Temple of Mystery card art
Live Play Data

Temple of Mystery

Land · Secrets of Strixhaven Commander (SOC)
5%
Deck Inclusion
Games Tracked
138
Decks Running
97
Median Cast Turn
4
Drawn → Played
73%

69% of drawn Temple of Mystery copies are cast before the game ends, and decks that cast it win 51.9% of the time compared to 37.4% when it stays in the library — a +14.5-point directional edge.

Temple of Mystery shows up in 4.8% of tracked Commander decks on Playgroup Live — a figure that reflects its color-identity constraint rather than any weakness. Restrict the lens to Simic and Simic-adjacent shells and it becomes a genuine staple.

The most telling number is the cast-vs-library win-rate delta. Participations in which Temple of Mystery hit the battlefield ended in a win 51.9% of the time. Participations in which it sat in the library the whole game ended in a win 37.4% of the time. That 14.5-point gap is directional given the sample size, but the direction is consistent: players who deploy this land outperform those who never see it. The scry 1 on entry likely contributes — filtering a land drop into something actionable compounds over a long game.

Entering tapped is the real cost, and the data captures it: 80% of drawn copies are cast the same turn they are drawn, meaning players treat it as a play-it-now land rather than holding it for a strategic moment. Median first-cast turn is 4, with a quarter of casts landing on turn 1 off an opening hand.

At a glance
  • 4.8% inclusion rate across all tracked Commander decks
  • 69% of drawn copies are cast before the game ends
  • +14.5 percentage-point win-rate lift when cast vs. when it stays in the library
  • T4 median first-cast turn, with 37% of casts on turn 1
  • 96.3% battlefield stickiness — once it enters, it almost never leaves
  • 80% of drawn copies cast the same turn they are drawn

First-cast turn

n=32
38%
T1
3%
T2
9%
T3
13%
T4
9%
T5
28%
T6-9
0%
T10+
Median 4 P25 1 · P75 6 · max 9
Cast same turn as drawn 83%

The "good card" funnel

146 brought
Brought to game
146
Ever drawn
41
Reached battlefield
32
Still on board at game end
31
73%

Of 122 Temple of Mystery copies brought to games, 36 were drawn, 27 of those were cast, and 26 were still on the battlefield when the game ended — a tightly efficient chain once the card reaches a hand.

+9.4pp

Players who cast this card win 50% of the time (n=32) , vs 41% when it never left the library (n=101).

Final zone distribution

146 instances
69.2%
Library
21.2%
Battlefield
5.5%
Graveyard
0.7%
Exile

83 of 122 brought copies ended the game in the library — expected for a singleton land, and it means the win-rate delta is measured against a large control group.

Top commanders running this card

by deck count

Zimone, Infinite Analyst accounts for 26 of the top-ten commander decks on its own, making the distribution notably top-heavy rather than evenly spread across the Simic meta.

Frequently Asked
How often is Temple of Mystery drawn in a Commander game?

Across 122 deck-participations tracked on Playgroup Live, Temple of Mystery was drawn in 29.5% of instances. That is slightly above the baseline for a singleton in a 100-card deck, which reflects that many of these decks actively seek out lands through ramp and card draw. Of the 36 instances that reached a player's hand, 27 were cast before the game ended — a 69% draw-to-play rate.

What turn does Temple of Mystery usually get played?

Median first-cast turn is 4, with a mean of 3.89. The distribution skews early: 10 of 27 observed casts landed on turn 1, meaning players who kept it in their opening hand played it immediately. The p75 is turn 6, so roughly a quarter of casts happen in the mid-game, often after a player draws into it rather than mulliganing for it.

Does casting Temple of Mystery actually help you win?

The early signal is positive. Participations where the card was cast ended in a win 51.9% of the time (14 wins in 27 casts). Participations where it sat in the library all game ended in a win 37.4% of the time (31 wins in 83 participations). The +14.5-point delta is directional — both sample sizes are below the threshold for statistical confidence — but the pattern is consistent with what you would expect from a mana-fixing land that also filters your next draw.

Why does Temple of Mystery have such high battlefield stickiness?

96.3% stickiness means that once Temple of Mystery resolves, it almost never leaves the battlefield before the game ends. That is structurally expected for basic-style dual lands: nothing targets them, board wipes rarely hit lands, and even dedicated land destruction is rare in most Commander metas. The 7 copies that ended in the graveyard likely reflect game states where land destruction or sacrifice effects were involved.

Which commanders run Temple of Mystery most often?

Zimone, Infinite Analyst leads the list by a wide margin with 26 decks, more than double the next-highest entry. The rest of the top ten spread across Simic, Temur, and Bant commanders. The concentration at the top of the list is real: Zimone decks alone account for a substantial share of the card's tracked appearances, which means aggregate stats here partly reflect that commander's playstyle.

Is Temple of Mystery legal in competitive formats?

Temple of Mystery is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, and most other sanctioned formats. It is not legal in Pauper or Pauper Commander due to its rare printing. It has no bans or restrictions in any format where it is currently legal.