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
Custom Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Temple of Mystery Discussion

Catpocolypse on Polymorphing Nonsense

2 weeks ago

I think that you could lose a little bit of control. Its pretty heavy and this looks incredibly fast. I'm thinking just stick to Path to Exile and Dissolve . You might want to look at Serum Visions and/or Opt for draw power and scrying. It might be worth it to splash green =, because you get access to Utopia Sprawl which in itself doesn't really matter. However, you get access to the other 2 scry lands, those being: Temple of Plenty and Temple of Mystery . You also get access to protection for your wincons, the best probably being Blossoming Defense or Heroic Intervention . If you don't want to splash green, Apostle's Blessing is good white protection.

kamarupa on Pestilence

1 month ago

Incubation / Incongruity might be worth considering.

Contagion Clasp - without ramp, Contagion Engine isn't going to see much play. Contagion Clasp is still steep to activate and only half the power, but you're more likely to pull it off. If you're going to keep either, add 1x Buried Ruin to the mana-base.

Probably needs Blossoming Defense - with so few creatures, you really need to hold on to any you get down, but you also can't afford to give up an pumps. BD helps on both fronts, so it's probably a smart add.

Temple of Mystery is best-cheapest Simic land. Botanical Sanctum is next.

lonesentinel on In response...permanent-ly!

1 month ago

Thanks for the review WizardOfTheNorthernCoast! Looks good! I got some tips from the discussion on your deckpage. Unexpected Results is definitely on-theme but it could stop the Surge wincon. Seems like you put in more passive draw compared to my ETB/on-cast draw. I guess I could try that for another time. Would you ever get more than 7 cards and have to discard though?

  • I put the Conjurer's Closet and Minion Reflector because I have alot of ETB effects, so these help me to 'recycle' them. I think its fine to cast them on the mainphase or flash them in with Orrery/ Leyline/ Alchemist Refuge. The Reflector requires me to pay each time so i'll be cutting it out.

  • I'll be cutting Beast Whisperer first since GP works with the conjurer's closet. The Whisperer can be copied to give me insane draw though, so I need to test it out. And I almost forgot, the commander herself is a draw engine.

  • Primal Surge says 'may' so that incident with the Leviathan stopping the wincon wouldnt happen!

  • the Murkfiend Liege was meant to be my alternate Seedborn Muse but would only work if I had more manadorks. Having 6 manadorks, probably this isnt a reliable way to get flash mana.

  • I actually opt to remove Mwonvuli Beast Tracker because it has only 5 targets now/

  • swapping Wood Elves for Farhaven Elf because the only value land I get from the latter is Breeding Pool . Being able to search for any basic means I can get more islands online for Scourge of Fleets

  • shelving Gyre Sage for now as it takes awhile to get online, while Karametra's Acolyte is probably more reliable for ramp

  • I kinda like the Coatl / Mizzium Meddler / Voidmage Husher / Void Grafter though. Part of the theme of flashing

  • the Diluvian Primordial could work many things. Maybe I cast a wheel, or flash the Primordial in response to use an opponent's Counterspell. hahah

jdmcdowell93 on Simic

3 months 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.

blakeivey12 on Grandma, what big teeth you have..

3 months 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.

Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .

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 .

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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%