Temple of Malady is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card 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.): Add
or
.
Complete guide
Temple of Malady is a versatile dual land that offers both mana fixing and library manipulation. While it enters the battlefield slower than basic lands, the ability to filter your next draw makes it a staple in many black and green decks. Understanding its timing is key to maximizing its value during the early game.
Tapped Entry and Mana Production
Temple of Malady has a replacement effect that causes it to enter the battlefield tapped. This means you cannot use it for mana the turn you play it under normal circumstances. Once untapped, it can be tapped to add either one Black mana ({B}) or one Green mana ({G}) to your mana pool. It does not have the Basic Land types Swamp or Forest, so cards that search for those specific types cannot find this land.
The Scry Trigger
When Temple of Malady enters the battlefield, its triggered ability goes on the stack. You Scry 1, which allows you to look at the top card of your library. You then decide whether to leave that card on top or put it on the bottom of your library. This happens after the land is already on the battlefield, so players can respond to the trigger before you actually look at the card.
Strategic Timing
A common mistake is playing Temple of Malady when you desperately need an untapped mana source to cast a spell. Because it always enters tapped, it is best played on turns where you don't need to use every single mana available. Using the Scry 1 effectively can help you find a missing land drop for the next turn or filter away a card that isn't useful in the current board state.
Interaction examples
If you are playing a multi-color Commander deck, having Temple of Malady alongside Command Tower ensures you have access to Black and Green mana early. While Command Tower provides immediate mana, Temple of Malady helps you plan your future turns by letting you scry for other necessary combo pieces or answers.
If an opponent controls Temple of Malady, your Exotic Orchard can tap for either Black or Green mana, even if the opponent's land is currently tapped. Note that the 'tapped' status of Temple of Malady affects your ability to use it for mana, but it does not prevent Exotic Orchard from seeing what colors it *could* produce.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Temple of Malady
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Temple of Malady
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard