Temple of Mystery


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Hero Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Rare
Promo Set (000) Rare

Combos Browse all

Temple of Mystery


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

Darthagnon on Kage Bunshin no Jutsu: IISFF

5 hours ago

Update: Cleared Maybeboard

As the Maybeboard cards from the original deck were already Mainboarded, I cleared it:

1x Avenger of Zendikar

1x Clever Impersonator

1x Coastal Breach

1x Decimate

1x Phantasmal Image

1x Splinter Twin

1x Temple of Epiphany

1x Temple of Mystery

xyr0s on Temur Dragons: Khan't Touch This

5 days 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".

Creatures (16)

2x Courser of Kruphix4x Thunderbreak Regent4x Stormbreath Dragon4x Birds of Paradise2x Nissa, Vastwood Seer  Flip

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.

Land (23)

4x Forest2x Frontier Bivouac2x Haven of the Spirit Dragon3x Island5x Mountain2x Temple of Abandon2x Temple of Epiphany2x Temple of Mystery1x Kessig Wolf Run

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.

Enchantment (3)

3x Dragon Tempest

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.

Instant (4)

4x Lightning Bolt

I know. Boring and over-used. Also best available option, due to its low casting cost.

Planeswalker (2)

2x Sarkhan Unbroken

Sarkhan might just work. card draw, ramp, and tokens can't be all that bad.

Lilbrudder on SBT Budget (Blue Green Black)

2 weeks ago

One more thing. You have too many black symbols and need more green blue,so instead of Temple of Malady do Temple of Mystery and Breeding Pool over Reflecting Pool

TheDuggernaught on Modern Ramp Help Needed

3 weeks ago

This looks a lot better! However, I ma not sure I would want to run the Arbor Elf + Utopia Sprawl package in addition to tron lands. You need a green mana source in order to turn 1 Arbor Elf, which is not always feasible when you are running 12+ colorless lands -- and sometimes you may not want to if you have 2-3 tron cards in your hand (in which case, the Arbor Elf package just feels bad). Instead, aiming to consistently hit your tron lands might be a better option. As such, including those Expedition Maps into the main would be my go-to option. Most lists will also run Chromatic Stars, Chromatic Spheres, Ancient Stirrings, Thirst for Knowledge, and or Relic of Progenitus to help dig through your deck for threats or to finish your tron package. The stars and sphere also help make your mana base a bit more reliable.

As far as threats go, there are lots of options. Some list like Batterskull as an extremely resilient threat. Wurmcoil Engine is never a bad card. Karn Liberated (especially deadly as he costs exactly 7 -- the amount of mana you get from your tron package), and Ugin, the Spirit Dragon are solid finishers. Sundering Titan can destroy your opponent's mana base. Mindslaver is my personal favorite in tron. You can run a Gifts Ungiven package to search for Life from the Loam, Mindslaver, Academy Ruins, and any other card (normally a tron land). No matter which cards they put in your graveyard, you will be able to establish a Mindslaver lock you permanently lock your opponent out of their turn. Academy Ruins can also recur tron's board wipe of choice being Oblivion Stone (although you can also run All Is Dust). If you wind up wanting to run the Sundering Titans, one thing I might suggest is to run down your your lands with basic land types. Instead, run cards like Yavimaya Coast, Temple of Mystery, Hinterland Harbor, or Botanical Sanctum.

Another counter spell I forgot is Spellburst.

Mr.tatak on How to cheat eldrazis into play 101

1 month ago

xBradley5000 thanks! I removed the 2 Lumbering Falls, 1 Temple of Mystery and an Island and added 2 Awakening Zone. Also swap all the Salvage Drone for a playset of Nest Invader and added 2 Blossoming Defense as additional protection against removals.

multimedia on My edit on Ezuri

1 month ago

Hey, nice upgrades to the Ezuri precon.

I agree with ThallionDarkshine the Cube + Sages combo is out of place here. Honestly you don't need it.

I suggest a few Simic Commander staples that are all budget:

Bident of Thassa and Bred for the Hunt are enchantments that can draw you a lot of cards especially if your attacking creatures have trample.

For the manabase I suggest a lot more Simic dual lands most are budget:

In my opinion your deck is currently fine as is except the manabase. Before upgrading anything else upgrade the manabase.

Pieguy396 on *HELP* Maelstorm Wanderer

1 month ago

Hey there! Awesome deck you have here (and Maelstrom Wanderer is probably my favorite commander, so that doesn't hurt)!

I agree you need a little more mana fixing; fortunately, Green is very good at this. Kodama's Reach and Cultivate are both amazing at ramp and fixing, and Farseek, Explosive Vegetation, Skyshroud Claim, and Urban Evolution are as well (keep in mind that you can get any forest with the Claim, not just basics). Gilded Lotus is also an option.

Some other general suggestions I have for you:

Finally, I do think your mana base needs a little work. I find 37-38 lands is appropriate for a ramp-heavy deck like Wanderer, so you can certainly cut a few lands. I'd recommend the checklands (Rootbound Crag, Hinterland Harbor, and Sulfur Falls), the painlands (Karplusan Forest, Yavimaya Coast, and Shivan Reef), the shocklands (Stomping Ground, Breeding Pool, and Steam Vents), the temples (Temple of Mystery, Temple of Abandon, and Temple of Epiphany), and the fetchlands if you can afford them (Wooded Foothills, Misty Rainforest, and Scalding Tarn). Ash Barrens is also amazing due to the shuffle effect if you need it, and Frontier Bivouac is fine if you need the fixing.

Hope this helps!

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