Temple of Silence

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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
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 Silence

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 .

kamarupa on Magnificence

2 months ago

You have a lot of singletons for the Modern format. I suggest you add "Casual" and "Budget" to the Hubs.

You're already at 70 spells. That, combined with the number of singletons, might make this brew better suited for Commander/EDH than Modern. It would also open up even more spells.

Alternatively, if you want to keep it modern, even with a casual and budget focus, you can get more power and consistency out of it by tightening up your focus. A good deck doesn't need to do everything, just a few things well. You seem to have a lot of Vampires, Angels, and Humans. You might try to pick one of those creature types, and focus on that tribe - cut all the other creatures and increase the best of your chosen tribe to a full set, keeping in mind you want most of your creatures to cost 1-3MV.

When it comes to non-creature, non-land spells, I find the most success with the following catagories: removal/disruption, card advantage, protection. I try to include 4-8 removal/disruption spells, 2-4 card advantage spells (draw 2 or more cards from 1 spell), and 1-4 protection spells (deny opponent's removal). Anything that doesn't fall into those 3 categories usually isn't helping a deck succeed. Of course, every deck is different and there are lots of ways of achieving essentially the same results - like Harmonize and Collected Company are different in approach, but essentially both card advantage.

Sign in Blood is about as good as it gets for card advantage. Path to Exile isn't that expensive anymore, but black has so many good removal spells - I won't list them here. Discard can function as removal, so if that's your preference, it's fine, too, but keep in mind removal spells are cheaper to cast to target creatures and don't require as much timing to use effectively. White is great for protection spells - Faith's Shield is great, but Ephemerate can be just as good in decks with lots of ETB triggers.

Artifact/Enchantment removal is usually reserved for the sideboard.

Pump and lifegain are usually peripheral mechanics.

A dual color deck needs dual lands. It looks like you're going for a budget deck here, so I suggest adding more budget dual lands. While it's generally preferred to avoid lands that enter tapped, if you're brewing a budget deck, I think it's better to include such lands than to rely on luck to get the basics you need to cast spells of both colors. Concealed Courtyard would be great. Caves of Koilos would be ok, too, especially with a tribes like Angels or Vampires that have lots of creatures with lifegain mechanics. If resorting to lands that always enter tapped, I think the Scry lands provide the most value - you could do worse than Temple of Silence. I love managathering.com as a land resource - https://managathering.com/duallands/orzhov.html

I recommend 8-12 dual lands, 1-3 utility lands and the rest basics.

I usually include Bojuka Bog in decks that use black mana, as there's so much graveyard recursion in my play group.

To sum it up: if not brewing EDH, reduce to 60 spells. Cut your enchantments, tighten your creatures, focus your utilities. Remember: you don't have to annihilate opponents to win - focus on making a fast, reliable kill, not an elaborate one.

kamarupa on Tripwire

3 months ago

While I think this deck has a lot of places that can be improved on, one thing you've done well is keep most of your spells to 3 or less mana to cast. Your mana curve looks pretty good - well done!

Now, on to some broad stroke places for possible improvements:

I think you should add "Budget" and "Casual" to your listed hubs.

I'm not sure what your reason for so many singletons is - are you constrained by what you have in paper? Or basing this off a Commander build? I'd strongly recommend reducing your singletons as much as possible by focusing on 3-5 creatures that are your strongest, most synergized. This will improve the deck's consistency and that makes it win faster and more often. It can also help allow for a more effective sideboard. You seem to have the most Vampires, so perhaps going for a Vampire tribal build? If you do go for Vampires, you might consider dropping white altogether. That would make your mana-base a lot cheaper to make consistent and help you cast the spells that require two or more black mana.

I notice you also have 67 spells here. I suggest reducing the deck by 7 to hit the minimum, as this, like narrowing which creatures you include, will drastically improve consistency.

Finally, if you keep the deck b/w, I'd suggest trying to improve your land base by incorporating some dual lands. While it's never great to slow down a deck with lands that enter tapped, it's even worse to not have the right color mana to cast spells. I lean toward the scry lands (Temple of Silence) as being the most valuable trade off for entering tapped, though you might prefer the life gain lands (Scoured Barrens) to fit your lifegain theme. Or conversely, if you gain enough life, a pain land might fit well (Caves of Koilos). If you can swing the money, the path lands are pretty nice (Brightclimb Pathway  Flip) or fast lands (Concealed Courtyard). I don't like the check lands (Isolated Chapel) or reveal lands (Shineshadow Snarl) because they work best with the always expensive shock lands (Godless Shrinefoil) and I don't have the kind of money.

I hope that helps!

Crow_Umbra on Puro Pinche Party [Primer]

1 year ago

After your comment Profet93, I looked the deck over and decided to make a few updates:

eliakimras on Equipped Samurai

1 year ago

Since your deck is a fast one, consider running lands that don't enter the battlefield tapped:

You might also want to run some utility lands:

Also, since speed is the name of the game for Voltron decks, consider those swaps in your ramp package:

Maccano1 on Urza's Artifact Buddies

2 years ago

2ND ROUND OF CHANGES:

REMOVED: Temple of Deceit, Temple of Enlightenment, Temple of Silence, Tempered Steel, Liquimetal Torque, Scholar of New Horizons, Thopter Shop, Sphinx's Revelation, Bident of Thassa, Alela, Artful Provocateur, Etched Champion, Armix, Filigree Thrasher, Myr Battlesphere, Filigree Attendant, Vedalken Humiliator, Tawnos, Solemn Survivor, Losheel, Clockwork Scholar, Marionette Master, Teshar, Ancestor's Apostle, Ethersworn Adjudicator, Indomitable Archangel

ADDED: Glimmervoid, Power Depot, Forsaken Monument, Mind Stone, Darksteel Ingot, Hedron Archive, Dance of the Mance, Thoughtcast, Thirst for Knowledge, Master Transmuter, Lodestone Golem, Research Thief, Treasure Keeper, Mycosynth Golem, Myr Retriever, Sculpting Steel, Mechtitan Core, Mystic Forge, Dispeller's Capsule, Dispatch, Burnished Hart

COMMENTS: Deck feels powerful, but one dimensional in that it's just trying to pump out big dumb creatures asap; kinda cool. I've played 3-4 times with the current iteration and I'm looking to speed the deck up a little bit; lands coming in tapped, not quite enough draw, and too many non-artifact creatures being the two major areas of focus. I've actually reduced the amount of creatures with this round of changes so I need to check that this is OK.

Lands probably need more work, still too many tapped lands by far. Scholar of New horisons is fine, just doesn't fit in the deck, same with Tawnos (who likely needs his own deck, but I have done a few cool things with him). Tempered Steel, Indomitably Archangel and Ethersworn Adjudicator were hard cuts. But I've added removal, ramp in so I want to see if that's better. Tempered Steel with the thopters was particularly good and may get added in.

multimedia on Urza, CEO of Machines

2 years ago

Hey, good upgrades to the precon, what you've done so far.

How do you want to win? Determining the main strategy you want to play can help to keep good cards for that strategy and cut unnecessary cards. If you're wanting to keep precon level budget then doing combat damage with Constructs and Commander damage with Urza are directions to consider. Research Thief and Bident of Thassa are excellent budget cards if you want to be attacking with Constructs. Making Urza an artifact makes him a reliable source of Commander damage, but this means including effects to make Urza an artifact.

You have Urza, Lord High Artificer, he's a combo wincon, but to use him as a wincon you'll want to add other cards and more ways to assemble the combo. Drawing cards from Constructs doing combat damage to opponents is a good alternative to playing expensive price tutors to get combo pieces in your hand.

You have Tezzeret, Master of the Bridge, you don't really need Mycosynth Golem especially not for it's price tag. You don't need this Tezzeret either, but if you have it might as well play it. The first cuts to consider are lands since 41 lands is a lot when the strategy here are artifacts. Consider cutting 6 lands? Lands that always ETB tapped and are worse then others that also do this. If you feel you need more mana then add mana sources (rocks, dorks) not lands.

The Bounce lands and Scry lands are worse always ETB tapped lands then Tri lands, Bridges, etc.


Some advice for more cuts is choose the top 20 creatures here, top 10 artifacts and top 10 other nonland cards. By choosing the best cards then you can cut a huge chunk away of lesser cards.

Creatures:

Artifacts:

Others:

For upgrading it's easier to get an established list that's not 99 cards then have a list that's way over 99 cards. Really any 0-3 drop artifact creature who can make some value to take advantage of Urza artifact creature affinity or any 0-2 drop mana rock for more ramp can fill unfilled deck spots.

Good luck with your deck.

ricksamurai on Karlov Life Gain

2 years ago

I'm going to add a Pristine Talisman , Ajani's Welcome , Temple of Silence, Archivist of Oghma. I'm going to take out some of the bigger CMC creatures. I also need to find some good card draw I think, not sure.

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