Temple of Malice

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Born of the Gods Rare

Combos Browse all

Temple of Malice

Land

Temple of Malice enters the battlefield tapped.

When Temple of Malice enters the battlefield, scry 1.

: Add or to your mana pool.

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Temple of Malice Discussion

owen.donnelly on Dragons, maybe?

2 days ago

You know you can have up to 4 copies of one card in a deck excluding basic lands right? Think about adding in some one cards that only cost one mana such as Ruthless Ripper or Cruel Sadist. I would also take out Scion of Ugin and add a full playset (4 copies of) Dragon Tempest. As far as legality goes, you can switch the format to Modern, a format where your deck will be fully legal. Your land ratio looks a bit high at 27, I would think about moving down to 24 lands and using some dual lands such as Temple of Malice and Akoum Refuge. You could do shock lands such as Blood Crypt, but those are more expensive and it seems like you're going for a more budget deck.

Good luck, I hope my suggestions help!

Yuri200X on MadBlack Moon

3 days ago

I like the idea. I think maybe you could use Temple of Malice for a bit more of consistency or Phyrexian Arena for free draws each turn when Platinum Emperion is online.

Maybe maindeck Anger of the Gods to hold out against aggro or run Read the Bones in the same plan as Phyrexian Arena. Since you don't have draw engine, seems like you could use some to rely less on the opening hand.

catrule3564 on StarterTest

1 week ago

Temple of Malice is the only non-standard legal card here. You also have no red cards to make use of it, so it should be replaced with a different land.

At the moment you have 64 cards, which should be cut down to 60 for the best consistency. I would remove the cards that don't have much synergy with the rest of your deck. Alms of the Vein, Conduit of Ruin, Dimensional Infiltrator, Silent Skimmer, and Stromkirk Condemned could all be removed.

I agree that you could use some cards like Bastion Inventor, Reverse Engineer, and Metallic Rebuke.

If you need to make more cuts, I would just start cutting down on some of the expensive spells, like Ironclad Revolutionary. Replacing some expensive spells with something like Merchant's Dockhand would also let you remove a couple lands.

Good luck with your deck!

SteelHeadPaladin on $15 Competitive Modern Minotaurs

2 weeks ago

I play Mogis minotaurs if you're looking for a one mana drop I strongly recommend Gnarled Scarhide as a replacement for Vampire Lacerator. Gnarled Scarhide easily fills the role of a turn one drop, a free drop with Ragemonger, and acts as an enchantment for later game. Sure, it can't block, but you not really worried about that when you're mostly going on the attack. Plus it makes it a true minotaur tribal, and you're not dinging yourself with Vampire Lacerator.

Though I have to say this deck is pretty solid. Any suggestions I have to add is putting in some Temple of Malice or a Fanatic of Mogis along with Dictate of the Twin Gods

Argeaux on Dredgar

3 weeks ago

I keep my Minotaur deck private but I thought you may be interested in the deck list, just to see another approach.

It's called Herd Mentality

Creature
4x Felhide Brawler
3x Felhide Petrifier
3x Felhide Spiritbinder
3x Kragma Butcher
3x Kragma Warcaller
2x Mogis, God of Slaughter
3x Oracle of Bones
3x Rageblood Shaman
3x Ragemonger

Land
4x Bloodfell Caves
6x Mountain
3x Rogue's Passage
5x Swamp
4x Temple of Malice
2x Urborg, Tomb of Yawgmoth

Sorcery
3x Flurry of Horns

Enchantment
3x Impact Tremors

Artifact
3x Cobbled Wings

Sideboard
4x Hero's Downfall
4x Silence the Believers
4x Thoughtseize
3x Whip of Erebos

Flying, Deathtouch Minotaurs. Ouch.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Looking to increase the cards that either discourage attacks against me or come as surprise swings, as well as trim some things that were underperforming.

Out:

Assemble the Legion - Too slow. I want turnaround wins. This doesn't do that, and places a target on my head. May need to add another wincon though.

Chaos Warp - Finding I don't play it when I have it. Taking away their options is often counter to the strategy of this deck. Leaving them to overcommit or develop, while laying low myself, leads to my opponents taking each other out. My offense is often letting their offense develop and be used against everyone but me. When I do choose to intervene in their development, I want it to be final, with no upside for them. This is counter to that.

Oblation - Same as Chaos Warp.

Isochron Scepter - Many times a dead draw, and when it comes into play it is less impactful than I want. It also creates too much worry over my board state any time I play it. Counter to my strategy.

Silence - Not the impact I was hoping. Proactive counter does not work the way I wanted. I want turnaround after their deck does what it is supposed to, not just delaying their playing their deck.

Wild Ricochet - Many times a dead draw, many times too expensive, rarely as impactful as I wanted.

Lapse of Certainty - I often let things through because I want them to be used against my opponents, I don't want a target on my head, and I want to use those things against their controllers. I sit on this card too much.

Foreboding Ruins - Almost always an ETB tapped dual with no upside. I can do better.

Secluded Steppe - ETB tapped plains that I rarely Cycle. No combos to take advantage of it.

In:

Temple of Malice - Upside that Foreboding Ruins didn't have.

Temple of Triumph - Replaces Secluded Steppe. Still ETB tapped, but now a dual and with an extra upside of Scry instead of Cycle.

Mystifying Maze - Another Maze. Leads to attacking elsewhere or to overcommitting. Encouraging both is exactly what this deck wants.

Gossamer Chains - Essentially another Maze.

Gift of Estates - Smoothing out the early game, ensuring land drops.

Karmic Justice vs. Martyr's Bond - I will cycle both. Redirecting targeted removal at my opponents would be good. Adding the chump block Rattlesnake of Martyr's Bond may or may not make up for the extra cost.

Some combination of Fogs such as:

May Consider:

Academy Rector - Just a simple Rattlesnake tied to a tutor. Would potentially be great.

False Prophet - Another Rattlesnake card tied to a boardwipe. May be counter to the strategy, but the Rattlesnake may be worth it.

Lame_Duck on It's a Draw!!

1 month ago

I don't think you're running enough lands here; 32 out of 100 is about 19 in a 60 card deck, which is the sort of number I reserve for very low curve aggro decks. Since you've got so much draw, you can cheat a little bit on lands but you it looks like you need to draw at least 3 in the first few turns to start getting going. I'd go up to 36 or 37 lands; that's about the equivalent of 22 in a 60 card deck.

Also, with absolutely no colour-fixing in the deck, I would recommend ditching the cards in the deck completely and going straight Dimir. They're nice cards but they don't do anything that your other cards can't do and they're not worth the risk of having a hand of cards that you don't have the right colours to cast. Either that or start looking into budget multi-coloured lands: Evolving Wilds, Terramorphic Expanse, Crumbling Necropolis, Temple of Epiphany, Temple of Deceit, Temple of Malice, Drowned Catacomb, Dragonskull Summit, Bloodfell Caves, Swiftwater Cliffs, Dismal Backwater.

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