Temple of Mystery
Mana Cost: -
Type: Land
Oracle Text:
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {G} or {U}.
Power/Toughness: -/-
Rarity: rare
Prints: View all prints (1) →
Expansion: Fallout
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Temple of Mystery is a simple but powerful Simic dual: it enters tapped but replaces that tempo loss with a scry 1 and reliable green/blue fixing. That design points this land squarely at control, midrange, and value-focused decks rather than hyper-aggressive lists; the one-point peek smooths draws and reduces clunky turns when you need answers or a combo piece. In limited and Commander it's a premium pick because the card-selection effect compounds over a long game. Practical synergies include pairing Temple of Mystery with top-deck manipulation like Brainstorm, Ponder, or Serum Visions — the scry templatizes those plays — and with ramp spells such as Growth Spiral so you can afford the occasional tapped land. When building your mana base, include several untapped sources or acceleration (8–12 pieces of draw/selection and 10–12 ramp/untapouts in a 60-card shell) to avoid falling behind on turns one and two. Thematically it reads as a meditative shrine that trades tempo for foresight, exactly the trade Simic players want.
Generated using gpt-5-mini · Updated at 2026-05-16 12:40:42 UTC
