Temple of Mystery

Temple of Mystery

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.)

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Temple of Mystery Discussion

nbarry223 on 5c Neoform Value (Suggestions Wanted)

6 months ago

Ok, here's a landbase to try out (tried not to change too much and make it work a little better life-wise while still maintaining the ability to get most any color combination by the turn you need it):

1x Reflecting Pool
1x Yavimaya, Cradle of Growth
1x Ketria Triome
1x Zagoth Triome
1x Breeding Pool
1x Stomping Ground
1x Temple Garden
3x Windswept Heath
3x Wooded Foothills
1x Misty Rainforest
2x Forest
1x Plains
1x Island

Below can be 4 of anything from fast lands like you have now to vivid lands etc. I'll just list a few + lesser options in case you like any, but the core is above. You should concentrate on having access to then / then then lastly (couple exceptions which I explained). I tried to put them in order of relevance.

Vivid Grove (there's other vivid lands, this is the green one though, and you don't want many tapped lands)
Fire-Lit Thicket (there's other of this cycle, but this is first choice because it will help with your costs)
Barkchannel Pathway  Flip
Branchloft Pathway  Flip
Temple of Mystery (lots of temple options, sometimes the scry is worth the tapped land)
Wooded Bastion
Flooded Grove
Hengegate Pathway  Flip
Cragcrown Pathway  Flip
Grove of the Burnwillows
Lair of the Hydra (manland that you could transform at low cost, or large beater for endgame)
Nimbus Maze
Simic Growth Chamber (maybe it is worth waiting a turn to reuse a land, but probably not in most cases)
River of Tears
Exotic Orchard
Pillar of the Paruns

monkeyofficeboy on Ezuri, Claw in Progress

11 months ago

Update 1 Cards Added In

Vigean Graftmage A cheap creature, with some +1/+1 syneregy, and a useful ability too. An easy add.

Cloudfin Raptor Another cheap creature that triggers Ezuri, and a flyer too. On top of that Evolve will help out too if it triggers.

Bring to Light A way of finding a flyer, a mana rock, or another creature. Not the cheapest card, but pays for itself with its ability to cast the follow up card for no mana.

Primeval Bounty Triggers Ezuri with its tokens, adds counters when non-creatures are cast, and some incidental Lifegain too? Easy add, just a shame its expensive.

Treasure Cruise In this deck the graveyard is dead space, so Delve is perfect here. More card draw is no bad thing.

Thrummingbird A cheap flyer that triggers Ezuri, and can also Proliferate too.

Hornet Queen Yes, it's a token generator, but the tokens are so very useful its worth the price. Plus triggers Ezuri too.

Sagu Mauler Potentially a finisher that can protect itself, and when it comes in as a Morph it will trigger Ezuri too. This is an experimental add to see if it works the way I hope it does.

Fathom Mage An Evolve card that adds card draw too. On top of that it triggers Ezuri, and I can never resist a foil!

Vorel of the Hull Clade Really obvious inclusion for boosting counters, and has great synergy with Ezuri.

Murkfiend Liege No they aren't counters but boosting the power of all blue and green creatures, plus having them available every turn is too tempting not to include.

Simic Manipulator Again an Evolve card and a way to make use of lots of +1/+1 counters.

Temple of Mystery Slow dual land with an additional Scry. An easy change for one of the many basics.

Yavimaya Coast Untapped dual land, foil, and allows me colourless if i don't want the pain. An easy swap for a Vivid land.

Botanical Sanctum If I need it untapped, it comes in untapped. If I can afford to wait, then well it gets played later! Again an easy upgrade on a basic.

Hinterland Harbor Again another easy swap for a Vivid land. If it comes out at the right time then it gets played untapped. If it doesn't then, well... I guess I didn't need it that badly.

Llanowar Elves More mana. Triggers Ezuri. Easy.

Animation Module Plenty of opportunity to trigger, and gives more Ezuri triggers too. Can also add more counters to other things too. Its versatility makes it an easy inclusion.

Primordial Hydra A big finisher that leans into the Counters theme.

Managorger Hydra Another creature that has the potential to grow into a large finisher, with Trample to get me there.

Elvish Mystic See Llanowar Elves

Skyrider Elf If I am honest this is basically a placeholder for something better, but its a flyer and also has good synergy due to convergence.

razelfark on Quandrix Devotion

1 year ago

Hey Minousmancer,

While I see why you are suggesting the use of Vineglimmer Snarl over Temple of Mystery , I actually like having the early scry option if its in the opening hand and sometimes late game it can be useful when I have Vivien, Monsters' Advocate in play to try and push the top card to a creature or more useful draw option.

As for the Evolving Wilds suggestion, I do think having those in the deck would be useful, but I do not think I want to up the land count so high in the deck. The reasons for this is that the deck can get flooded really quick with all the ramp spells it runs. If I were to try and include, then I would probably cut the Temple of Mystery for the copies out of the card options I have.

Will try it out the suggestions still and see if there is any improvement and will get back to you.

Minousmancer on Quandrix Devotion

1 year ago

My suggests are only for your Mana base.

I would drop three creatures(you choose, and I don't have suggestions) and add three Lands. 2x Evolving Wilds & 1x Island .

Reasoning: More Land drops.

Next, the I suggest losing your Temples for Slarls.

Vineglimmer Snarl > Temple of Mystery

I was messing around making an 'Ent deck thinking probably W/G but nope it became a Scute Swarm in Witherbloom

The Shokian Grove

nathanielhebert on

1 year ago

The efficient land cards are what make this set more expensive, but the sturdy defender deck can afford to slow things down with cheaper mana alternatives. On the plus side, the guild-gates at our disposal look like we're building up more walls, and the scry from the various Temple of Mystery 's helps to put the combo pieces we need into our hands.

A slimmer version:

1x Botanical Sanctum , 3x Temple of Mystery

1x Fortified Village , 3x Temple of Plenty

1x Glacial Fortress , 2x Temple of Enlightenment

1x Hallowed Fountain , 3x Azorius Guildgate

1x Wooded Bastion , 3x Selesnya Guildgate

1x Island 1x Forest

multimedia on

1 year ago

Hey, well done on a budget upgrading a precon for a first Commander deck.

There's some cards in the precon to consider adding:

  • Meloku the Clouded Mirror : one of the better budget cards with Aesi because it can bounce lands you control. It can be a repeatable source of flying tokens, landfall triggers or best of all draw with Aesi.

  • Spitting Image : can copy any creature on the battlefield including an opponents creature. Retrace is the reason to include this because by discarding a land you can cast it again from your graveyard and keep doing this as long as you have a land in your hand to discard.


With Murkfiend Liege and Retreat to Coralhelm you can take advantage of Llanowar Scout and Zimone, Quandrix Prodigy who can tap to put a land onto the battlefield. This interaction if you have lands in your hand lets you trigger Aesi on your opponents turns. Can also abuse this interaction with Simic Growth Chamber or Guildless Commons because these lands can bounce themselves back to your hand. Either one lets you trigger Aesi and draw a card on each opponents turn.

Some other cards $1 or less each to consider adding:

Some other budget lands $1 or less each to consider:

If interested I offer more advice including cuts to consider. Good luck with your deck.

mrweaselman on Blue Green Counters

1 year ago

For creatures, seems like you have the deck split three ways between graft, adapt, and evolve. I would recommend taking out the graft creatures like Plaxcaster Frogling and Aquastrand Spider , I just don't think graft is a very good mechanic. I would also take out Skatewing Spy , considering most of your creatures have either evasion or a relevant activated ability already. Also Feral Hydra feels like it's easily outclassed other cards. That's eight creatures out, 28 to begin with feels high, so maybe add a combination of 2-3 Lorescale Coatl and 2-3 Avatar of the Resolute . Also this one is just my opinion, but I feel like something like Verdurous Gearhulk could be a better finisher than Vorel of the Hull Clade , especially since your 3 drop slot is pretty packed and you curve out at 4.

For non-creature spells, Plasm Capture is a little bit too high costed and the payoff isn't too relevant to you, consider taking it out for another Cancel or Frilled Mystic , however you may just want to take out all the Cancel for Mana Leak s. If you took out eight creatures and only replaced 4-6, then you have room for some more spells like Incubation / Incongruity .

For land, add 2 either Temple of Mystery or Yavimaya Coast and take out the Thornwood Falls . Overall, looks decent and has an adaptive enough game plan to be fun (pun intended)

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