Temple of Epiphany
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany 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 .
|Have (2)||, Qweksand|
|Want (3)||Zaboumafool , sedhyran72 , pksword1|
Printings View all
|Core Set 2021 (M21)||Rare|
|Core Set 2020 (M20)||Rare|
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Journey into Nyx (JOU)||Rare|
Combos Browse all
|Quest Magic RPG||Legal|
|Commander / EDH||Legal|
Latest Decks as Commander
Temple of Epiphany Discussion
3 hours ago
VampDemigod fish234 Riverglide Pathway Flip is a little expensive money wise, and there's not too much of an upside. Also, my metagame is a little slow, so a turn 1 Temple of Epiphany is ideal. Also, the temple is card advantage on a land. The castles are great late game, I found it worth adding through play test. Thank you for your opinions!
3 days ago
Pathways in this deck are probably as good as pathways will be. Since you don't want to lose tempo, you'll want as little "enter the battlefield tapped" lands as you can, so them coming in untapped, keeping up Shock or Opt from turn 1, depending which you have in hand, is probably worth 4 land slots.
I'd make this mana base with 4x Temple of Epiphany and 4x Clearwater Pathway Flip, and then add basics according to your mana requirements in the deck. No Fabled Passage, no Swiftwater Cliffs, I think even the castles in your colors are too slow for your gameplan. Shatterskull Smashing Flip is probably worth it, but Sea Gate Restoration Flip most definitely is not a spell you're ever going to cast, so it's not worth paying 3 life for the land part if it's basically an island in your deck.
1 month ago
Hey, Exquisite Invention is actually a well made Commander precon by Wizards, but what the precon really lacks are repeatable draw sources. You've done well with upgrading the precon by cutting out most of the lackluster cards.
Jhoira, Weatherlight Captain can be repeatable draw when you cast any artifact or even Saheeli. Mystic Forge can give you an advantage by being able to cast artifacts from the top of your library. The Magic Mirror's mana cost can be reduced with Saheeli's +1 and it gives you repeatable draw each turn and that draw increases each turn you control it. Bident of Thassa is quite good as a repeatable draw source with attacking tokens especially flying Thopters and it's an artifact.
Whir of Invention is an instant artifact tutor that puts the artifact onto the battlefield and improvise helps to cast it with artifacts you control. Reshape is sac an artifact to tutor for and put an artifact onto the battlefield with CMC equal to what you paid for X. Treasure Mage can be helpful because it can tutor for any 6 CMC or higher artifact and put it into your hand for Saheeli's +1.
Everflowing Chalice and Talisman of Creativity are two more good budget two drop mana rocks and can use Saheeli's +1 to help to cast a huge Chalice that can be a repeatable colorless mana source. Inspiring Statuary gives all your nonartifact spells improvise meaning that artifacts you control can be used to pay for the mana costs of nonartifact spells.
The artifact lands: Seat of the Synod, Great Furnace, Darksteel Citadel count towards reducing artifact costs with Saheeli's +1. Trinket Mage can also tutor for one of these artifact lands if you need a land. Other budget land upgrades to consider: Shivan Reef, Spire of Industry, Glimmervoid, Sulfur Falls, Ash Barrens, Grixis Panorama, Temple of Epiphany.
I offer more help to make cuts. Good luck with your deck.
2 months ago
Yeah, I'll just start on the manabase for now. It needs a lot of work. Gateway Plaza is absolute trash -- cut it. Crumbling Necropolis enters tapped but gives you the colors you need, and it's cheap. 3 color with mana costs as restrictive as Nicol Bolas, Dragon-God and Nicol Bolas are a serious pain in the ass with a budget -- to be honest I would just cut all four copies. If you want to keep them, you basically need to run fetchlands like Polluted Delta, shocks like Watery Grave, and filter lands like Sunken Ruins to get that .
I see you already have Sunken Hollow, the other battle land in your colors, Smoldering Marsh, shouldn't be too expensive. You can also try the cycle of reveal lands, Choked Estuary and Foreboding Ruins. You can also try the temple cycle, Temple of Deceit, Temple of Malice, and Temple of Epiphany. If you have to, you can also resort to the "enters tapped you gain 1 life" dual lands like Dismal Backwater.
2 months ago
Howdy there! You might like some of these!
- Steam Vents
- Spirebluff Canal
- Fiery Islet
- Shivan Reef
- Scalding Tarn
- Cascade Bluffs
- Temple of Epiphany
- Ancient Tomb
- Exotic Orchard
- Forbidden Orchard
- Reflecting Pool
- City of Brass
- Mana Confluence
- Prismatic Vista
- Fabled Passage
- Wasteland or Strip Mine
- Gemstone Caverns
- Gemstone Mine
- Boseiju, Who Shelters All
Though you said this is a budget deck, if you ever intend to upgrade your land section I would consider all of these. Cheers.
3 months ago
As far as mechanized production goes it will work that way, so you can copy treasures or even other artifacts in your deck. I understand if you want to focus more on the flavor though.
So at a glance I would say that Diabolic Tutor, Brainstorm, and Preordain are the most out of place. The tutor is very expensive and there isn't anything I am seeing that is really worth paying 4 extra mana to have in your hand. For the most part the cantrips just replace themselves and while they may moderately fix your draw, they don't give card advantage like some of the other cards in your deck. I tend to only put them in decks that synergize in some way with them. For the last one I would say pick your least favorite card, none stick out as particularly bad in the deck.
For the lands, I think you could afford to cut some basics and that may help fix mana. Some non-basics you could run that won't cost too much on their own are Temple of Deceit, Temple of Malice, Temple of Epiphany, Shivan Reef, Underground River, Grixis Panorama, Path of Ancestry, Thriving Bluff, Thriving Isle, Thriving Moor. I don't know if those thriving lands are available quite yet though. Of course the less basics you run the more consistent your colors will be, in your case I would shoot for around 10-12 total.
3 months ago
First of all, that description...a true work of art. ;) I can already see how the combos will run strong in this deck. Your land base looks pretty good, especially the inclusion of Nivix, Aerie of the Firemind. That is a nice mana base, but it seems a bit conflicting with the fact that you'll be comboing off...so... You may want to swap out Temple of Epiphany for a faster land, but if you need the scry, I totally understand. You also may want to cut down the number of lands you have by 1-2 since your curve isn't too high.
As for your sideboard... there doesn't appear to be one. I'd recommend adding a couple of counterspells to that, maybe some more draw spells, depending on how you want the deck to function with those. Otherwise, this is a really great (and annoying) deck, that--I won't lie--I'm scared to play against. :b Good luck with it!!
4 months ago
I was driven to comment because I am in love with this idea, Song/Bobo/Rielle looks like tons of fun. I am writing this mostly to lay down my thoughts about how I would make my own version, and if you disagree with any of my points of course ignore me and play whatever cards you want.
As an experienced Yorion player I have some suggestions for tweaks, beginning with the inconsistency of 80 card decks and how to make them reliable. 32 lands is not enough, especially with the land synergies you have here. There are a few cards that, while powerful, don't necessarily line up with the strategy. Sad to say, Field of the Dead is banned in pioneer, so I'll start with those ideas.
-1 Field of the Dead, -2 Questing Beast, - 4 Gallia of the Endless Dance, +2 Breeding Pool, +2 Ketria Triome, +1 Blast Zone, +1 Borborygmos Enraged, +1 Rielle, the Everwise. Gallia is good and has discard synergy, but requires one drop creatures to actually begin triggering in any reasonable amount of time, and our early game is better spent setting up for the silliness later. This puts us at 36 lands, but I think 38 is where we want to be.
Cavalier is powerful and aggressive AF, but not something we want to see all the time. -1 Cavalier of Flame, +1 Sheltered Thicket, -1 Temple of Epiphany, +1 Lotus Field (don't want to miss out on squeezing this amazing land in somewhere). that's 37.
Unfortunately, while he is adorable, Buccaneer is an objectively bad magical card. Luckily, there is another 3 drop 2/4 who loves lands. The switch is synergistic and keeps to curve, -4 Glint-Horn Buccaneer, +4 Courser of Kruphix.
The next point is that Song is its own engine, that its downside is large, and that Rielle terminates the drawback of being without a hand during our opponent's turns. The adventure creatures are also neat in this regard; they dodge the discard. With that in mind, Ox could be cut. If we control Rielle and Song, we want the first thing we discard to be Song's trigger after we've drawn cards with Uro, who will be hogging our graveyard anyway. Benthic gets the boot, we want to play lands from anywhere. -3 Ox of Agonas, -3 Benthic Biomancer, +1 Uro, Titan of Nature's Wrath, +4 Ramunap Excavator, +1 Sheltered Thicket. In my opinion, this is the correct amount of lands.
The new list aggressively loots and ramps for Bobo, as well as Judgment, all while threatening our opponent with a 6/6 that never dies and an annoying 5/1 fearie with with flying, first strike, and trample. If only I could have this in Arena.