Temple of Triumph

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Core Set 2020 (M20) Rare
Theros (THS) Rare

Combos Browse all

Temple of Triumph

Land

Temple of Triumph enters the battlefield tapped

When Temple of Triumph 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 .

Browse Alters

Temple of Triumph Discussion

SideBae on I Play For Free, You Don't Get To Play!

1 month ago

The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.

My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.

Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.

Strionic Resonator copies your generals ability... just sayin’.

If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.

With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.

Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.

If you want to get SUPER spicy, Mind's Desire and Volcanic Awakening are also good options to hit off Narset triggers. Temporal Manipulation is an extra turn card you may have missed.

Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.

Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.

I hope you find this helpful; let me know if you need clarification on any of my comments.

Good luck with deck building!

enpc on Aurelia, the Warleader

5 months ago

TheWarleadersFury: There's some flaws in both your and DespairFaction's arguments though. From the top:

  • The issue with the artifact lands is that there is enough artifact hate out there that adding them to help just one instance of metalcraft seems not worth it. If you were running Mox Opal and a few other effects, sure, however here the reward doesn't seem to match the risk. Not to mention its for a card which just helps equip costs and by the time you're actually going ot be playing and equiping stuff where it's actually relevant you already have metalcraft.

  • For Boros Garrison , it's fine if you want to run a crad because you like the art or the flavour. But overall the ravnica bounce lands are detrimental in the vast majority of decks. In opposition to what was said, you can't count them as two lands. They are at best a land that taps for two mana, however for most decks the drawbacks are significant enough not to run. The issue with them is not that they don't do anything the turn the come down but that they negate turn two especially. Turn two for most decks is where they start pulling ahead. A majority of ramp spells are 2 CMC and they completely undo your second turn. Even with a Temple of Triumph , you could play it turn one to have access to two mana on your second turn. But you can't do that with the ravnica bounce lands. And on top of that, they aren't ramping either. Ancient Tomb gives you +1 on your pool at the cost of life. These cards don't. The only time they could be somewhat useful is if you're struggling to hit your third land. And in that case, you should be aiming your ramp to be 2 CMC rather than 3+.

  • Yes, solemn gives you a card when it dies, but a skilled oppoennt will understand opportunity cost. "I could not attack and they won't get a card, but that completely delays my strategy. Or I could attack, give them a single card and work towards killing them". If your opponent isn't going to attack because of a Solemn, chances are they aren't going to attack because of a few tokens, which will do much more work in the long run.

  • 8/9 ramp pieces is not a good amount of ramp. Especailly with a 6 CMC commander and a curve peaking at 4 CMC. You should be aiming for somewhere in the 15 ramp card effects, with a bunch of them being 2 CMC (or less if you can). If you were running 14 other ramp cards and had Solemn, I would say that's fine. But with a relatively low amount of ramp and having a bunch of expensive (read 4 CMC) ramp cards, I would say that you need to slim your curve. While yes, anything less than 5 mana technically ramps into your commander, the cheaper it is, the more of them you can chain together. Because assuming you're hitting your land drops, playing two 2 CMC rocks on turns two and three will net you a turn four commander, while playing a single Hedron Archive on turn four will net you a turn five commander. That's why in general slightly weaker but more ramp is better than less ramp which is more powerful. You cna curve that of course, but the majority of your ramp should be cheap to play.

  • The beauty of running more ramp as well means you can get some serious value from cards like Bludgeon Brawl late game to turn all your rocks into Bonesplitter s.

  • The idea of in a relatively low ramp deck going and cutting cheaper cards for more expensive ones seems ridiculous to me. I get that yo uwant to have a way of closing games out, however fattenign up your curve is the exact opposite of what you want to do. This just in general slows your gameplan and more than that can make many hands unplayable. Most curves want to have the vast majority of cards in the 1-3 CMC slot and taper off as they get higher up, regardless of playstyle of the playstyle of the deck (for commander at least). Adding a bunch of high end bombs seems counterintuative. Not only are they harder to cast, they draw more hate and are easier to deal with. The better way of closing out games would be to design the deck so that cards get more powerful as they synergise with other cards in the deck. For example, running a bunch of tokens and then using cards like Mikaeus, the Lunarch , Cathars' Crusade , etc. means that rahter than your opponent beaing able to play any single point removal spell to deal wit hyour threat, all of a sudden you have a bunch of creature that they have to deal with. Higher synergy decks will always be more powerful on average than decks which just run a bunch of curve fattening bombs. this is one of the few things I will agree with DespairFaction on, cards like Archangel of Thune would do well here given the token production that you have. And you don't need lifegain. Angel connects, you gain some life and make all your creatures bigger for next turn. As far as finishers go, this is actually a good ome. Cheap mana cost, flier and adds value to the rest of your board.

I think that Sublime Archangel isn't a bad fit here, she keeps the curve down and can help close out games by leveraging smaller tokens which trade unfavourably.

Anyway, that's my two cents on the matter. Please don't interpret this as a personal attack - I get that deckbuilding is a very personal thing (for the most part) and I don't want this to come across as belittling. I do however know from both a lot of personal experience and a lot of discussion with many players from across the specturm of casual and competitive that there are some concepts expressed which will ultimately hold the deck back. And if you're ok with that then that's entirely cool. But there are some fairly obvious standouts in both card choices and reasoning which I think is worth offering some counterpoints to.

DRmagic2017 on Competitive Soldiers

6 months ago

Hello! My suggestions: -2 Temple of Triumph, +2 Unclaimed Territory, -3 Honor of the Pure, +3 Radiant Destiny, -2 Tajic, Blade of the Legion, +2 Tajic, Legion's Edge. And I would recommend to think about 2 copies of Heroic Reinforcements.

NetholonTheArchmage on Communism with master Zedruu

6 months ago

As someone who is an alltime Zedruu-player at heart, i'd play a lot more lands than you currently do (something arround 37-38). As you seem to go with a budget of course you can use basics, if you want to spend a little more though, i'd go with the scry-lands ( Temple of Epiphany , Temple of Triumph and Temple of Enlightenment ). They aren't to expensive and while coming into play tapped, they atleast offer a neat way to playn ahead by scrying. Prairie Stream aswell as Nimbus Maze might also be worth a look. I think you're running enough manarocks, but you might want to run Burnished Hart , which helps a lot by colorfixing and is nice ramp aswell. Maybe also something like Evolving Wilds or Terramorphic Expanse . If you're interested here is the link to my own Zedruu-decklist: Zedruu, enlightened master , i hope this is helpfull. Have fun building your deck :)

Darth_Savage on Boros aggro

7 months ago

You should really consider playing better lands, while boring lands are the key to making a deck flow. I'd suggest Inspiring Vantage and Clifftop Retreat, if you don't want to buy into those then a cheaper (though less efficient) solution is Terramorphic Expanse or Evolving Wilds, or you could try Temple of Triumph.

eliakimras on Red/White Angels

7 months ago

Have you considered Boros Signet, Worn Powerstone and Gilded Lotus? Heartless Hidetsugu is game over if Gisela, Blade of Goldnight is out. Furnace of Rath, Dictate of the Twin Gods and True Conviction are great for beatdown. Boros Charm is really versatile in this deck. You can swap Take Vengeance for Swords to Plowshares. Sunforger is the greatest card in Boros and can grab any instant at 4 CMC or less. // It's good to run Command Tower, Battlefield Forge, Temple of Triumph, Needle Spires, Ancient Amphitheater, Boros Guildgate are good for mana fixing. Slayers' Stronghold, Sunhome, Fortress of the Legion and Rogue's Passage are good for combat tricks; Mistveil Plains brings recursion; Spinerock Knoll is great at cheating costs; Secluded Steppe and Forgotten Cave for card selection. // Revitalize, Lightning Helix, Demystify, Fountain of Renewal are subpar in this deck.

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Temple of Triumph occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

RW (Boros): 3.43%

RBW (Mardu): 0.57%