|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.
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Temple of Mystery Discussion
5 hours ago
Update: Cleared Maybeboard
As the Maybeboard cards from the original deck were already Mainboarded, I cleared it:
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".
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.
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.
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.
I know. Boring and over-used. Also best available option, due to its low casting cost.
Sarkhan might just work. card draw, ramp, and tokens can't be all that bad.
2 weeks ago
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.
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.
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:
For the manabase I suggest a lot more Simic dual lands most are budget:
- Yavimaya Coast
- Hinterland Harbor
- Lumbering Falls
- Evolving Wilds
- Terramorphic Expanse
- Temple of Mystery
- Botanical Sanctum
- Breeding Pool
- Alchemist's Refuge
- Rogue's Passage
In my opinion your deck is currently fine as is except the manabase. Before upgrading anything else upgrade the manabase.
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:
- Scroll Rack is great at setting the top cards of your library for your commander to cascade into, while putting extra lands to the bottom.
- I enjoy Bane of Bala Ged as a devastating Cascade target, although it does draw some hate.
- Great Whale is hilarious to cascade into, and gets you infinite mana with Deadeye Navigator.
- Magus of the Mind is also a great cascade target.
- Regrowth is better than Recollect, although I can understand if you prefer the promo.
- Pathbreaker Ibex is generally game-ending, especially with the haste from Wanderer.
- Blasphemous Act is a board wipe that you don't cascade into.
- Primal Command is great for its extreme versatility.
- Future Sight lets you see the top card of your library to determine when to pull the trigger on casting Wanderer. It's also great with Top.
- Mind's Dilation is just generally amazing.
- Spearbreaker Behemoth can protect your big things.
- Recurring Insight is amazing card draw, often drawing you 10+ cards.
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!
1 month ago
Out: Forbidden Orchard, Rugged Highlands, Simic Guildgate, Swiftwater Cliffs, Thornwood Falls, Counterflux, Pulse of Murasa, Gilded Lotus, Sylvan Caryatid, Combustible Gearhulk, Inferno Titan, Hour of Eternity
In: Alchemist's Refuge, Exotic Orchard, Temple of Abandon, Temple of Epiphany, Temple of Mystery, Explosive Vegetation, Dig Through Time, Fierce Empath, Parallel Lives, Voidslime, Tooth and Nail, Blue Sun's Zenith