Temple of Epiphany

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Temple of Epiphany

Land

This enters tapped.

When this enters, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

: Add or .

theNeroTurtle on Grixis good stuff Bolas

4 months ago

Exiling all but the bottom card of target player's library is crazy!

I know that this is more of a budget build, but I would still recommend beefing up the lands a little. Reflecting Poolfoil would be great. The rest of the deck looks promising. what are your hopes for this build? Have you play tested it yet?

Here are some great duals that aren’t crazy expensive.

Filters

Ferrous Lake

Darkwater Catacombs

Shadowblood Ridge

Battle Lands - maybe a little money involved.

Training Center

Morphic Pool

Luxury Suite

Verge Lands - a little pricey, but not outrageous.

Riverpyre Verge

Gloomlake Verge

Blazemire Verge

Scry Lands - if they are going to come in tapped, gain something from it.

Temple of Epiphany

Temple of Malice

Temple of Deceit

There are also three Tri Lands that are great for a come in tapped land. All three colors, under a quarter. If it is coming in tapped, get something more out of it.

Crypt of the Eternals

Crumbling Necropolis

Xander's Lounge – I lied, this one is a little more than $5.

eliakimras on B.F.D.

2 years ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

The_Warleader on Mind Blast -Modern

2 years ago

Sweet deck! Very reminiscent of an old-school legacy deck Draco-Blast. Here's some ideas for this:

I think you need, at the least, a playset of Lightning Bolt to finish off your opponents after you've hit them once. I don't think you can expect to hit them twice, and if you hit one of your eight 15 cmc targets, you'll put them into bolt range if they've shocked themselves or fetched twice. It also is nice to just have some sort of creature removal main board, since the format is so fast and creature-dependent.

Sphinx of Foresight seems a bit too ambitious at 4 mana to achieve what you want it to. I would just cut those for 4 Serum Visions.

I think you only need the eight 15 drops in Autochton Wurm and Shadow of Mortality. I would cut the rest. If you play too many of these cards your draws will be too gunked up with cards that don't do anything. You're goal is probably just to hit them once with one of these, so in theory you only need to see one per game.

I would play temples over the crystal grottos ( Temple of Epiphany , etc.)

The Summoning Trap idea I think might be a bit too cute as you aren't really playing many creature spells that will get countered. But maybe if you play more surveil cards you could play a playset of Persist ? Something to consider anyway.

Hope this helps, good luck!

BringerOTBD on Breya, Etherium Shaper

3 years ago

Update: -Marionette Master / +Cyberdrive Awakener -Machine God's Effigy / +Imotekh the Stormlord -Blasphemous Act / +Their Name is Death -Disciple of the Vault / +Steel Overseer -Reverse Engineer / +Losheel, Clockwork Scholar -Bedevil / +Void Rend -Temple of Malice / +Cryptothrall -Temple of Enlightenment / +Optimus Prime, Hero  Flip -Temple of Deceit / +Thirst for Knowledge -Temple of Epiphany / +Shivan Reef

Notes: I chose Cryptothrall over Spellskite because they serve the same function, to protect your stuff, but Cryptothrall requires less effort. I put in Optimus because I wanted to experiment with him. Lastly, I'm keeping Austere Command in the deck since I like to have a board wipe that hits enchantments and artifacts.

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