Temple of Triumph 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 Triumph is a dual-colored land that provides essential consistency for Boros decks. By combining mana fixing with the ability to filter your draws, it ensures your aggressive or mid-range strategy remains on track. It is a staple in many decks that need access to both Red and White mana while valuing early-game card selection.
Dual Mana and Tapped Entry
Temple of Triumph enters the battlefield tapped, meaning you cannot use it for mana the same turn you play it. However, it provides long-term value by offering a choice between Red or White mana whenever you tap it, which is crucial for meeting specific mana symbols in your spells.
The Scry Trigger
When Temple of Triumph enters the battlefield, its triggered ability goes on the stack. You look at the top card of your library and decide whether to keep it there or put it on the bottom. This allows you to dig for a needed land or push away a card that is not useful in your current situation. Remember, the Scry happens as an 'enters' ability, so you must resolve it before you can cast other sorcery-speed spells.
Optimizing Your Draws
A common mistake is forgetting that Scry 1 only allows you to move the very top card. Unlike effects that look at multiple cards, you are making a simple binary choice: top or bottom. Because the land enters tapped, it is often best played on turn one or when you have spare mana, ensuring the scry helps you find your next move without slowing down your tempo.
Interaction examples
On turn one, you play Temple of Triumph. It enters tapped and you scry 1, seeing an expensive spell you cannot cast yet. You put it on the bottom. On turn two, you play Command Tower. Because Command Tower enters untapped, you now have access to two mana—one of which can be Red or White from the Temple—to start casting your spells.
If your opponent controls an Exotic Orchard and you play Temple of Triumph, you use your scry to find a specific removal spell to deal with their threats. By putting an unwanted card on the bottom, you increase the odds of drawing that removal on your next turn while your Temple prepares to provide the White or Red mana needed to cast it.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Temple of Triumph
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
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Meta decks with Temple of Triumph
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard