|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Rare|
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Temple of Epiphany
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
: Add or to your mana pool.
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Temple of Epiphany Discussion
1 week ago
Currently, your deck is fairly weak against artifacts and enchantments. I don't think these decks are such a threat that you need to mainboard counters, but having some options in your sideboard would probably be helpful. Abrade is a fairly solid spell, since it can remove both creatures and artifacts. Red and Blue are not great at enchantment removal, but Blue does have some nifty bounce options--Cyclonic Rift, for example.
I would also recommend replacing Temple of Epiphany with Shivan Reef (another budget UR land). Modern is a tad fast for lands that enter tapped, even if they have the utility of scrying. Further, your deck is very quick and aggressive--you do not really have time to waste a turn on a tapped land. Shivan Reef gives you quick, efficient colour fixing, at the measly price of one life.
1 week ago
Temple of Epiphany I think also is just worse than another basic land, sure it makes both colors but coming in tapped is a big downside in an aggressive deck like this. Mostly I think you should focus on lowering the mana curve and smoothing out gameplay. Good luck!
2 weeks ago
As someone who is very budget focused myself, I agree that Snapcaster Mage is probably out of the question unless you really, REALLY want to make this deck super competitive.
I think Young Pyromancer is a better choice than Flameblade Adept for sure, probably Monastery Swiftspear as well. Making tokens that stay until they die is just better than temporarily buffing a hasty creature. The buffs wear off, the tokens stay, and are much more versatile. If you were playing burn the earlier damage and haste would be better, but where you're already playing the long game you'll just get more value from tokens.
As for lands... Shivan Reef is by far the best budget option (a point or two of damage for color fixing until you draw into the appropriate basics is no big deal compared to failing to find mana you need for a counter), with Swiftwater Cliffs being even cheaper. If you were slightly less budget Spirebluff Canal or Sulfur Falls may work as well. Possibly even Temple of Epiphany for the added scry, though lands that always play tapped are usually a bad idea in my experience.
2 weeks ago
Alright! Hi! Since this is your first EDH deck I'll start with a lot of basic/staple things to get you up to speed :)
First, welcome to the best magic format! If you haven't already, check out the rules website here.
Back? Alright! We need to get you up to 100 cards my friend! Let's start with your lands.
For any average EDH deck, you need 35-38 lands. This depends on a great many things(like curve, strategy, ramp, card draw, ect) but something in that range is what you should shoot for.
Going all basics is very risky because there's no guarantee you can get all three colors on turn 4. It's also hard to cast stuff with double or triple colors in their mana costs. So here are a bunch of $5 and under suggestions to get you up to ~37 lands. I like to do things in cycles, so I have the same amount of each color available.
Extra mana: Temple of the False God
So those are all a bunch of relatively budget options you can use. I usually keep all of those the same and change the number of each basic land to match the color ratio of the deck.
Next I want to talk about ramp. Any EDH deck should have about 8-10. You don't have green so most of it will be artifact ramp. Your commander has a CMC of 4 so it's important to use 2 cost artifact ramp to get her out on turn 3.
Sol Ring goes in pretty much every EDH deck. If you think you'll be playing EDH for a while I'd buy at least 5 haha
That'll give you a solid playable mana base, whith with you can do anything with the rest of the deck and still play normally. You could even change commanders if you want!
For the rest, I'll turn to the pros: This is the Command Zone Episode 151 where they talk about their template and how much ramp, lands, board wipes, spot removal, card draw, creatures, etc etc etc you should have in your average deck. Definitely watch it all but here's a summery I found in the comments:
Mana Ramp - 10Card Draw - 10Single Target Removal - 5Board Wipes - 5
Standalone - a card that works on it's own or in concert with your commander. (25)Enhancer - a card that either amplifies or is amplified by your commander, standalone cards or other enhancers. (10-12)Enabler - a card that covers a weakness or a fills a gap in your strategy. (7-8)
Then head over to EDHREC and pick out cards that interest you!
One last peice of advice, don't go and buy all this shit yet. Wait a while, craft the deck, continue getting advice on it, then buy the cards you know you want. Don't be like me and but 200 cards for a 100 card deck haha
3 weeks ago
HAHAHA!! That's pretty good. I took out the Wandering Fumarole in favor of Temple of Epiphany because of the scry effect. I think doing a 2-2 split is the happy medium. I have the 26 lands in here because of the high amount of instants and spells. Snapcaster Mage seems super good, just not the most economically efficient idea. So 2 Snapcaster Mage, 2 Torrential Gearhulk, and 2 Keranos, God of Storms for creatures? Also, what are your opinions on Vance's Blasting Cannons Flip? It would flip relatively fast because of the number of spells, then allow me to tap for red, and get constant Bolt of Keranos whenever I need the damage.
4 weeks ago
Update: Cleared Maybeboard
As the Maybeboard cards from the original deck were already Mainboarded, I cleared it:
1 month ago
Here's some suggested changes. But, erhm... dragons just aren't that great a strategy. So this is more of an RG ramp shell, with "add dragon to taste".
Fewer dragons, and they all have haste. Which means they need less help getting to do damage. birds of paradise added, both as ramp, but also because they have evasion, and can be used with Kessig Wolf Run. Courser of Kruphix is nice - enough toughness to survive being bolted or Anger of the Godsed. Nissa for card advantage. I don't think you should play her until you can flip her right away.
Sorcery (10)4x Serum Visions3x Anger of the Gods3x Pyroclasm4x Search for Tomorrow2x FarseekDon't know why I left Serum Visions in, but it might be better than Rampant Growth - you have to try out what you feel you need the most, more cardselection or more mana. Otherwise: "reset-button added". All you need to do, is hold on until you have 5 or 6 mana... which means surviving early aggro. Which against means getting rid of attackers.
Added Kessig Wolf Run, since it's a real threat in any ramp deck. All it needs is a Birds of Paradise or dragon token without summoning sickness... In general, consider playing some better lands. A lot of these enter the battlefield tapped, which is a set-back if you try and overtake your opponent - have a look at fastlands, shadowlands, shocklands, and all the other kinds available in modern.
Removed Temur Ascendancy, since all dragons in the deck has haste on their own. Cards that do nothing on their own are a real liability, and you had quite a lot of them. Dragon Tempest is a lot cheaper, and can actually end the game at least one turn faster, so that one I nthink you should keep.
I know. Boring and over-used. Also best available option, due to its low casting cost.
Sarkhan might just work. card draw, ramp, and tokens can't be all that bad.
2 months ago
Having removed your expensive spells, I fear that the Goblin Electromancers are now not doing you much good, as half of your spells don't benefit from their effect. Monastary Swiftspear would work much better with the spells you have. Baral, Chief of Compliance is similar, but at least has other abilities. I don't mind him as a single card in the deck at this point.
I also agree that Thing in the Ice Flip is a good replacement for Guttersnipe, in that it comes out earlier, protects you from aggression, works with your spells, and can end games on its own once flipped.