Temple of Epiphany

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
Duel Decks: Elves vs. Inventors (DDU) None
Journey into Nyx (JOU) Rare

Combos Browse all

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.)

: Add or to your mana pool.

Price & Acquistion Set Price Alerts

DDU

JOU

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Temple of Epiphany Discussion

FogonaFrog66 on Thraximundar Brings the Thundar

4 days ago

I just noticed that I only have 32 lands total. I immediately want to run 35, so I’ll need to add Crosis's Catacombs, Temple of Epiphany, and City of Brass. They’re budget choices, but respectable. I’d remove Whispersilk Cloak, Cruel Ultimatum, and Mystical Teachings. I’d love to hear if I’m downright idiotic.

MarcosTithes on Kess storm (help make it competitive)

5 days ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
https://www.reddit.com/r/CompetitiveEDH/
https://www.youtube.com/channel/UCzt3cj_wzuNp4yRP9ZEBAmg
https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

carpecanum on Melek Spellslinger (Cheap)

1 week ago

Temple of Epiphany and Isolated Watchtower let you scry the top of your library. Any scry cards would really help you control your top card.

Foresee, Portent of Betrayal, Mystic Speculation to buyback every round and Spite of Mogis for only 1 mana.

dgalarza on Counterburn Rebirth

2 weeks ago

Thanks for the suggestions, Collamus! I've been testing them out and I liked how Thing in the Ice  Flip fills up the turn 2 plays and that it passes the Lightning Bolt test. Delver of Secrets  Flip is my 2nd favorite card ever, but I preferred to run Halimar Depths, and Temple of Epiphany on turn 1 and didn't like how Delver cuts into the instant/sorcery count. I also built a Grixis Delver deck and wanted to do something a bit different with this one. I'm not brave enough to run a turn 3 enchantment in Fevered Visions on such a low land count and playing ideally at instant speed. I'll put away my biases and try it out. Who knows?

cldennis89 on Storm of the Izmagnus

1 month ago

Yeah for sure. I'm currently using a proxy for casual play, but for tournaments, I swap it out for Temple of Epiphany. I'll also be adding Steam Vents once I get the card.

FtonDavid on Saheeli Gifted Artificer | Commander 2018

2 months ago

I've invested in Commander staples so I have the fetchlands, revised duals and shocklands, if you have them what should be swapped out?

  1. Temple of Epiphany --> Volcanic Island
  2. Sulfur Falls --> Steam Vents
  3. Shivan Reef --> Scalding Tarn
  4. Mountain --> Arid Mesa
  5. Island --> Bloodstained Mire
  6. Mountain --> Flooded Strand
  7. Island --> Misty Rainforest
  8. Mountain --> Polluted Delta
  9. Island --> Wooded Foothills
  10. Mountain --> Izzet Boilerworks
  11. Island --> Vesuva
  12. Mountain --> Reflecting Pool

Or do you think that's too many fetchlands, too few basics?

babushkasara on "Draw and Die!"

3 months ago

I'm not going to pretend I'm an expert on this kind of deck, so I'm going to try to keep my comments fairly generic.

Regarding your lands: Sulfur Falls seems preferable to the Vivid Creek and Vivid Crag. Those seem odd inclusions in a two color deck. Even Temple of Epiphany is better, isn't it? Would a Spire of Industry also work, since you're artifact-heavy enough to have Mishra's Workshop? There's also Shivan Reef or Steam Vents.

Does Torpor Orb not negate Torrential Gearhulk? Not sure if that's an accepted risk.

cdkime on Rank these lands...

5 months ago
  1. Way, way too powerful. Even if it can't be fetched and has the legendary limit, this is free colour fixing in the most important stages of the game.

  2. I kind of like this one--I would probably never use it in a constructed format, but it seems decent enough for emergency fixing in limited, and its ability to be fetched means it might see some use in budget commander. Since limited is where it might shine, be sure to include artifacts/spells that care about fetching specific land types (i.e. cards like Everbark Shaman).

  3. I think this is unplayable--giving your opponent a card is far too large a detriment for colour fixing. This is particularly true in limited, where the 40-card deck size means you have an increased chance of drawing something nifty. Perhaps instead, your opponent gets to scry one (sort of like a reverse Temple of Epiphany). I'd still be highly skeptical about playing it, but that would make it a bit more balanced.

  4. I agree with what others have said--drawing a card is far too powerful.

If you're looking for more inspiration, consider the Future Sight duel lands. Nimbus Maze, Grove of the Burnwillows, Horizon Canopy, and River of Tears all need to have their cycles completed.

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