Temple of Deceit — Magic: The Gathering card

Temple of Deceit

Land

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 {U} or {B}.

Set Foundations
Rarity Rare
Mana Value 0
Artist Jonas De Ro
Collector # 697

Why Play Temple of Deceit

Control decks running blue and black colors benefit most from the card selection that scry 1 provides upon entry. The ability to smooth draws and dig toward answers or threats makes up for the tempo loss of entering tapped, especially in slower matchups where turn one plays are less critical. Midrange strategies also appreciate the fixing alongside incremental card advantage, particularly when curving into three or four-mana threats that require specific mana requirements.

Format Notes

Commander sees the most play for Temple of Deceit, where the scry effect provides valuable deck manipulation in a singleton format and the tempo cost matters less in multiplayer games. Pioneer and Modern Dimir control decks occasionally include copies when the meta favors longer games, though faster dual lands often take priority. The card has never faced banning issues due to its fair power level and enters-tapped restriction.

Combos & Synergies

Cards that care about scrying like Thassa, God of the Sea gain additional value from the repeated triggers throughout a game. Landfall creatures such as Ruin Ghost can reset Temple of Deceit for additional scry triggers, though this requires significant mana investment. The mana base pairs naturally with other scry lands from the Temple cycle, creating a critical mass of card selection effects that help assemble specific combinations or find key pieces in longer games.