Temple of Mystery

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels 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
Theros (THS) Rare
Promo Set (000) Rare

Combos Browse all

Temple of Mystery

Land

Temple of Mystery enters the battlefield tapped.

When Temple of Mystery 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 Mystery Discussion

griffin_15 on Ring! Ring! Ring! Bananaphone!

2 weeks ago

To start, Wooded Foothills, Windswept Heath, Scalding Tarn, Marsh Flats, Flooded Strand, and Bloodstained Mire are all fetch for lands that you can't run in this deck, you're losing value there. I would instead run the bounce lands in those colors, Dimir Aqueduct, Simic Growth Chamber, and Golgari Rot Farm. If you're really looking for that mana fixing, obviously the go to Evolving Wilds and Terramorphic Expanse. From looking at your decks, you seem to build a lot of 4-5 color EDH, from someone who plays quite a few 3 colored decks, colors aren't that big of an issue. 37-39 is really the range of lands to stay in, whereas you have 34. I know you'll have to cut more in other areas to hit that, but it will help with mana issues if you have them. I would look into adding the Scry lands; Temple of Deceit, Temple of Mystery, and Temple of Malady. Tasigur is all about top deck manipulation, so free scry is nice. Again, I'm not helping with the cutting, but Thassa, God of the Sea and a Sensei's Divining Top would be great additions for top deck manipulation. As for cuts, Grave Titan and The Scarab God.I see the synergy of zombie creation, leading to scry-ability, but I just don't see that paying off in the way you want. The likelihood of having both of them out, creating zombies, and the table allowing that to continue is low. There just isn't a whole lot of Zombie synergy in the deck, and you're losing value there. I went on quite a bit above talking about mana fixing, with that in mind, Mox Diamond just seems excessive. You have a Command Tower, you have a lot of dual lands, while a high-value card, maybe not as necessary here. The next one I would go with is Languish. You have a ton of answers, and this one is the weakest. I would put it in the sideboard, that way if you're playing against a token deck or other low-powered creature deck, it has great value as a wrath, but otherwise, it might just be a dead card. Another card would be Impulse while top deck manipulation is very valuable in this deck, a one-off Impulse, when you could have other repeatable top deck manipulation, isn't as valuable and it can probably be taken out. In a similar vein to Languish, I would cut Pernicious Deed. People don't like being held hostage, and on deck board wipes like Pernicious Deed or Oblivion Stone or Nevinyrral's Disk etc, all draw a lot of hate. People are going to come at you and try to force you to crack it. Unless you're going to play it, and immediately wrath, it's going to draw hate your way, and people are going to try to force your hand, I'd cut that. Also, similar to Grave Titan and The Scarab God, Ishkanah, Grafwidow can be cut. He'd be great in a spider's tribal deck, but paying 6 and a black for draining someone 4 life is fairly low value, unless you want your primary win-con to be the Deadeye Navigator+Peregrine Drake+Ishkanah, Grafwidow. Like, that's a cool combo, but Deadeye Navigator is so widely known to be an infinite mana machine, people will be throwing whatever they can at him to get him out of the game.

BlackjackHD on Arixmethes, Slumbering Isle

1 month ago

Add: Hadana's Climb  Flip, Flooded Grove, Blighted Woodland, Temple of Mystery, Hinterland Harbor, Quest for Ula's Temple, Zendikar Resurgent, Rishkar's Expertise, Monastery Siege or other draw/discard outlet to enable Wonder and Brawn, and any combination of Kruphix's Insight, Commune with the Gods, and Benefaction of Rhonas

Drop: Archaeomancer, Archetype of Imagination, Kindred Summons, Simic Charm, Stifle and Trickbind (unless they're used for something I don't see but there's no Torpor Orb so I assume not), Twincast, Concordant Crossroads, Kindred Discovery, Mystic Remora, Hunter's Prowess, Nissa's Revelation, Ugin's Insight, Herald's Horn

succeeddamnyou on It takes tooth to make a thing go right.

3 months ago

Glen Elendra Archmage nombo's with Pir, Imaginative Rascal not sure if that makes it worth dropping but other counterspells are available, you could maybe get a Cryptic Command for a similar price.

Tishana, Voice of Thunder is also pretty sweet even if you're not going super wide. Primordial Hydra exists, never forget it exists. Reality Shift and Curse of the Swine are other removal options. Any clone effect is good with Toothy. You clone Toothy, sac the one with counters on to the legend rule and draw a bunch of cards, which then puts all those counters onto the clone. You can then do the reverse operation with the real Toothy and sac the clone for even moar hardcorecarddraw.

Also Temple of Mystery

TheRealYiazmat on Tatyova, Benthic Druid

3 months ago

Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.

Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.

In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.

For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.

For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.

Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel

In terms of general advice, I would up the creature count if possible.

I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.

_Delta_ on Muldrotha: Recursion, Reanimation, Repeat

5 months ago

Hey I love the decklist, and I was wondering if perhaps you had any suggestions for my very own Muldrotha deck. When I have more free time i'm going to refine it as right now it's not even at 100 cards and is I feel a bit all over the place with what it wants to do.

You see, I also own a Meren of Clan Nel Toth deck already so I decided to do something quite different with this deck purposedly to avoid too much overlap in strategy. What i'm doing is much more focused on self mill to a larger degree, but also a lands matter theme playing cards like Hermit Druid (with little to no basics likely), Mirror-Mad Phantasm, Tunnel Vision alongside cards like Temple of Malady, Temple of Deceit, Temple of Mystery, and Zhalfirin Void to make possible Laboratory Maniac as a win con. Then there's other goodstuff like Worm Harvest, Sylvan Reclamation, WORLDSHAPER!, Sylvan Awakening/Rude Awakening alongside Avenger of Zendikar, Ob Nixilis, the Fallen, The Gitrog Monster, Azusa, Lost but Seeking, multani, yavimaya's elder, and Ulvenwald Hydra.

I'm playing tons of efficient lands that fill other roles like Dark Depths/Thespian's Stage/Vesuva, Maze of Ith, Glacial Chasm, Strip Mine/Tectonic Edge, Cabal Coffers/Urborg, Tomb of Yawgmoth, etc. Because of Cabal Coffers and maybe Vorinclex, Voice of Hunger and other mana doublers I might add, I may try and play some big spells like Exsanguinate, Torment of Hailfire, Genesis Wave as finishers also.

Anyways, what I recommend for your own deck is to consider lands like Remote Isle, Barren Moor, Tranquil Thicket, etc. Oblivion Stone also would go quite well here I think. But yeah if you have any feedback for my own different take I would really appreciate it as I feel it needs much, much refinement still.

Suns_Champion on Anything you can do I can do Better(Ikra +Ludevic

6 months ago

Sweet deck, instant-speed +1!

Faerie Artisans might be fun! My friend has played it a ton and it's always a blast!

Mirage Mirror is an up and coming commander staple I think. Would fit really well here. You can really abuse it with the stack too which makes it extra fun!

Adding flash might be good, surprise block people with copies of their creatures! Vedalken Orrery and Leyline of Anticipation.

Mimic Vat is one I've had a ton of fun with too! Lots of value!

Some more ramp/fixing might help out, you seem pretty low: Prismatic Omen($$ eek), Birds of Paradise, Farseek, Kodama's Reach, the appropriate signets maybe. Your mana base may need a re-shuffling in general. You don't need very much red and need a lot of blue.

The Scry lands are my favs: Temple of Malady, Temple of Mystery, Temple of Epiphany, Temple of Abandon, Temple of Deceit, Temple of Malice.

Hope some of this helps! I'll be back with more when I think of them!

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