Temple of Enlightenment
16% of tracked Commander decks in white-blue color identities run Temple of Enlightenment. When drawn, it reaches the battlefield 70% of the time, with a median first-play turn of 3.0.
Temple of Enlightenment sits in 16% of the 3148 Commander decks tracked on Playgroup Live, appearing across 498 distinct lists. That reach, spread across 438 unique players with no single contributor accounting for more than a small slice, suggests genuine broad adoption rather than a single playgroup's preference.
The card's appeal is straightforward: it enters tapped, so the mana tempo cost is real, but the scry 1 on entry lets you smooth your next draw. 70% of drawn copies reach the battlefield before the game ends, which is consistent with players treating it as a land they want to play promptly. Median first play lands on turn 3.0, and a notable cluster hits on turn 1 from opening hands. Once in play, it sticks: 96% stickiness, as expected for a basic-land-adjacent permanent with no inherent removal magnet.
Temple of Enlightenment is legal in Commander, Legacy, Pioneer, Modern, and most other constructed formats. It is not legal in Pauper or Pauper Commander due to its rare printing. Within Commander it fills a role as a budget-accessible scry land for any deck running white and blue.
- 16% of tracked Commander decks include Temple of Enlightenment
- 25% draw rate across tracked games, normal for a singleton in a 100-card deck
- 70% of drawn copies reach the battlefield before the game ends
- T3.0 median first-play turn
- 96% battlefield stickiness once played
- 438 unique players have brought this card to a tracked game
First-cast turn
n=168The "good card" funnel
975 brought · 438 playersOf 975 copies brought to tracked games, 240 were drawn, 168 of those were played before the game ended, and the overwhelming majority stayed on the battlefield through end of game.
Players who cast this card win 31% of the time (n=157) , vs 22% when it never left the library (n=635).
When players drew this card but left it in hand, they won 36% (n=68) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +9.2pp; 95% confidence interval +1.7pp to +16.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
270 instancesThe vast majority of Temple of Enlightenment copies never leave the library, which is expected for any singleton land in a 100-card deck. The copies that do get seen end up on the battlefield at a high rate, with only a small fraction stranded in hand or sent to the graveyard.
Commanders that played this card
in tracked games-
1
Ms. Bumbleflower
56 decks
-
2
Tidus, Yuna's Guardian
41 decks
-
3
Zinnia, Valley's Voice
36 decks
-
4
Kilo, Apogee Mind
20 decks
-
5
Inspirit, Flagship Vessel
19 decks
-
6
Aminatou, Veil Piercer
18 decks
-
7
Shorikai, Genesis Engine
12 decks
-
8
Sidar Jabari of Zhalfir
12 decks
-
9
Dr. Madison Li
11 decks
-
10
Satya, Aetherflux Genius
11 decks
The commander list skews heavily toward white-blue and Jeskai commanders, which is exactly what you expect for a land gated to white and blue mana. Ms. Bumbleflower and Tidus lead by deck count, but the spread across ten distinct commanders shows Temple slots into many strategies.