three if I don't like Search. 3 just sometimes felt clunky early and I wanted to try to minimize bad starts. Modern is super important in the early turns and sphinx rev doesn't do anything good until like turn 5 and up.

Temple of Enlightenment have always been in the deck. It is a really nice turn 1 land because of the lack of 1 drops in the deck. It is really nice because it helps prevent flooding because 25 lands is very high count in modern. But it also can help dig for lands if need be. I like that it can filter through the dead cards too in match ups because modern is so vast that you have to have your answers line up.

I will never cut Academy Ruins. It is one of the win cons in the deck to loop Engineered Explosives or Oblivion Stone. Also loops Torrential Gearhulk and Batterskull out of the side. Elixir is nice to give a cushion to your life total in some match ups, but being able to have infinite Cryptic Command and Path to Exile is nice. You bring in Whir of Invention for match ups like burn to act like a second elixir.

Let me know if you have anymore questions or need any help! Thanks again!

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