|Commander / EDH||Legal|
Printings View all
|Core Set 2020 (M20)||Rare|
|Promo Set (000)||Rare|
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Temple of Mystery
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery 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 (9)||lorddarkstar , Didgeridooda , Taki117 , CampbellStev , shinbatsu , Dreksontar , piggito , jecder , MeJeremy|
|Want (2)||ExplodingTaters , cardj10|
Temple of Mystery Discussion
1 month ago
Hello ! I love this deck risen reef is such a cool card ^^ Though there is something that came to my mind, and perhaps it's just that I am a beginner haha ^^ but why not put 4 Temple of Mystery and 1 Simic Guildgate instead ? since Temple of Mystery looks like an overall better version of the card since it allows scry or if the price is the reason, why not consider Thornwood Falls isntead of the gates, as it would give 1 life.
Hope I could help ;)
2 months ago
I haven't actually played it yet but i do appreciate the suggestions.
2 months ago
Given the curve, you could probably drop a land or two. Maybe one for another Stony Strength. Either way, I'd add Temple of Mystery to help fixing and bounce like Callous Dismissal for anything or more focused ones like Applied Biomancy or Unexplained Disappearance .
On another note, I'd drop the Mono-Green tag for Simic. I'd probably drop the Temur tag too. Given the gameplan Stompy would work.
2 months ago
I found a deck that placed second in a SCG grand prix, but I looked at the decklist and I couldn't find any way to win. There's no damage dealt, no card that says "If ___ then win" and I just don't know how it won any game. Could someone please explain this to me?
The decklist is as follows: Narset, Parter of Veils x3 Tamiyo, Collector of Tales x3 Wilderness Reclamation x4 Blink of an Eye x2 Chemister's Insight x4 Growth Spiral x4 Nexus of Fate x4 Root Snare x4 Search for Azcanta Flip x4 Callous Dismissal x1 Drawn from Dreams x2 Forest x6 Island x7 Blast Zone x2 Breeding Pool x4 Hinterland Harbor x4 Memorial to Genius x1 Temple of Mystery x2
2 months ago
Some lands to look at: Exotic Orchard , Fetid Pools , Sunken Hollow , Temple of Mystery [pairs well with the bounce lands for double the scrying opportunities], Opulent Palace [I'd replace Rupture Spire with this, at least it doesn't cost you mana and it gives you all 3 of your colors]. Obviously if you can afford or are willing to spend on shocklands they would be the best upgrades [within reason].
Please, please, please replace Manalith with literally any other mana rock. Commander's Sphere , Darksteel Ingot have the same cost and do something else or have an additional benefit. Fellwar Stone should be able to siphon at least 2 of your colors from the field. Or cut to fit in another green ramp spell listed above.
You're really logjammed at the 5 CMC slot. I'd swap out a few for some cheaper spells so you are reliably casting spells on turns 1-3. Gift of the Deity is one I'd cut as it is pretty expensive for what it does and like all auras, increases your risk of getting 2 for 1'd. I don't know if you're built around Dralnu enough to run him.
2 months ago
I have a lot of suggestions for this deck!
Thoughts: In playtesting my Simic Ascendancy deck (Nuclear Proliferation) I found that it was difficult to muster enough mana quick enough to get the deck rolling. The more small creatures you can play, the better. I used to have a mono-green weenie counters deck that could put down an 18/17 Avatar of the Resolute on t4 - so that's the sort of speed I think Simic Ascendancy needs, and I think the best way to achieve that is with very low CMC creatures and spells. That said, Inspiring Call is probably the best way to push the deck over the top. In order for that to work, though, you'll often need 3 mana available on opponent's turns, which means it's really important that your creatures get turned into mana dorks very quickly.
3 months ago
Heya! I'm somewhat a decent player at modern and wanna make another deck! It'll be a ramp deck with elementals. I already have cards planned but need ideas for removals and such. I think some of these cards will work out. Hopefully! Let me know what you guys think! Overgrowth Elemental Yarok's Wavecrasher Boreal Elemental x3 Silverback Shaman x2 Cloudkin Seer Healer of the Glade x3 (want 4) Leafkin Druid X3 Risen Reef X3 (want 4) Thicket Crasher Bioessence Hydra Master Biomancer Vorel of the Hull Clade For lands I have Temple of Mystery (want 4) Thornwood Falls (want 4) Let me know suggestions please~
3 months ago
Interesting, as I hadn't thought of the interaction of Blood Sun and the bouncelands essentially removing their 'downside'. But I don't really think this iteration works, Blood Sun removes our ability to activate Slayers' Stronghold and Sunhome, as well as almost blanking Amulet due to the lands not coming into play tapped, this effect is most noticeable when you have multiple Amulets, which is the decks strongest interaction and allows incredibly broken things. I think there might be an actual spot for Lotus Fields somewhere in the deck, at least in theory, but definitely not as a 4-of. There will be many times where your entire hand will be bouncelands and Lotus Fields, essentially forcing mulligans. If you don't draw enough lands to even cast a Blood Sun the drawback is huge since just playing it out you will often have bouncelands as targets, which is losing you mana. Sure you could maybe generate some large amounts of mana with amulets and the Lotus Fields but you're still blowing up all your lands unless you have Blood Sun in play, which makes the deck way more all-in on that interaction since if they have an answer for your titan you've now put yourself incredibly behind instead of still leveraging your lands in play to cast more things. Just my two cents!
Also, Gemstone Mine is often better than Mana Confluence/City of Brass in this deck, as bouncing it restores counters and it's painless. Crumbling Vestige , Tendo Ice Bridge , Aether Hub are also good. Vesuva as a one-of is pretty standard for Amulet Titan decks, as it removes the necessity to run two Boros Garrisons for the Sunhome activation and is much more flexible, I have even won a game using Vesuva to copy an opponent's Celestial Colonnade for lethal.
Also good cards for this kind of deck:
Trinket Mage , utility for sideboard cards + extra Amulets
Walking Ballista , wincon/aggro deterrent
Hornet Queen , almost an auto-win vs. Midrange/Control
Ruric Thar, the Unbowed , against storm/spellslinger decks
Dragonlord Dromoka , anti-control/protects titan combo
Sigarda, Host of Herons , anti-control/midrange, impossible to remove
Chameleon Colossus , extremely strong vs. Death's Shadow and black decks in general
Courser of Kruphix , anti-aggro wall that generates life and value, easy to cast
Explore , safer but less explosive than the tribe scouts, also cycles
Khalni Garden , stalls against aggro and can be insurance as a sacrifice target against cards like Liliana of the Veil to protect Titan
Radiant Fountain , good against burn, bounce multiple times
Temple of Mystery , extra card filtering, better if you also run the Serum Visions versions
Abrade , versatile answer
Temple of Mystery occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
GU (Simic): 1.41%
RUG (Temur): 2.11%
GWU (Bant): 0.69%