Temple of Mystery

Legality

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

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Set Rarity
Theros Rare
Promo Set Rare

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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

Homer127112 on Roon of the flickering realm

4 days ago

No problem. The main thing I would focus on is upgrading the mana base as well as working on upgrading your narrower blink targets. For the lands, I would prioritize dual lands that have the ability to come into play untapped, such as Prairie Stream and the check lands (Glacial Fortress, Hinterland Harbor, Sunpetal Grove)

I would also look into the Scry Lands as well, as they not only fix your mana, but also smooth out your draws:Temple of Enlightenment, Temple of Mystery, and Temple of Plenty.

Just the changes to the mana base alone will give you more consistency and speed up your development, as you will have fewer lands come into play tapped, plus those suggestions come in at just over $17, but you can save almost $5 by holding off on Hinterland Harbor for the time being.

Pal00ka on Welcome to the Bouncehouse

6 days ago

I think you should add Tunnel Vision in here (guess where I saw that? haha).

With a wizard sub theme adding Laboratory Maniac makes sense and there's a plethora of scrying effects in blue that could also complement your bouncing theme.

But it would be hilarious (at least once) to cast it after someone uses a Temple of Mystery, etc. and that's their undoing. Or help them along with Ether Well, Hinder, Ransack, Spell Crumple, etc.

ericalt91 on Ezuri's Unending Progress

1 week ago

I see where you are coming from with Dryad Arbor and Khalni Garden, but in my meta, people would snipe the Dryad Arbor just for kicks. Khalni Garden isn't bad by comparison; however, if I'm going to have a land come in tapped, I'd rather have a dual land. The lands you mentioned have been on my chopping block for awhile. I'll be cutting Llanowar Reborn, Vivid Creek, and Vivid Grove for dual lands, i.e. Temple of Mystery, Thornwood Falls, Yavimaya Coast, etc.

Falco101 on Proliferate

2 weeks ago

Grasslands, Bad River, Flood Plain, Bant Panorama, Esper Panorama and Krosan Verge are super budget fetches. I would re-include Murmuring Bosk, because of it's forest type it is essentially a fetch-able Sandsteppe Citadel. The KTK block fetches are at a low right now, with all three in Atraxa's colors at $10-15 (Flooded Strand, Polluted Delta, Windswept Heath. For more U/G lands Yavimaya Coast, Lumbering Falls, Opulent Palace, Hinterland Harbor, Botanical Sanctum and Temple of Mystery are great budget options. Breeding Pool itself though is under $10 right now so I'd jump on that.

frostdiggity on My snake deck (that title took me two weeks...)

4 weeks ago

Hey! Love your enthusiasm for your snake deck. As someone who's relatively new to Magic, I've never seen a snake deck... and it was a treat.

Thornwood Falls and Temple of Mystery are solid budget replacements for Simic Guildgate. I'd even mail you a couple Thornwood Falls if you want them :)

It seems like you'd want more basic forests over islands, as none of your turn 1 & 2 plays are blue and you only run 6 untapped green sources. Plus, when you actually need islands, you have Sakura-Tribe Elder and Terramorphic Expanse to find them for you. Maybe consider dropping 4 islands and add 4 forests?

Yuri200X on Growth Unbound

2 months ago

Are you sure you want to make a graft deck? I think you can do a pretty efficient budget monogreen hydra ramp deck on a totally different and easier way.

In my opinion, Hydras get more counters with more efficient ramp and go on a Arbor Elf/Voyaging Satyr + Utopia Sprawl/Overgrowth route.

But if you really want to keep going this way, then...

Having 4-cmc counterspells (Fuel the Cause) is inneficient. You could go with 2 Dissipate and 4 Dissolve (or Scatter to the Winds/Voidslime)

You could add some chap budget-friendly duals such as: Lumbering Falls, Temple of Mystery or Yavimaya Coast.

I believe you might focus your sideboard options on choices that will hose your opponent's strategies rather than pumping your creatures. Try cards like Negate, Vapor Snag, Krosan Grip, Echoing Truth, Pithing Needle, Unsubstantiate.


In general, graft is a complicated hability to say the least. And once the hydras get big, they already got big... I think you could focus on the plan of either going Mono-Green Ramp, RG Ramp or GW Ramp.

The difference of TRAMPLE-LESS 10/10 , 15/15 or 200/200 creature is slim because they are all lethal, they all won't be killed by Lightning Bolt (but will be killed by Path to Exile/Doomblade) and they won't get the damage through a 0/1 creature. So I think once you ramp to a 8/8 or even a 6/6, you should aim to kill the opponent's board along with the ramp. This way, once you have a huge hydra, it will get the damage through. AND it willgive you time to ramp if you run Anger of the Gods/Bonfire of the Damned/Wrath of God because no creatures will be attacking you for a while.

MegaMatt13 on Psychopomp Tribal

2 months ago

Nice deck. Thanks for checking out mine. If you're going for a flicker approach, I suggest adding Cauldron of Souls. You will get those sweet ETB effects again when you sac creatures.

For your mana base, I highly suggest more lands and ramp cards. Your average CMC is quite high. I would up the lands to 37-38 and add a few ramp cards Solemn Simulacrum, Knight of the White Orchid, Myriad Landscape, Temple of the False God, Orzhov Signet, and Wayfarer's Bauble are all great options.

For lands I would cut out Transguild Promenade and Rupture Spire. They really slow down tempo. I'd only play them in 4-5 colour decks where colour fixing is harder. Temple of Mystery, Caves of Koilos, and Tainted Field are great options and relatively cheap.

Hope this helps

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