Scry temples always enter tapped but provide scry 1 when they do, letting you see your next draw and decide whether to keep it or send it to the bottom. The scry is genuine card selection in the early game, making temples strong in control and combo decks that value knowing what comes next over tempo.

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All 10 Scry Temples

CardColors
Temple of EnlightenmentWhite/Blue (Azorius)
Temple of SilenceWhite/Black (Orzhov)
Temple of TriumphWhite/Red (Boros)
Temple of PlentyWhite/Green (Selesnya)
Temple of DeceitBlue/Black (Dimir)
Temple of EpiphanyBlue/Red (Izzet)
Temple of MysteryBlue/Green (Simic)
Temple of MaliceBlack/Red (Rakdos)
Temple of MaladyBlack/Green (Golgari)
Temple of AbandonRed/Green (Gruul)

Key Details

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Temples are acceptable in control decks where the scry matters and the tempo loss is manageable. In aggressive decks, never run them. The tapped entry costs you a full turn of tempo, which is devastating when you need to curve out. In Commander, temples are budget-friendly but outclassed by pain lands and check lands.

Related Cycles

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Scry Temples and other duals for your deck. Paste a Moxfield or Archidekt link and get Monte Carlo-simulated land counts. See all 48 dual land cycles in our complete Dual Land Cycles Guide.

Frequently Asked Questions

Are scry temples good?

In control and combo decks that value card selection over speed, yes. In aggro or tempo decks, no. The tapped entry is a full turn behind, which is the difference between winning and losing against fast opponents.