Champion's Helm

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions Mythic Rare
MTG: Commander Rare

Combos Browse all

Champion's Helm

Artifact — Equipment

Equipped creature gets +2/+2

As long as equipped creature is legendary, it has hexproof.

Equip

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Champion's Helm Discussion

werewolf226 on For the Horde!!

2 days ago

Why not both? I've a better than 1 in 100 chance of drawing it. Anywho, I'd like to squeeze ALL those cards into this deck. Right now I'm focused on trying to finish it, by adding dragons and measures to protect Krenko or at lease squeeze off his ability once or twice before the opponent KO's him into next week. Thanks for the recommends tho, those would be fantastic adds.

Next on the list to obtain:

Illusionist's Bracers

Mask of Avacyn

Champion's Helm

Magewright's Stone

Balefire Dragon

Slumbering Dragon

Spawn of Thraxes

Utvara Hellkite

celsha on Kari Zev

3 days ago

Caged Sun cus mana and +1/+1 is pretty good

Ruby Medallion

The More Monkeys Route

Sundial of the Infinite = more monkeys

Mirror Gallery = MORE MONKEYS

You know how you get MORE monkeys than that? more combat phases!!

Aggravated Assault

Sword of Feast and Famine

Seize the Day

World at War

Fury of the Horde

ETB effects

Okay okay maybe for some reason you don't want 50 Ragavans and you are focusing on ETB effects...then WHERE IS YOUR Panharmonicon??? IS BRAGO STILL USING IT FOR SOME REASON?!?!?

Impact Tremors is good but I like me some Warstorm Surge

You know what makes a lot of ETB effects? You are playing mono-red Krenko, Mob Boss

He's called the boss for a reason, you are going to have to make some little guys for him

Hordeling Outburst, Goblin Rally, Mogg War Marshal, Beetleback Chief, Siege-Gang Commander, Krenko's Command, Dragon Fodder

Voltron

I can tell that you are playing voltron so you might want to consider Godo, Bandit Warlord even though you dont have any other Bushido Warriors

Argentum Armor

Basilisk Collar

Champion's Helm

Loxodon Warhammer

Inquisitor's Flail

Austin_Smith_of_Cards on The Glorious Doge

1 week ago

Champion's Helm is a superb voltron equipment with a cheap equip cost, and it protects and buffs your commander.

Hyena Umbra is another great Aura with totem armor. Strong card overall.

Angelic Destiny provides a massive buff and evasion for a relatively small cost. The Rancor text on the bottom is really helpful as well.

Unquestioned Authority replaces itself and makes your commander unblockable.

Stoneforge Mystic tutors for whatever important Equipment you need; plus it makes the more expensive casting costs mean nothing.

Sun Titan Recurs any powerful equipment/auras that your opponents have destroyed over the course of the game.

Path to Exile is another solid removal spell.

Lightning Greaves is a little dangerous since once you give your commander shroud, you can no longer equip anything else, so be sure to equip it last. Equip cost of 0 is what really makes this card shine.

ibstudent2200 on Green Is Not A Creative Color

2 weeks ago

Silklash Spider is pretty effective against fliers.

Rampant Growth > Copper Myr.

Gaea's Embrace > Fangren Pathcutter.

Joraga Treespeaker > Fyndhorn Elder.

Chariot of Victory and Haunted Cloak each add both haste and trample.

O-Naginata is mana-efficient and adds trample.

Cloudthresher > Skysnare Spider.

Pathbreaker Ibex > Stampeding Elk Herd.

Nature's Claim > Artisan's Sorrow.

Elemental Uprising is so bad that I don't want to come up with a strict upgrade for it.

Blossoming Defense > Sheltering Word.

Kodama's Reach is definitely warranted if you have cards with Splice onto Arcane.

Why are you running Bonds of Mortality and Elixir of Immortality? They both seem like terrible cards. If you really want to shut off hexproof/shroud, Arcane Lighthouse doesn't take up a spell slot in your deck. If you want to avoid being milled out, run Blightsteel Colossus/Darksteel Colossus/Vigor/Worldspine Wurm/Ulamog, the Infinite Gyre/Kozilek, Butcher of Truth (which don't require that you have them on the battlefield to be useful).

Champion's Helm > Mask of Avacyn.

Bramblecrush > Creeping Mold.

Regrowth > Nature's Spiral.

Ulvenwald Tracker is one of the best fight cards ever printed.

Aspect of Mongoose, Lightning Greaves, Swiftfoot Boots, Whispersilk Cloak, and Steely Resolve grant hexproof/shroud. Two of these cards also grant haste.

Optimator on Khanate of the Golden Headbutt (Artifact Voltron)

2 weeks ago

Glad you like it, XxLeGingerxX!! I'm a fan :]

The number of things to make him untargettable in his colors are limited--artifacts only, pretty much (most shroud and hexproof effects/auras are green). Spectra Ward does a decent job. Sacrifice-prevention is pretty rare but Assault Suit is pretty much tailor-made for Zurgo. Board-wipes are always a concern and making him indestructible isn't too hard: Darksteel Plate and Shield of Kaldra come to mind, as well as Indestructibility and Indestructible Aura--conveniently in white, as most indestructible effects are. You may notice a lot of these are in my maybe list. Board wipes in the vein of All Is Dust, Cyclonic Rift, or Merciless Eviction are nearly impossible to protect against, though white has access to plenty of blink effects that could save Zurgo, at the expense of unequipping Equipment.

I'd include more hexproof/shroud stuff but some cards are pretty pricey, a la Champion's Helm, or are kinda butt, like Mask of Avacyn (good budget-option though IMO. Gotta take it where you can get it). There's General's Kabuto and Lightning Greaves (which I do plan on getting) but I think that might be it (other than the Swiftfoot Boots already in).

Since it's a budget deck the land base is guaranteed to be slower than is possible. I tried to make up for it with an above-average amount of mana rocks (which also helps with some artifact synergies). I often get Zurgo out on turn 4 though turn 3 is a bit of a stretch without some luck. I sometimes wait though to make sure some protection or some trample-enabler is in play. Zurgo has that magic 7 power to 3-shot opponents and it only takes +4 power to 2-shot folks--never mind double strike and the like. One problem with Voltron generals is that they are public enemy number one when they're out so focus-fire is inevitable. It makes it seem like commanders like this and others (Skullbriar, the Walking Grave, Sigarda, Host of Herons, Kresh the Bloodbraided, Uril, the Miststalker, Bruna, Light of Alabaster, etc) are a disadvantaged strategy but it's exactly because they're so threatening that they get focus-fired down. Having inherent indestructibility or hexproof goes a long way toward making these guys viable and Zurgo's temporary indestructibility certainly helps. Not as optimal as something like Tajic, Blade of the Legion's or Narset, Enlightened Master's but it's something.

Love-in-Theory on This Fortress of Tears (Zedruu Pillowfort/Control)

2 weeks ago

ZomBee_Hunt-

Memnarch usually goes straight for Zedruu. I'm guessing I need something like Champion's Helm or Swiftfoot Boots

Sloanan on Odric Give Me Everything

1 month ago

I posted this on reddit, but this might be a little bit easier to read since you can just look at the cards this way:

I've had a Odric deck myself ever since he came out and he's one of my favorite decks. Not the most competitive, but way better than you would think, considering it's a mono deck. I'll put some suggestions below but note that they're not all going to be budget options. No clue how much you're willing to put down on these, but frankly most of them are well worth it.

So up first, I'll point out Odric's biggest flaw: You can be absolutely ruined by a boardwipe. As such, I'd recommend putting some anti-wipe options in there. Personally I think you could do with cutting a lot of the instants you have and swapping them out for protection stuff. My personal favorites (in descending order) include Eerie Interlude, Ghostway, Scapegoat, Rootborn Defenses, Make a Stand, and Brave the Elements (which can also make for a good finisher depending on your opponent). Creaturewise, Avacyn, Angel of Hope is ideal if you can get your hands on a copy, as that'll save your board even before combat.

Up next is your mana base & ramp. 36-38 lands is ideal. Being mono-colored, you don't need a whole lot of fixing. However, there are some utility lands I would recommend putting in there for varying reasons. Emeria, The Sky Ruin is perfect in this deck, as it will get you back any creature that was killed each turn. I'd also suggest Mistveil Plains. It's not necessary, but giving you some form of recursion (that you'd admittedly have to tutor for) is useful. I generally suggest fetchlands if you care to thin your deck at a quicker rate, but they're thoroughly unnecessary if you don't care to plop down that much money. Some ramp lands wouldn't be a bad decision at all, such as Ancient Tomb or Temple of the False God.

Continuing off of that and going towards ramp n' fixing, if you can afford a Land Tax, then I'd say get it. If you get it in your opening hand, you're generally going to hit your land drop every turn (and draw into less land, which helps in the long run), plus it is a great combo with Scroll Rack later in the game (getting you three extra cards in hand per turn). If you add something like Ghirapur Orrery, which admittedly can backfire on you, you can ramp into some big threats fairly quickly. Personally I'm not a fan of single-use land fixers like Knight of the White Orchid or Tithe or similar cards, BUT I can definitely see their use, so I leave that up to you. Pearl Medallion is also fantastic, as it drops the cost of your spells. I'd absolutely suggest Sol Ring & Caged Sun. They're perfect for the deck. One other "semi-ramp" spell I'd recommend is Urza's Incubator. Odric does best with a human/angel subtheme, as they'll usually have your best keywords. So picking Angels when playing the incubator, you make casting them that much easier.

After that, we're on to White's biggest problem as a color in EDH: The lack of good card draw. Frankly, there's just not much in the color that will get you that many cards, aside from a couple of cantrips. Fortunately, that's what artifacts are for! If you're willing to pay for them, I'd absolutely recommend the following: Mind's Eye, Alhammarret's Archive, Scroll Rack, Skullclamp, and Staff of Nin. Skullclamp is great if you can produce tokens, such as with your Nahiri's +2, for instance.

Another issue with Odric is that his ability only works at the start of combat, meaning that your opponents can either kill whatever creature you've got out that they need dead (or even just Odric himself) to avoid a nasty combat sequence. So there's two ways around this. You need to have some protection for him & your troops, for one, so things like Lightning Greaves, Darksteel Plate, or Swiftfoot Boots are great to keep them safe (or Champion's Helm if you're feeling fancy). The other method is simply redundancy. If they keep killing Odric, for instance, plop down a Akroma's Memorial and keep the keywords alive! Aside from the memorial, I also recommend True Conviction, Heliod, God of the Sun (who also gives combat indestructible to urrbody once he's a creature with Odric out!), and Concerted Effort for Odric Redundancy (plus it triggers at each upkeep, so if you've got some good protection going on they're gonna have a bad time).

Some little fiddly bits I'd suggest having are more removal, such as Path to Exile, Swords to Plowshares, Return to Dust, Oblation, & Unexpectedly Absent. If you've got reliable ways to trigger indestructibility, boardwipes can help you out - I'd suggest Austere Command in particular due to it's flexibility. You can also surprise the absolute shit out of someone using Debt of Loyalty. White doesn't have a whole lot of creature theft spells, so that gets some jaws dropped whenever I play it. Also, Crackdown is excellent in this deck. Put that down, maybe cast a Subjugator Angel, and you've locked most of your opponent's fatties out of the game!

Tutors are also great in a deck like this, so I'd suggest things like Enlightened Tutor, Steelshaper's Gift, Open the Armory, Idyllic Tutor, Stoneforge Mystic, Stonehewer Giant, Thalia's Lancers (for any legendary), etc.

Recursion/resurrection is always good, so stuff like Sun Titan, Loyal Retainers, Resurrection, Breath of Life, False Defeat, and so on are strongly suggested, along with the previously mentioned Emeria.

Lastly, we get to your creatures. They're the key to winning with Odric, after all. Looking through your deck, I think many of the creatures could be juuuuuust a little bit more efficient. I'm not a huge fan of relying on equipments to give my creatures keywords, so I usually prefer creatures with static abilities, so things like Archangel of Thune, Angel of Invention, Bruna, the Fading Light, Gisela, the Broken Blade, Baneslayer Angel, (noticing an angel theme?). Admittedly there's not much with indestructible and trample, but I suppose that's what stuff like Avacyn and your Emrakul are for. I'd also really really recommend a couple of hatebear & tax cards since you're playing white - stuff like Archangel of Tithes (nasty with vigilance), Angel of Jubilation (stops sac fodder shenanigans and Toxic Deluge), Thalia, Heretic Cathar (slows decks down), Aven Mindcensor (stops fetching/tutors), etc. Can't say no to Elesh Norn, Grand Cenobite as well. Mix in some good token producers such as Elspeth, Sun's Champion and all-around good cards like Cathars' Crusade and you should have a pretty formidable little deck!

LordLoli on Every.... Last.... One of Them...

1 month ago

If you're looking to spend more to get a better deck, Darksteel Plate, Lightning Greaves, and Champion's Helm can replace Planar Collapse, Brave the Elements, and Scourglass. I also listed the cards you can remove in order of importance. (If you only want to remove one, do the first one I mentioned)

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