Temple of Triumph

Temple of Triumph

Land

Temple of Triumph enters the battlefield tapped

When Temple of Triumph 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 .

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH 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
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Temple of Triumph Discussion

multimedia on Wyleth, soul of combat card draw

6 days ago

Hey, nice changes. Boros Signet is an upgrade for Solemn Simulacrum which at 4 CMC is too high for a ramp source. You can abuse Sunforger with Mistveil Plains which is an upgrade for Temple of Triumph .

Some haste enablers to try out:

  • Escape Velocity : Wyleth also works with auras and while they're not as reliable as equips there's some exceptions such as auras that can return themselves from your graveyard with escape.
  • Lightning Greaves : is worth playing because of it's 0 equip cost. Just equip another creature before you want to add more equips to Wyleth and then when done equip Wyleth with Greaves.
  • Ring of Valkas : after giving haste can grow Wyleth on your turn each turn.

The interaction of Puresteel Paladin + Toggo, Goblin Weaponsmith is very good with Wyleth. Toggo creates equipment (Rocks) for free with landfall. Each time a Rock is created it triggers Puresteel to draw. Rocks help or three of them can activate metalcraft and can then 0 equip all Rocks to Wyleth.


Some other cards that could be cut for better options:

Gory.Flory on The Queen Of Politics

4 weeks ago

Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.

  1. LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.

Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).

Your bicolored lands:

a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.

b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.

c. Temples are super cheap now: Temple of Malice , Temple of Silence , Temple of Triumph .

Less good bicolored lands that are require deckbuilding technique:

c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel

d. Pathway lands: Needleverge Pathway  Flip, Brightclimb Pathway  Flip, Blightstep Pathway  Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).

e. These lands: Foreboding Ruins , Shineshadow Snarl , Furycalm Snarl

  1. Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.

a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).

b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.

c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .

  1. Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)

  2. Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)

  3. Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.

I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.

multimedia on Fear the Swarm

3 months ago

Hey, nice budget version of Edgar.

You have the right idea with wanting to cast Vamps quick to take advantage of eminence, but the manabase also needs to match this strategy. There's too many lands that will always ETB tapped which reduces the consistency of casting Vamps quick. More dual lands that can ETB untapped would speed up game play.

Some budget land upgrades to consider:


Some other budget cards to consider adding:

Higher CMC Vamps as less needed because you have Edgar who's the six drop you want to cast more than the others, but Necropolis Regent is a budget second. Like Edgar, Regent is also good with a Vamp swam as well as with Edgar and other flying Vamps.


Some cards to consider cutting:

Good luck with your deck.

multimedia on vampire tribunal

3 months ago

Hey, good start on a budget.

Cards to consider cutting to make 100 cards:

  • Beacon of Immortality
  • Kazarov, Sengir Pureblood
  • Vein Drinker
  • Defiant Bloodlord
  • Mirari
  • Grisly Spectacle
  • Archetype of Finality
  • Arvad the Cursed
  • Teysa Karlov
  • Captivating Crew
  • Bishop of Binding
  • Regal Bloodlord
  • Tempt with Immortality
  • Solar Blaze
  • Commander's Insignia
  • Congregate

The cuts to consider above will reduce the mana curve a lot, but consider reducing it even more by adding more low CMC Vamps: one drops and two drops? With Edgar you want an established battlefield of Vamps to attack before you cast him. Lower CMC Vamps gives you more Vamps on the battlefield because each one also creates a Vamp token. Edgar is the high CMC Vamp you want to cast more the than the others therefore you don't really need lots of other high CMC Vamps or even high CMC nonVamp cards.

Vamps to consider adding that are $1-$2 each, most are less than $1:

If your budget allows more then these tribal Vamps are powerful upgrades:


Some budget land upgrades for the manabase:

If interested I offer more advice. Good luck with your deck.

jamochawoke on Mana fixing in a Boros …

3 months ago

For color fixing you really want lands like: Battlefield Forge , Clifftop Retreat , Temple of Triumph , Sunbaked Canyon , or the shock-land Sacred Foundry

There's also Manamorphose if you want to get fancy and have a way of benefitting from the cantrip or additional spell cast like in storm.

Honestly you can do really well with just 4x Clifftop Retreat checking for plains and mountains.

For mana ramping your choices are pretty limited.

In red you have Braid of Fire , Goldspan Dragon especially with treasure generating cards, Desperate Ritual , Pyretic Ritual , Vessel of Volatility , one of my favorites is Geosurge into Oblivion Sower , Koth of the Hammer , and Soulbright Flamekin

In white you really only have a few tricks like generating a bunch of tokens before turn 4 and attacking with them but hitting them with Settle the Wreckage or hitting a creature you have that would die anyways with Path to Exile . All the other ramps in white are for putting lands in your hand (which would only be useful if you had a way to get them onto the field after) or using artifact ramp.

The thing to remember is Boros has really incredible hate cards to slow the opponent down, while also having some of the fastest cards in the game for killing them. Try to play to its strengths more and if you really want an angels deck, try using all the new angel-enablers that have been printed in the last few sets. I know I'm building one myself!

multimedia on Aurelia Angel Tribal

4 months ago

Hey, making an Angel deck on a budget is not easy, well done.

My advice is to cut several high CMC cards for more low CMC ramp, more lower CMC Angels and repeatable draw sources. Some cards to consider adding, in order of best to worst and then I'll explain my suggestions.


Aurelia and Avacyn are the high CMC Angels you want to play more then the rest therefore consider cutting several other high CMC Angels? Emeria Shepherd 's repeatable reanimation by playing a Plains makes other Angels who reanimate less needed. You want more of an established battlefield of Angels before you play Aureila to take advantage of her haste and extra combat. There's a new Magic set called Kaldheim and in the set are many Angels for Boros with Righteous Valkyrie as the stand out.

Consider cutting some high CMC Angels for more ramp to help to cast Aureila and the other Angels quicker? An example is cutting Akroma, Angel of Fury for a two drop ramp Boros Signet . Signet helps to cast Aurelia or any other Angel way before you can cast Akroma. For the same amount of mana you could cast Avacyn therefore you don't really need Akroma.


In Commander you want repeatable draw sources, but Boros has an overall problem with drawing cards. A mechanic called the monarch helps and it's fun in multiplayer Commander. Court of Grace when you have the monarch creates a 4/4 Angel at your upkeep. If not it creates a 1/1 Spirit no matter what it's creating a flying creature.

When you have the monarch at your end step you draw a card. Any opponent who does combat damage to you then becomes the monarch. Once any player is the monarch then it can change who's the monarch throughout the game. Your goal however is to keep the monarch because then it becomes a repeatable draw source for no additional mana to draw.

An advantage that Angels have with the monarch is their flying and vigilance. If you lose the monarch it will be easier to get it back with flying creatures by doing combat damage to the opponent who's the monarch. Vigilance lets you attack and then keep your creatures back on defense making it more difficult for an opponent to do combat damage to you. Any player can play a card that makes them the monarch which means you will lose the monarch, but you can get it back.

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

Rorolith on Boros Artifact Deck

4 months ago

I would recommend adding more copies of key cards in your deck for consistency. Play around with it, find out which cards are good and synergistic, and which ones are cards that generally don't come in handy, or are just cards that sit in your hand the whole game.

Here are some improvements that could be made with your mana base on budget: Wind-Scarred Crag , Needleverge Pathway  Flip, Temple of Triumph , Battlefield Forge , and Needle Spires . Coming in at the highest price for budget lands is Clifftop Retreat at $5.75 US. All of these are better than Boros Guildgate

Don't include all of those lands, lol. Cut cards from your deck until it is 60 cards (for consistency) and then have 24 lands as a base. Add more or cut more depending on how aggressive you are. Basic lands should be the majority of your land base unles you are looking for an expensive mana base, but 8-12 of the lands I listed above should help.

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