Temple of Epiphany

Temple of Epiphany

Land

Temple of Epiphany enters the battlefield tapped.

When Temple of Epiphany enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

: Gain or .

Browse Alters View at Gatherer

Trade

Have (1) gildan_bladeborn
Want (2) Frost36 , MisterFamous

Printings View all

Set Rarity
Core Set 2020 (M20) Rare
Duel Decks: Elves vs. Inventors (DDU) None
Journey into Nyx (JOU) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Temple of Epiphany occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

UR (Izzet): 1.32%

UBR (Grixis): 0.51%

Temple of Epiphany Discussion

BlackPhilip on Jeskai Miner

1 week ago

I_Want_To_PlayAllTheDecks maybe something like this could be a good starting point.

Aether Hub, 3× Battlefield Forge, 4× Island, 2× Mountain, 2× Plains, 4× Shivan Reef, 3× Temple of Epiphany, 1x Glacial Fortress

rotimislaw on Omnath's Rage

1 month ago

Don't you have slow starts? I think 11 temples is too much... How about cutting 1x Temple of Abandon, 1x Temple of Epiphany and all 3x Temple of Mystery and putting basic 2x Forest, 2x Mountain and 1x Island instead?

The change shouldn't impact your playability, and could increase speed as well as synergize with Nissa, Who Shakes the World static when it comes to tapping more Forests for mana.

stupidmagikarp147 on Klothys Tempo

2 months ago

This is probably a stupid question, but why 3x Temple of Epiphany instead of 3x Steam Vents to help with having the mana for early threat-countering over a scry, then putting in the 4x Opt to get the scry and take out both Thryx, the Sudden Storm (this does nothing for you because it benefits CMC 5 or greater), 1x Mischievous Chimera and 1x Mountain to make the deck a little more consistent?

triproberts12 on Copy That Sir!

2 months ago

Oh, and sorry this is coming in bursts. I'm just noticing one thing at a time. The other thing that will vastly improve this deck is getting some of the tap lands out. Unfortunately, any dual land touching blue is absurdly expensive, so I won't lecture you on how a fetch/shock/ABU dual manabase is always correct. There are some budget options, though:

Shocks were reprinted relatively recently, so investing in Blood Crypt, Steam Vents, and Watery Grave now will improve your deck's speed, and if you run the slow fetches Bad River, Mountain Valley, and Rocky Tar Pit, the mana should be very consistent, as well. Drowned Catacomb, Dragonskull Summit, Choked Estuary, and Foreboding Ruins also like more basic land types. Grixis Panorama and Ash Barrens are nice, because they can come down untapped or fix!

Temple of the False God is garbage. Being stuck on 3 lands and Temple until turn 6 will slow you down. Yep.

As for tapped lands, Temple of Deceit, Temple of Malice, and Temple of Epiphany are in-print now, so they'll be good replacements for whatever vanilla dual lands are left.

Bolo33 on Please Help - cheap deck ...

2 months ago

Standard. Cheap?

That's hard to bear, for most. The thing I do to keep my decks cheap is avoid Shock Lands( Steam Vents and the like) and cards like Fabled Passage . I'm not denying their value, but are they really 10-20 times more valuable (in the game) than a card like Temple of Epiphany ? They both tap, and both give an add on.

Also, Sleeves exist, to protect cards. Cards can be bought cheaper when they are in a less-than-new condition. And foils are also a bit unnecessary, if your goal is to stay cheap.

Now for an actual idea. I was looking at the cards you liked at the top of this post. Pteramander and Crackling Drake are both big on instants, and getting Humongous as a result of them. Enigma Drake has already rotated, it is no longer standard legal. Two other red and blue cards that get Gargantuan as a result of instants/sorceries are Erratic Cyclops and Wee Dragonauts . Cards that help you cast such spells are Goblin Electromancer , and (sorta) Spellkeeper Weird . The instants/sorceries you want to cast with this can be damaging type, card advantage type, orcreature buff/debuff, or even the first two of these combined. (Counterspells are essential, too)

For Damage, Shock , Lava Coil and Electrodominance are good. Card-Drawing, Opt , Winged Words , and Chemister's Insight all draw and give card advantage. Infuriate , Sure Strike , and Sonic Assault both buff/debuff. Ral's Outburst both damages and gives card advantage. For a damaging deck, you may want Electrostatic Field . For a card-drawing deck, The Magic Mirror and Niv-Mizzet, Parun make a great combo. If you want to simply buff your creatures to victory, make sure to keep the pumping creatures.

Counterspells are essential, I find Quench is surprisingly useful. Ionize is great too, and everyone seems to love Mystical Dispute too, although it is pricey. Convolute is a cheaper (monetary-wise) thing to use.

I hope this helped you decide on cards!

Load more