Dictate of Heliod

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Rare
Duel Decks: Elspeth vs. Kiora (DDO) Rare
Journey into Nyx (JOU) Rare

Combos Browse all

Dictate of Heliod

Enchantment

Flash 

Creatures you control get +2/+2.

Price & Acquistion Set Price Alerts

C15

DDO

JOU

Ebay

Recent Decks

Dictate of Heliod Discussion

TheKing8426 on Sigarda human tribal

1 week ago

Hey!

Firstly, I like the list. I love building tribal decks, but I've never done Humans before - so good on ya!

Secondly, here's context from me: I was introduced to magic thru EDH, and slowly (thru going to FNMs and then PPTQs and then GPs and SCG events) got into the cEDH scene, until that wasn't even enough to satisfy my competitive hunger. Now I grind low level events to try and get my game up and become pro. So I will be making cuts based on "Can you win with this card," not "Let's all have fun." (WHICH IS A FINE WAY TO PLAY !! I just don't enjoy playing that way, but if that's how you want to play, go for it !)

Okay here's a list of 23 cards I would take out to make your deck legal, followed by the reasoning behind why I think you should take them out. I will start by saying Westvale Cult Leader  Flip isn't a real card; it's the flip side of Hanweir Militia Captain, but it seems TO won't let you tag the Captain.

Dictate of Heliod, Glorious Anthem, Hope Against Hope, and Door of Destinies: I took these out because you already play so many anthem givers on your creatures; these felt like bad redundancy.

Mirari's Wake, True Conviction, Heirloom Blade, Swiftfoot Boots, and Sundering Growth: Also bad redundancy. The wake felt like a bad Zendikar Resurgent. Conviction felt like an Archetype of Courage that can't attack. Boots is a poor man's Lightning Greaves, and you def. do not need both. I'd rather have Descendants' Path than Heirloom Blade. Lastly, Sundering Growth is a worse version of Austere Command.

Bow of Nylea, Congregation at Dawn, Collective Effort, and Open the Armory: All these cards just seem like odd fits to me. It's not that they aren't good, but Congregation and Open specifically seem really narrow. Bow seems to care about things you don't care about, and same story with Collective Effort there. For those reasons, I'd take out these four.

Fumigate, Hour of Revelation, and Wrath of God: NOPE NOPE NOT EVEN ONCE. You have plenty of Oblivion Ring effects on your creatures, AND you have Path, AND you have Swords. You do not need sweepers, your opponents do.

Overwhelming Stampede, Avacyn's Pilgrim, Second Harvest, and Thalia's Lancers: These seem to not be needed. Bad redundancy in Overwhelming Stampede, but it's also a spell (as opposed to Beastmaster Ascension, which is a permanent), so it leaves you open to countermagic. Avacyn's Pilgrim seems meh when you have ramp spells. Lastly, Second Harvest and Thalia's Lancers seem narrow. I see you make tokens, which is what Anointed Procession is for, and Thalia's Lancers can get you legends, sure, but your legends are necessarily "silver bullets," if you will.

Herald of War, Selesnya Signet, and Cryptolith Rite: WOW These were hard cuts. I like Herald, but not as much as I like your other angels. The signet is okay I guess, but, considering you are a green deck, I'm not sure how much you need a target for your opponent's Nature's Claim. My last cut was Cryptolith Rite, and I'm not even sure that's correct. I had a hard time cutting your last card. I think the card is awesome, but couldn't find another spot for it, and I didn't want to cut a land (down to 34 lands) to make room, considering your top end is.. pretty top ended.

OKAY! I think that's it. I hope you at least consider these changes. Everyone plays different, so these are the cuts I would make based on how I play magic. Hope this helps !!

Ravenrose on The Windgrace Beneath My Wings

4 weeks ago

Jund good stuff here... ok. Vaevictus Asmadi might be worthy of consideration, in addition to Hellkite Tyrant. Wild Pair, Where Ancients Tread and Warstorm Surge are also worthy considerations for this deck. Polukranos, World Eater is a boardwipe on a stick if one does it properly. Hydra Omnivore devourers your opponents equally. Killing Glare is also worthy of consideration. Snake Umbra and Bear Umbra will protect your creatures but also give extra goodness to your creatures. Dictate of the Twin Gods, Dictate of Karametra and Dictate of Heliod should also be considered. Double damage, more lands and +2/+2 for all your creatures? Worthy of consideration. Whip of Erebos, Hammer of Purphoros and Bow of Nylea might also help. This deck is not really land based but that's OK. Just make your opponent's life a living hell. That is what Jund does best!

Hope these have helped you a bit! If you have some time, would you be so kind as to review my Game of Marchesa deck? I feel something is missing in it but I do not know what exactly.

MegaMatt13 on Kestia's Divine Army

1 month ago

johnny1242000, thanks for your suggestions. Overrun was kinda just in there as a placeholder win condition card until I figure out through playtesting what the deck needs. I totally agree that it can be replaced. Of your suggestions I like Dictate of Heliod the best as it can be an instant speed pump. Also bonus points for being on theme with all the Theros block cards in the deck

FiveEightFiveBC on Kestia's Divine Army

1 month ago

Overrun seems like an odd choice for a deck which isn't focused on creature production. I might be underestimating the utility of Overrun here, but do you think it might be better to add something which synergizes more with enchantments and may be more permanent, consider your number of creatures might not be enough to eliminate a player with Overrun most of the time? Perhaps Celestial Ancient, Dictate of Heliod, Collective Blessing, or Call for Unity. If you just want the trample, Driven // Despair is cheaper and enables card draw, while Overwhelming Stampede is easier to cast and will give a larger pump. Primal Rage just gives your creatures trample and synergizes with your enchantresses. So, I think there may be one option here which is better than Overrun! I hope this isn't too much!

DrukenReaps on Game of Marchesa

2 months ago

The flavor is overwhelming here, I rather like that. I'm not sure what you are really going for besides flavor though so I'm not really sure what to suggest. One thing I would replace is Bloodsworn Steward since it is only partially useful. Any of the following should fit the flavor and do a similar thing better Arvad the Cursed, Bastion Protector, Dictate of Heliod, Homura, Human Ascendant.

TheBloopKing on Wait, I can Attack?

2 months ago

You got something here. I like it.

Iroas, God of Victory is a staple

Chained to the Rocks, Ghostly Prison, lots of more spot removal, Lightning Bolt, Wrath of God, Day of Judgment, Valorous Stance, Planar Cleansing. You don't really control as you do stall them for a couple turns. Ghostly Prison makes it so that they can't attack you without paying mana. Bolt takes out 3 toughness creatures and chained to the rocks is good because its a 1 mana removal and chances are, your playing group doesn't play lots of enchantment removal

You need to go heavier on the creatures. It's boros. They are better with a creature base out. Nobilis of War, Tajic, Blade of the Legion, Iroas's Champion, Boros Swiftblade, Figure of Destiny, Angel of Invention

Brion Stoutarm is decent way at getting use out of a creature dying. Before damage is applied, you tap 1 red and the Stoutarm and deal some damage to their face. Also good for getting that last bit of damage that your creatures couldn't by flinging them right at their face

Legion's Initiative, Dictate of Heliod, Spear of Heliod are very good pumps

You need much more mana rocks in your deck. Armageddon is a bitch. Not only this, it helps ramp and mana fix on occasions. I personally won't have less than 6 mana rocks in my commander deck. Boros Signet, Mind Stone, Darksteel Ingot, Commander's Sphere, and Hedron Archive are some I would run.

Swiftfoot Boots and Lightning Greaves are good at utility pieces.

You should honestly get away from the reservoir unless you are running hard life gain and can afford 40 life and not lose

DrukenReaps on The Commanding Wings Of Heaven

5 months ago

Consider removing:

Dragon Throne of Tarkir, Dictate of Heliod- Angels are large by default so while these can certainly help you win via beat down they can easily be win more.

Scroll of Avacyn, Angel's Mercy- In commander these are more often than not just crap.

Anointed Procession- You have some token production but this belongs in a token deck. You have a solid chance of this being a dead card.

Defy Death- why not just run another angel?

That frees up 6 spots for more angels or anything else you were thinking about. The deck is going to be slow since you are playing angels you will average a CMC of around 5 with them. Depending on your opponents decks you may have to do some nasty things to slow them down like playing Armageddon... You do have that rather painful combo that decimates lands already though.

Consider adding:

More board wipes. Wrath of God, Fumigate, Armageddon

Akroma, Angel of Wrath

Baneslayer Angel

Emeria Shepherd

Archangel of Tithes

This may give you some better ideas https://edhrec.com/tribes/angels

JuQ on Let's Go Tiny Dudes Let's Go!!

6 months ago

The biggest weakness of the Red-White decks in commander is card draw, those are the colours who draw the least. Commander (assuming you play multiplayer) isn't a sprint race, it's a marathon, If you run out of cards or you're the guy that's only geting one card each turn, you are going to lose.
You have to get several artifacts that can help you with that. Ghirapur Orrery is a good and cheap one, Staff of Nin another budget option, Culling Dais because sacrifice outlets are also good, The Immortal Sun is a bit more expensive but really good, Loreseeker's Stone, Oracle's Vault.
Some equipments Mask of Memory, Rogue's Gloves, Skullclamp, Infiltration Lens.
In red you have access to "impulsive draw", you exile the top cad of your library and then you may use it until end of turn. Grenzo, Havoc Raiser, Stromkirk Occultist, Outpost Siege, Vance's Blasting Cannons  Flip Etali, Primal Storm.
And also Wheel of Fortune effects: cheaper options are Wheel of Fate, Magus of the Wheel, Reforge the Soul, Runehorn Hellkite, Dragon Mage and Knollspine Dragon.
About 8 to 12 of the lower cost ones is a good number to have in you deck so you consistently refill your hand.

You may also want to power up your guys, otherwise they will be hitting like a wet noodle. More options for your deck are Cathars' Crusade, Dictate of Heliod, Call for Unity and if you end up with many artifacts in your deck you can also have Jor Kadeen, the Prevailer. Dragon Throne of Tarkir is a bit bad because it's quite expensive to use (nine mana until you finally use it for the first time and your bigger creature wont be attacking) but maybe is worth giving it a try.

Now you decided to go wide with you creatures, some tokens may help you: Assemble the Legion is a no brainer, Huatli, Warrior Poet is quite affordable at the moment (for a Planeswalker), she pops dinosaurs and can help your guys get though.

Some instants to save your guys from board wipes: Boros Charm definitely a must, other options are Make a Stand, Rootborn Defenses. If you have many "When enters the battlefield" creatures or your opponents usually play board wipes that don't just destroy or deal damage to the creatures, then Ghostway and Eerie Interlude may be what you need.

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