← MTG Rules

Rules guide · Land

Temple of MaliceHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek Commander· November 13, 2026
Carte Magic Temple of Malice

Temple of Malice 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.

01

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.) {T}: Add {B} or {R}.

Complete guide

Temple of Malice is a powerful dual land that helps smooth out your draws while fixing your mana in black and red decks. While it enters the battlefield slower than some lands, the ability to manipulate the top of your library provides long-term strategic value. Mastering its scry trigger is essential for any Rakdos mage looking to optimize their early turns.

A Land with Foresight

Temple of Malice provides two specific colors of mana, black or red, but comes with a built-in delay. Because it enters the battlefield tapped, you cannot use it for mana the same turn you play it. However, this tempo loss is offset by its enter-the-battlefield ability, which allows you to scry 1.

The Scry Step-by-Step

When Temple of Malice enters the battlefield, its triggered ability goes on the stack. When that ability resolves, you look at the top card of your library. You have two choices: leave the card on top if it is something you want to draw next, or put it on the bottom of your library if it doesn't help your current situation. This allows you to 'filter' your deck for better draws.

Strategic Mana Fixing

Unlike basic lands, Temple of Malice ensures you have access to both Rakdos colors throughout the game. Because it is not a basic land type (like a Swamp or Mountain), it cannot be searched by cards that look for basic lands, but it remains a staple for ensuring you can cast both your black and red spells reliably.

When to Play It

It is usually best to play Temple of Malice on turn one or during a turn where you don't need to use all your available mana. Since it provides a scry, playing it when you are looking for a specific answer or a land drop is highly effective. Avoid playing it if you absolutely need an untapped mana source to cast a spell this turn.

Interaction examples

Setting Up Your Next Draw

On turn one, you play Temple of Malice. It enters the battlefield tapped, and the scry 1 ability triggers. You look at the top card of your library and see a high-cost creature you can't cast yet. You choose to put it on the bottom of your library, increasing the chances that your next draw will be a useful early-game spell.

Comparing Mana Sources

If you have both cards in hand and need mana immediately, you should play Command Tower as it enters untapped and can produce your commander's colors. If you don't need the mana this turn, playing Temple of Malice first is better, as it lets you scry 1 to improve your draw for the following turn while Command Tower waits in hand.

Evaluating Opponent Production

If your opponent only controls a Forest, playing Exotic Orchard will only give you green mana. In this scenario, Temple of Malice is a more reliable choice for a Rakdos deck because it guarantees access to black or red mana regardless of what your opponents are playing, even though it enters tapped.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Temple of Malice

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You choose how to order cards returned to your library after scrying no matter where you put them.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Temple of Malice

No archived Top 8 deck with this card yet.

Explore the meta
Official source