Temple of Deceit

Temple of Deceit

Land

This enters the battlefield tapped.

When this 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 .

Latest Decks as Commander

Temple of Deceit Discussion

zapyourtumor on Mill help!

1 month ago

Wtf wallis again

Anyways, wallis already covered most of what I was going to suggest (namely cutting the slow cards, going 8crab, adding Fatal Push and Drown in the Loch) although to be honest I'm surprised that they are running Maddening Cacophony over Tasha.

If you want some repeatable mill, I don't recommend stuff like Isochron Scepter which is very mana intensive, and stuff like Fraying Sanity which relies on your other mill spells. Mesmeric Orb should be your go to. It isn't run in a lot of the most competitive mill lists anymore, but the card is still quite strong.

Since most of your 3+ cmc permanents are slow anyways, I recommend cutting them all and running Lurrus of the Dream-Den as companion. It gives you a free card and can help you recur dead crabs, or maybe a destroyed Mesmeric Orb.

For the manabase, I assume you want to keep it somewhat budget, but there are still some good options for dual lands I think you should consider. Sunken Hollow is decent but becomes worse if you run more other duals. Fetid Pools has cycling for when you're manaflooded. Temple of Deceit is a tapland also but lets you filter a bit. I thougth the midnight hunt slow lands would be cheap (most are like 2-3 bucks) but for some reason Shipwreck Marsh is 9 bucks so.

LandoLRodriguez on The Lost Art(ifact) of Keeping a Secret

2 months ago

Changes, 02Nov2021:

Normally I like to go through the changes I make as one-for-one tradeouts, providing a rationale for why I'm taking this card out and putting this other one in. In this case, however - being that I haven't updated this deck in years - I'm changing out nearly a quarter of the deck, so making those one-for-one explanations doesn't make a ton of sense. This was the first commander deck that I ever attempted to build, and looking back at the original build, I think I spread myself a little thin on the the themes I wanted to run, so this overhaul is mostly about becoming more focused in what I want to accomplish, so instead of looking at individual switches, these are more-or-less the themes I'm either trying to drop vs. the ones I'm trying to reinforce.

Out:

Counter-magic/tempo: (Counterspell, Render Silent, Jace, Unraveler of Secrets, Capsize). Targeted removal (Utter End, Vindicate, Ethersworn Adjudicator). The overall idea here is going to be that I don't want to stop you from playing your cards. I don't want to kill your nice stuff. I want you to get your cards into play. That way I can take them.

Pillow Fort: (Ghostly Prison, Propaganda). This is a theme that wants entire decks built around, not just a couple of its cards sprinkled into another archetype altogether.

Inferior mana rocks: (Manalith, Darksteel Ingot, Thran Dynamo). These aren't bad cards really, but I can do better

Big creatures that first-time-commander-deck-builder me wanted to include just cuz they're Esper: (Sphinx of the Steel Wind, Sphinx Sovereign). Again, not bad cards really, but they're expensive and not entirely on-theme.

Inferior lands: (Temple of Deceit, Temple of Enlightenment, Temple of Silence, Dromar's Cavern, Esper Panorama). The temples I felt were the weakest of the dual lands I'm running. Between the lands that are going in, the fact that all these changes are bring my average mana value down 0.2 points, and the amount of mana rocks I'll be running, not only am I improving some of these lands slots, but I'm also running 2 fewer lands.

Other: Diabolic Tutor to be replaced by a better tutor effect for this deck. Merciless Eviction because while I still like board wipes, I don't wanna exile everything. Leyline of Anticipation. This one pains me a little, I may try to find a spot to get this back in sometime in the future. Acquire because there's not a guarantee that there'll be a good target for this. I'd hate to spend the mana just to steal someone's Sol Ring.

Phule451 on poke (Dimir Rogues)

3 months ago

Enigma Thief and Thieving Skydiver are great on theme ways to deal with problems on the other side of the board. Yarragoth, Bloodsky Sire with the evasion built into the deck can get you any piece for any occasion on a recurring basis. I’d also reconsider Dimir Guildgate and Submerged Boneyard. I totally get working on a budget, but make entering tapped give you SOMETHING. Sunken Hollow is less than a buck and is gonna come in untapped most of the time. Temple of Deceit is like 50 cents and gives you at least a scary for the bother of coming in tapped. Totally respect the budget side. Hope some of these ideas help ya…

multimedia on The horde

4 months ago

Hey, well done so far on a budget.

Your deck doesn't have a Commander yet. If The Scarab God is the Commander then in the deck editor add the CMDR tag after The Scarab God text.

The Scarab God *CMDR*

When you save and reload the decklist Scarab will show as Commander with an image.


The 17 cards to consider cutting to get to 100:

  • Submerged Boneyard
  • Dimir Keyrune
  • Dimir Cluestone
  • Dimir Locket
  • Wight of Precinct Six
  • Hall of Triumph
  • Price of Fame
  • Drunau Corpse Trawler
  • Brass Herald
  • Geth, Lord of the Vault
  • Ascendant Evincar
  • Paragon of Open Graves
  • Consuming Aberration
  • Possessed Skaab
  • Door of Destinies
  • Caged Sun
  • Gauntlet of Power

Several of these cuts to consider are high CMC cards, by cutting them you can reduce the mana curve which helps gameplay. The Scarab God is the high CMC creature you want to cast more than rest and you want an established battlefield of Zombies before you play Scarab. For five or six mana you want to cast Scarab or others Zombies not ramp.

Door of Destinies is an expensive price card that you don't really need. Door is too slow, you have better artifact anthem effects such as Coat of Arms. Caged Sun and Gauntlet of Power are other expensive price cards for small anthem effects and ramp that are not needed. Endless Ranks of the Dead, Gravecrawler or Grave Titan, any of these for about the same price would do a lot more for Zombies.


Some other upgrades to consider (close to price matching):

Try to reduce the amount of casting cost cards since these will be more difficult to cast with so many Swamps. Having much more black sources from lands in the manabase is better overall for Zombies.


There's a new Magic set releasing Sept 24 called Innistrad Midnight Hunt and Zombies are part of it. Cards that can create Zombie tokens is a theme in the set. All the cards in the set haven't been revealed yet, but these are some cards to keep an eye on:

Of these I think definitely Champion and Wilhelt as well as Grasp are upgrades. Poppet Stitcher  Flip and Tainted Adversary are Mythics in the set that would also be upgrades, are expensive prices right now, but watch hopefully their prices drop when the set releases. The new rare land cycle in the set is a good one for Commander. Shipwreck Marsh is the Dimir land, but it's unlikely the prices of these lands go down much more than $5 because they're going to be wanted in Standard.

Innistrad Midnight Hunt has two Commander precons that will release when the set releases. One of these precons is Undead Unleashed, it's Dimir colors, Zombies with Wilhelt, the Rotcleaver as Commander. We don't yet know the precon decklists, we will soon, but we do know the price point. These precons will cost $40 meaning there will be at least 15 new cards designed for Commander in them. There's going to be Zombie goodness in Wilhelt's precon including hopefully some good card reprints.

Good luck with your deck.

multimedia on Kess Control

4 months ago

Hey, well done so far on a budget.

Some advice to consider is how to improve the manabase on a budget.

These three lands are called Rainbow lands. Crumbling Necropolis is the Grixis Tri land, it can make any one color of mana you need.

These are budget Fetch lands to search for any basic land.

These two are Tango lands which care about lots of basic lands.

These are Reveal lands that also care about basic lands and have interaction with Tango lands.


Some lands to consider cutting:


Updated budget manabase example (38 lands, 24 blue mana sources, 21 black, 20 red):

Good luck with your deck.

tiagompm on Muldrotha, Sac N Snatch

4 months ago

1 - Mana and Ramp:

Muldrotha, the Gravetide is a 6 CmC sultai commander. He's an expensive commander and most of the time even more mana you'll need to activate his abilities.

I want Muldrotha quickly on the field, especially if I've already fed the graveyard... And to be quick I need lands that don't waste my time. If the theme is not Lands, I don't put many lands in the deck because muldrotha doesn't bring advantages to these permanents, that is, if you've already played a land from the graveyard, you won't be able to play one from your hand or vice versa. I prefer mana rocks or mana creatures because they can give muldrotha something else to use beyond mana...

Why have Opulent Palace or Temple of Deceit/Temple of Malady and then have the powerful Lake of the Dead in the lands list? My advice: try to use lands that give you an advantage when you put them on the field because you will have many cards that will benefit, being the muldrotha one of them.

cont.

multimedia on Subjective Reality Upgrade

6 months ago

Hey, you're welcome.

40 lands is a lot of lands and you also have ramp sources to help to make mana. You would be fine cutting 2-4 lands and filling those spots with low CMC budget cards that draw such as Omen of the Sea , Wall of Omens and Brainstorm . The idea is more draw that also has interaction with Aminatou could replace some lands because overall these cards are better for gameplay and the draw can potentially help to draw lands. You have a good number of basic lands for budget and the ratio is also on point. With 16 basic lands then budget dual lands that have interaction with basic lands help for them to ETB untapped.


Ideally, you want most if not all the lands in the manabase to ETB untapped to help gameplay. Since then you can tap the land for mana the turn you play it, but that's impossible when on such a low budget unless playing 30+ basic lands which is not recommended with three colors. The lands that you play that will always ETB tapped should have other uses or be able to make one of any three colors you need. An example is Arcane Sanctum is good, Dimir Guildgate isn't good. If you have to play many lands that always ETB tapped then might as well play the ones that also have bonus interaction with your Commander.

The Scry lands ( Temple of Silence ) and Halimar Depths ETB tapped, but they have interaction with the Aminatou + Guardian + Oath combo. Aminatou can blink a Scry land as the first permanent which lets you scry through the rest of your library to find Strix or another permanent draw source to cast to then draw a win condition to cast. The Gain lands ( Tranquil Cove ) also can be blinked and blinking one of them with the combo gives you infinite life. Consider three of each of Scry lands and Gain lands?

Utility lands such as Mystic Sanctuary give you something when it ETB, can be blinked by Aminatou and be part of the combo. Sanctuary when blinked if you control three other Islands can be a repeatable way to recur an instant or sorcery. It can setup a card with miracle since you recur the card to the top of your library to draw on your next turn or even on an opponent's turn if card with miracle is the first card you draw on opponent's turn.


Example of an upgraded budget manabase:

Load more