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Moxonomy

Temple of Mystery

Land

The trade that defines this whole cycle is a tempo loss paid up front for a card-selection refund. Entering tapped costs you a turn of mana, the oldest tax in dual-land design, but the scry that comes with it smooths your next draw in a way the older tapped duals never offered. That pairing is what separates this generation of fixing from the bounce lands or the painless tapped duals that came before: you are not just trading speed for color, you are trading speed for color plus a look at what you are about to draw. In a deck that wants its early turns spent developing rather than untapping a land, the tap is a real cost; in a deck that can absorb a slow first land drop, the scry quietly pays for itself by shipping flooded cards away and steering toward the pieces you need. The green-blue split puts it in the corner of the color pie built around ramp, card advantage, and the long game, exactly the decks most willing to give up a turn for consistency. It is the most patient kind of fixing: it asks you to spend tempo now to be rewarded with a cleaner sequence later, and it rewards decks whose plan was always to win the third act rather than the first.

Temple of Mystery (ths)
THS · #226rare
Pricing
Normal: $0.34
Foil: $1.44
Oracle Text

Rules 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.) Tap: Add Green mana or Blue mana.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

33 sets
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