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.)
: Gain or .
|Have (2)||sonnet666 , Taki117|
|Want (7)||Zacblu10 , shrapnelmagnet , thumbs14 , hodmandod , Luzaich , ZeroEntropy , Oliviridian|
Printings View all
|Core Set 2020 (M20)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Temple of Mystery occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
GU (Simic): 1.41%
RUG (Temur): 2.11%
GWU (Bant): 0.69%
Temple of Mystery Discussion
1 week ago
This looks a bit like my old +1/+1 counter deck, and while I will say that GW is probably better colors... I see where you're coming from here. No matter what, though, you need to do some tinkering with your mana base. Less islands, more duals. Unfortunately, the tried-and-true Thornwood Falls would serve only to make this slow deck slower, and enemy duals are in short supply in pioneer. Try Temple of Mystery - it should be something you can find for an all-right price these days, and scrying is nice. Having so many islands and so comparatively few blue spells is... good in moderation. 9:7 forests:islands for a 19:4 mana symbol ratio (nearly 5:1!!) is absurd. You should be running 4 or 5 islands, at most- or all of your blue mana should come from duals.
With that out of the way, suggestions!
Avatar of the Resolute is a big ol' meat stick that can swing in for heaps of damage.
Barkhide Troll is a resilient threat that basically has Schrodinger's Hexproof as long as you leave up 1 mana.
Benthic Biomancer could be good for the curve and the lacking card draw.
If you're in a slow meta that will allow you to make a turn 3 play like this, Bred for the Hunt draws an assload of cards.
Chasm Skulker just gets huge and is resistant, somewhat, to removal.
Managorger Hydra is a finisher for 3 mana. It'll make your opponents think twice before doing anything.
Wildborn Preserver is an excellent mana sink if the game goes long.
Consider some of those suggestions.
2 months ago
Simic Growth Chamber should be helpful in preventing all your lands from becoming Islands. It also pairs well with Temple of Mystery . Field of Ruin might be worth considering, too, if it's not too expensive.
Some sort of tutor might worth considering. Fabricate comes to mind, but I know there are lots of other artifact tutors in blue, too.
4 months ago
Hello ! I love this deck risen reef is such a cool card ^^ Though there is something that came to my mind, and perhaps it's just that I am a beginner haha ^^ but why not put 4 Temple of Mystery and 1 Simic Guildgate instead ? since Temple of Mystery looks like an overall better version of the card since it allows scry or if the price is the reason, why not consider Thornwood Falls isntead of the gates, as it would give 1 life.
Hope I could help ;)
5 months ago
I haven't actually played it yet but i do appreciate the suggestions.
5 months ago
Given the curve, you could probably drop a land or two. Maybe one for another Stony Strength. Either way, I'd add Temple of Mystery to help fixing and bounce like Callous Dismissal for anything or more focused ones like Applied Biomancy or Unexplained Disappearance .
On another note, I'd drop the Mono-Green tag for Simic. I'd probably drop the Temur tag too. Given the gameplan Stompy would work.
5 months ago
I found a deck that placed second in a SCG grand prix, but I looked at the decklist and I couldn't find any way to win. There's no damage dealt, no card that says "If ___ then win" and I just don't know how it won any game. Could someone please explain this to me?
The decklist is as follows: Narset, Parter of Veils x3 Tamiyo, Collector of Tales x3 Wilderness Reclamation x4 Blink of an Eye x2 Chemister's Insight x4 Growth Spiral x4 Nexus of Fate x4 Root Snare x4 Search for Azcanta Flip x4 Callous Dismissal x1 Drawn from Dreams x2 Forest x6 Island x7 Blast Zone x2 Breeding Pool x4 Hinterland Harbor x4 Memorial to Genius x1 Temple of Mystery x2
5 months ago
Some lands to look at: Exotic Orchard , Fetid Pools , Sunken Hollow , Temple of Mystery [pairs well with the bounce lands for double the scrying opportunities], Opulent Palace [I'd replace Rupture Spire with this, at least it doesn't cost you mana and it gives you all 3 of your colors]. Obviously if you can afford or are willing to spend on shocklands they would be the best upgrades [within reason].
Please, please, please replace Manalith with literally any other mana rock. Commander's Sphere , Darksteel Ingot have the same cost and do something else or have an additional benefit. Fellwar Stone should be able to siphon at least 2 of your colors from the field. Or cut to fit in another green ramp spell listed above.
You're really logjammed at the 5 CMC slot. I'd swap out a few for some cheaper spells so you are reliably casting spells on turns 1-3. Gift of the Deity is one I'd cut as it is pretty expensive for what it does and like all auras, increases your risk of getting 2 for 1'd. I don't know if you're built around Dralnu enough to run him.
5 months ago
I have a lot of suggestions for this deck!
Thoughts: In playtesting my Simic Ascendancy deck (Nuclear Proliferation) I found that it was difficult to muster enough mana quick enough to get the deck rolling. The more small creatures you can play, the better. I used to have a mono-green weenie counters deck that could put down an 18/17 Avatar of the Resolute on t4 - so that's the sort of speed I think Simic Ascendancy needs, and I think the best way to achieve that is with very low CMC creatures and spells. That said, Inspiring Call is probably the best way to push the deck over the top. In order for that to work, though, you'll often need 3 mana available on opponent's turns, which means it's really important that your creatures get turned into mana dorks very quickly.