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Moxonomy

Temple of Triumph

Land

The bargain this dual land strikes is the same one its whole cycle makes: you accept a land that enters tapped, and in exchange it filters your next draw as it arrives. The tap clause is the entire cost, and it bites hardest when tempo matters most; the scry is a one-time rebate, a single look that lets you bottom a dead card or lock in a needed one before your next draw step. That trade reads cleanly across deck speeds. A slower red-white deck can spend a land drop on setup without feeling the loss, while an aggressive shell pays a real price, since arriving tapped works directly against the clock it is trying to assemble. As fixing, the card knows exactly what it is: a guaranteed source of both colors that asks you to buy color security with a turn of speed, then softens the blow with that single filtering trigger. The scry does not compound or follow you through the game; it fires once, when the land arrives, and that is the whole of it. What it buys is consistency at the moment it enters rather than ongoing card advantage, which is the unglamorous kind of mana-base improvement: it does not win games, it just makes the draw it touches a little less likely to be a blank.

Temple of Triumph (pm21)
PM21 · #256prare
Pricing
Normal: $0.40
Foil: $0.75
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 Red mana or White 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

29 sets
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