Home / Magic: The Gathering / Aetherdrift Commander / Temple of Deceit
Temple of Deceit
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Land

Temple of Deceit

rare · Land · Aetherdrift Commander
$0.27
Low
$0.32
Market
$0.40
High

Oracle 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.)
{T}: Add {U} or {B}.

Card Details

-/-Power / Toughness
-Mana Cost
24Prints

Character Background

Temple of Deceit neatly embodies the Dimir ethos: a slow but stealthy investment that trades an early tempo hit for information and reliable blue/black fixing, making it best suited to control, value-oriented midrange, or combo shells that prioritize hitting key answers or pieces over rushing the board. The scry 1 on entry lets you sculpt your draw immediately—use it to bury an extra land or reveal an answer needed for the opponent’s plan—so the land often pays for its own delay. It pairs especially well with one-mana cantrips (Ponder, Serum Visions) and fetchlands like Polluted Delta, which let you shuffle away an unwanted top card after scrying, and with decks that play multiple workhorse answer spells (Counterspell, Fatal Push) where consistent U/B access matters more than speed. In deckbuilding, treat Temple of Deceit as a 2–4 copy inclusion in shells that run few early creature threats but many reactive spells; avoid leaning on it in hyper-aggressive lists that can’t absorb the tapped entry.

Generated using gpt-5-mini

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Suggested Pricing
$0.27 - $0.40
At the current market price of $0.32.
Average Time to Sell
3 days
At the current market price of $0.32.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Temple of Deceit neatly embodies the Dimir ethos: a slow but stealthy investment that trades an early tempo hit for information and reliable blue/black fixing, making it best suited to control, value-oriented midrange, or combo shells that prioritize hitting key answers or pieces over rushing the board. The scry 1 on entry lets you sculpt your draw immediately—use it to bury an extra land or reveal an answer needed for the opponent’s plan—so the land often pays for its own delay. It pairs especially well with one-mana cantrips (Ponder, Serum Visions) and fetchlands like Polluted Delta, which let you shuffle away an unwanted top card after scrying, and with decks that play multiple workhorse answer spells (Counterspell, Fatal Push) where consistent U/B access matters more than speed. In deckbuilding, treat Temple of Deceit as a 2–4 copy inclusion in shells that run few early creature threats but many reactive spells; avoid leaning on it in hyper-aggressive lists that can’t absorb the tapped entry.

Generated using gpt-5-mini · Updated at 2026-05-16 14:20:44 UTC

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