Temple of Epiphany

Temple of Epiphany

Land

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.)

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Quest Magic Legal
Quest Magic RPG Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Standard Legal

Temple of Epiphany occurrence in decks from the last year

Latest Decks as Commander

Temple of Epiphany Discussion

multimedia on Pirate Commander

3 months ago

Hey, having more low CMC Pirates who have the better evasion (flying or unblockable) can help to do combat damage to opponents to trigger Malcolm and Breeches.

Lightning-Rig Crew has great interaction with Malcolm to create treasures and Breeches to exile your opponents cards. Since Rig does damage to each opponent you create a number of treasures equal to the number of opponents you have or exile a card from each opponents library.

Sol Ring is a staple mana rock in Commander that can go in every deck you make. Having more repeatable draw is helpful in Commander and when one of your Commanders has flying then cards that let you draw when you do combat damage to an opponent are consistent options:

Some budget lands to consider adding:

Total at TCG Player: $9.86, see list

If this upgrade interests you then I offer more advice of what cards to consider cutting.

Good luck with your deck.

Reznorboy on

5 months ago

This is already pretty good for casual play. It's actually probably a bit better than a lot of casual decks. (Though not so powerful that you should worry about it). Making the deck legal was the important step.

With play you'll figure stuff out. The biggest thing is that you acknowledge when something is not working and actively do something about it. It will slowly become optimized.

Anyway, I would add some lands. Mathematically, you should have 36 (now at 30). I would add some cheap non-basics, I would go for:

Geier Reach Sanitarium (Synergizes with Commander and helps fix your hand) Isolated Watchtower (Synergizes with your high number of basic lands) Myriad Landscape (Ramps you) Terrain Generator (Ramps you) Command Tower (Both Colors) Temple of Epiphany (Both Colors)

I would still cut a lot more creatures and planeswalkers. In 4 player games, remember that people will only attack you as much as they feel that it is necessary. If it appears that you're doing very little, or you only intervene when necessary, people won't be attacking you. I would replace all but the creatures/planeswalkers that you feel are actually necessary and useful, rather than thinking you need them to attack/block.

Then, you will also probably want 5-10 mana rocks (artifacts that produce mana). Virtually every deck in EDH uses mana rocks, because the ones available with the card pool are generally much better than those in other formats. Good, budget examples are: Sol Ring Arcane Signet Fellwar Stone Mind Stone Thought Vessel Darksteel Ingot Skyclave Relic Prismatic Lens

And lastly, some other good budget cards are (I would recommend you pick some, not all of these):

Dispel Hidden Strings Desperate Ritual Seething Song Past in Flames Burning Inquiry Faithless Looting Mystic Remora Underworld Breach Blood Moon Time Reversal Bonus Round Molten Psyche Mana Geyser Merchant Scroll Echo of Eons Commit / Memory Gitaxian Probe Vandalblast Blasphemous Act Serum Visions Misdirection Flusterstorm Tolarian Winds Ponder Frantic Search

Also, if you ever get bored/tired of Izzet, Nekusar, the Mindrazer can be built to function very well and in a similar manner with virtually all of the cards you already have (or will have).

(Note: Some people who play EDH are very particular about playing against people with good decks. If you see people act uneasy around you because your deck is "too good", just remember that you can always try to lower the power of your deck or find other people to play with.)

TriusMalarky on Mizzet PUNCH

5 months ago

Aight. First, you need a good ramp package. I'd go

You have 3 taplands, two of which are useless. They're better off being basics, although Skyline Cascade isn't the worst. Also, Evolving Wilds never belongs in 2-color decks. Temple of Epiphany is infinitely better.

Teferi's Ageless Insight, Alhammarret's Archive if you have the budget.

Destroyerbirb on Izzet Tempo - Tournament Ready

5 months 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!

plakjekaas on Izzet Tempo - Tournament Ready

6 months 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.

multimedia on

7 months 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.

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