|Commander / EDH||Legal|
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|Promo Set (000)||Rare|
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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.
Temple of Mystery Discussion
2 weeks ago
3 weeks ago
1 month ago
Your lands are off bud. Can't play more than 1 land each except for basic lands and you have 3x breeding and 4x simic guildgate. Put in a Misty Rainforest and try Lumbering Falls and try a Temple of Mystery . Really good lands for this, maybe a hinterland too.
1 month ago
I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.
I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.
For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .
Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.
Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.
Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .
1 month ago
Alchemist's Refuge Blighted Cataract Botanical Sanctum Flooded Grove Halimar Depths Hinterland Harbor Magosi, the Waterveil Minamo, School at Water's Edge Misty Rainforest Novijen, Heart of Progress Reliquary Tower Temple of Mystery
2 months ago
Liking the deck, you some solid value picks. If you are trying to find some room, cutting down to 38 lands wouldn't hurt a lot. It's still on the high end for a land base. I'd suggest Scavenger Grounds since it exiles your grave too. If you really want some grave hate Bojuka Bog is great targeted grave hate.
Personally, I prefer the Temples over the Fast Lands: Blooming Marsh and Botanical Sanctum . Temple of Malady and Temple of Mystery both come in tapped, but you can scry. The Marsh and the Sanctum with probably come in tapped most of the time. Dakmor Salvage is really good with The Gitrog Monster
It's hard for me to get a definite number on how many ramp spells you have, but when I'm in green+ I love running Nature's Lore / Rampant Growth , Farseek , and Kodama's Reach with Cultivate . They don't synergize with Muldrotha, but maybe they are worth thinking about.
I don't know your budget, but here are some cards you might have fun with: Oblivion Stone , Lotus Petal and Constant Mists are all under $10. I saw an awesome combo with Crucible of Worlds Azusa, Lost but Seeking and Walk the Aeons , but getting those cards will be a pretty penny.
I think you got a solid deck. The best way to find out what works and what the deck needs is to just play it. Especially against hard match ups.
3 months ago
This is a great exercise and reference. My only critique is the lack of bounce lands (i.e. Boros Garrison) or the scry lands (i.e. Temple of Mystery), but my guess is you already had considered those in your Discord discussion. Thanks for putting in the work!
3 months ago
Hey Man, I love making decks and I'd be glad to help out! Here are some suggestions: First, try to see if you can get more unblockable creatures with relevant creature types. Usually these are rogues so that you can use Notorious Throng and faeries because many of them are rogues and you can use cards like Spellstutter Sprite which also counters spells. Some elves along with Eladamri, Lord of Leaves works too, though I know that's out of your budget. Some creatures I see you don't have are Nightveil Sprite, Triton Shorestalker, and Jhessian Infiltrator. Also shoutout to Trygon Predator which removes stuff as well and Faerie Conclave which is a land that can become a relevant creature, which is very handy in case you run into a lot of boardwipes. Beastmaster Ascension is another win condition you can throw in. Coastal Piracy and Bident of Thassa are redundant effects for edric. Beast Whisperer is also a good draw engine. You also might want to change some of your removal spells as well. Counters like Mana Leak aren't so good in commander. Besides other counter spells, you can also use Rapid Hybridization, Beast Within and Reality Shift and the downsides don't mean much when all your creatures have flying! I also found some cheap dual lands to consider: Yavimaya Coast, Temple of Mystery, Thornwood Falls, Alchemist's Refuge. Finally, In terms of cuts, in addition to slowly improving your unblockable creatures when possible, I would remove some cards that aren't so in tune with your game plan. How often are Mind Control and Allosaurus Rider going to be useful in your deck? Sorry for the wall of text. Hope this all helps!
Temple of Mystery occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
G/U (Simic): 1.41%
RUG (Temur): 2.11%
GWU (Bant): 0.69%