Temple of Mystery 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 Mystery is a versatile dual land that provides both Green and Blue mana while smoothing out your future draws. As one of the iconic 'scry lands,' it rewards patience by offering strategic card selection in exchange for entering the battlefield tapped.
Dual Mana and Utility
Temple of Mystery provides two colors of mana, Green and Blue, making it a staple for Simic-colored decks. Unlike basic lands, it enters the battlefield tapped, meaning you cannot use it for mana the same turn you play it. However, its triggered ability allows you to Scry 1, giving you a look at the top card of your library to decide if you want to keep it there or move it to the bottom.
The Scry Trigger
When Temple of Mystery enters the battlefield, its triggered ability goes on the stack. When this ability resolves, you look at the top card of your library. You can choose to leave it on top if it is a card you need, or put it on the bottom if it is not useful at the moment. This happens after the land has already entered, so if an effect prevents triggered abilities from triggering, you will not get to scry.
Timing and Strategy
Because it enters tapped, playing Temple of Mystery requires planning. It is often best played on turn one when you don't have a one-mana spell, or on a later turn when you have enough other mana sources available to cast your spells. The Scry 1 is particularly valuable in the late game to help you dig for threats or avoid drawing unnecessary lands.
Interaction examples
If you have both Temple of Mystery and Command Tower in your opening hand, playing Temple of Mystery on turn one is often the better play. It enters tapped, but it allows you to scry and set up your next draw. On turn two, you can play Command Tower, giving you access to both your colors immediately plus whatever color Command Tower provides based on your Commander.
If you are playing against an opponent who controls a Forest, your Exotic Orchard can already produce Green mana. By playing Temple of Mystery, you ensure that you have access to Blue mana for future turns while using the Scry 1 ability to filter your library, ensuring your Exotic Orchard draws aren't wasted on cards you don't need.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Temple of Mystery
Original English text — Wizards of the Coast / Scryfall
- #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· 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· 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· 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.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Temple of Mystery
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard