Heliod, God of the Sun

Heliod, God of the Sun

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts towards your devotion to white.)

Other creatures you control have vigilance.

: Create a 2/1 white Cleric enchantment creature token.

Heliod, God of the Sun Discussion

doctorstrangedays on You Can't HANDLE the Troops

1 week ago

Oh wow, thanks so much for providing these details jakeyuki12! This is a lot of food-for-thought so thanks for that. You hit the nail on the head for Heliod, God of the Sun, I am going to take him out for a Selesyna build I am working on. Commander Eesha is a total pet card haha. I used to run a soldier tribal deck back around Odyssey block and used Eesha to great effect. I used the bones of that deck to make this one, so there are definitely some leftovers in here. This was one of my first Commander decks so I am glad it is getting some fine-tuning to keep up with my meta. I sat down and took a look at what cards I had available to make some swaps and came up with:

Hedron Archive out for Boros Locket

Thran Dynamo out for Boros Cluestone

Return to Dust out for Wear / Tear

Kalemne, Disciple of Iroas out for Ballyrush Banneret

Heliod, God of the Sun out for Skyknight Vanguard

I am going to playtest this in some games tonight to see how it goes and adjust from there. I think next steps for me is to look at adding in additional card draw (I'm thinking I need to a Skullclamp to start). Thanks again for taking the time and for the help, it means a lot.

jakeyuki12 on You Can't HANDLE the Troops

2 weeks ago

At an initial glance, here are my thoughts for possible cuts- I'm guessing you run Heliod, God of the Sun for Vigilance and the blocker, but otherwise doesn't synergize with your soldiers. Seeing that Iroas already makes blocking really hard, Commander Eesha seems not needed, although I'm guessing that might be a pet card. While Kalemne, Disciple of Iroas is a big soldier and a flavor win, it's just a beefy body with keywords in this deck- not much taking advantage of the experience counters. I think you could replace these with good soldiers at other parts of the curve, and seeing that you feel it takes time getting out the gate, probably earlier on the curve.

In other places I think swapping Return to Dust for Wear / Tear is an easy swap (unless the exile part is crucial). I haven't had the chance to test out the new Valakut Exploration but it might be better than Outpost Siege as much as I love the siege (ol' reliable). Seeing you already have a ton of anthems I think Door of Destinies can be trimmed (I tend to not like it anyways in tribal decks that can make tokens). While I do think Hedron Archive and Thran Dynamo tend to be underrated, in this deck where your 4-cmc is crowded and your commander is at 4-cmc they might not work out. They might be worth cutting for cheaper mana rocks.

jakeyuki12 on Zirda, the Dawnwaker Competitive (Combo/Stax)

3 weeks ago

I've got a few suggestions for your value engine Zirda.

First and foremost: your card draw. The first problem with it is that a lot of what you labeled card draw..... well isn't really card draw since while you are drawing cards it doesn't actually net you any cards (you lose a card to get a card, net zero cards that way). The cards that do net you cards are very, very, very inefficient. I can see you're trying to take advantage of Zirda's ability to draw cards, but you're taking bad cards and making them mediocre.

If you want to use Zirda to make drawing cards easier, I've got a few suggestions. First off, Endless Atlas is a much, much more efficient option that becomes even more efficient when Zirda is out. Besides that, the best options for drawing cards that Zirda makes more efficient are equipment. Mask of Memory, Sword of Fire and Ice, even Rogue's Gloves. After that, you'll have to look at other sources of card draw. Red has excellent options in both wheel effects (Wheel of Fortune, Reforge the Soul, Magus of the Wheel actually synergizes with Zirda!) and in impulsive draw (Light Up the Stage, Tectonic Giant, heck even Experimental Frenzy could be better since Zirda makes blowing itself up easier).

I do think your ramp package because of Zirda is much more solid and efficient. Additionally, I think you've got the right idea with running creatures that can pump out tokens for mana (which Zirda reduces). I recommend leaning into that. Heliod, God of the Sun is another excellent creature that does that.

Lastly I recommend improving your removal package. White has access to the best removal in EDH. Swords to Plowshares and Winds of Abandon I consider staple level in decks that have white (aka any deck with white should strongly consider them).

Destroyerbirb on Deck for Starbot

1 month ago

If you want a good mono-white commander, try Heliod, God of the Sun. I prefer him over Heliod, Sun-Crowned because new Heliod is only about lifegain (which is sub-optimal in EDH), but the old one is an army in a can. It is budget and powerful. All you need is ramp, token producers and anthems. It's a straightforward deck, which is good for beginners.

I wouldn't personally introduce someone to commander with mono-white, but if that's what they want, then that's what they should get.

Oh, another fun commander is Darien, King of Kjeldor.

Quogboi on

3 months ago

+Land Ramp, it's a Land Creature deck after all and even if this outpaces the ability to create creature lands, extra mana good. Mitotic Manipulation Dig and Cheat a land into play Retraced Image cheat a basic Land from your hand into play Terrain Generator cheat a basic Land from your hand into play, Downside is the land needs to be reserved to tap and another 2 colourless available, it's pricey but it's land ramp outside of Green Myriad Landscape cheat a basic Land from your deck into play, the same downside to Terrain Generator

+Mana Ramp, never hurts, plus there are a few high CMC cards in here. Prismatic Lens just another insurance that Noyan Dar, Roil Shaper can come out earlier, added benefit of fixing mana High Tide Double that Island production for a turn, On the fence with this one since it's a Two coloured deck

+Vigilance, Ideally removing the hard decision of A. Attack and limiting mana. or B. Hold open Mana and limit attacks. Plus many of these have low CMC and can be played early before Noyan Dar, Roil Shaper especially in a slow game where you miss your Ramp Always Watching is another Brave the Sands Hold the Gates Serra's Blessing These do have the downsides of being removed from some of your board wipes Heliod, God of the Sun may work around that

+Untap Creatures be it fainting opponents or bursting extra mana, this shit is gangsta, you have Unity of Purpose and To Arms! can always add Call to Glory, Energy Arc, Rally of Wings and Roar of the Kha. these can boost the over speed of the deck. Thoughtweft Gambit has a high CMC but comes with Sleep attached (Didn't see them in the Maybeboard)

-Stragglers There is some fluff in here. 1. -Swiftfoot Boots add another counter or some other form of CMDR protection 2. -there are a few things with awaken where paying extra for the awaken are just silly, ie. pay extra 3 colourless for 3 +1/+1. You could save the mana a cast some extra cantrips. cast 2 for a total of 2 CMC and get 6 +1/+1 counters with Noyan Dar, Roil Shaper 3. -Sorcery speed card draw. there are some good staples but the instant speed with some vigilance of the field will be better 4.-Proliferate. hard to say really, most cards that come with proliferate have higher CMC, unless your getting 5 or more +1/+1 counters from spending 3CMC, using cantrips really do become much more Efficient.

Chandra1 on Commanders by Power Level [EDH Tier List]

3 months ago

Heliod, God of the Sun is a very powerful cEDH commander. It can defeat many cEDH decks and can stand up to some of the most powerful commanders like urza and medium green. A video of this deck in action can be found here: https://www.youtube.com/watch?v=6AlgaexAMgw

stellarnear on

4 months ago

Carte à rentrer :
All That Glitters uber buff pour deux
Ancestral Mask uber fort
Archon of Sun's Grace juste fort
Calix, Destiny's Hand swag + straight synergie
Celestial Ancient zone boost (ptet un peu faible)
Destiny Spinner bonnes state et bonne protec
Ethereal Armor fort
Gift of Paradise mana versatile
Heliod, God of the Sun reasons
Mesa Enchantress moteur de pioche fort
Mirrormade combo
New Horizons mana ramp
Oath of Teferi combo commander
Open the Vaults revive hard
Satyr Enchanter moteur de pioche fort
Season of Growth gros moteur de pioche
Setessan Champion moteur de pioche fort
Siona, Captain of the Pyleas wonderwoman in da place
Starfield Mystic combo direct
Starfield of Nyx peu partir en couille vite
Verduran Enchantress pioche (ptet un peu faible)
Eutropia the Twice-Favored bonne distrib de puissance je pense

Cartes sorties :
Boon Satyr trop basique
Cold-Eyed Selkie aucun interet
Daxos of Meletis je le vois pas marcher vraiment
Dictate of Kruphix bof
Dismantling Blow meh removal
Eel Umbra trop basic
Elderwood Scion interessant ptet en side
Empyrial Storm trop cher pour son effet
Epic Proportions un peu cher pour l'effet surprise prefere mettre du solide
Genesis Storm trop cher pour son effet
Ground Seal mouais
Loyal Drake mieux à mettre peu de synergie
Loyal Guardian combo pas
Loyal Unicorn interessant mais peu synergique
Myth Unbound interessant mais y a mieux à rentrer
Ravenous Slime interessant mais peu synergique
Reclamation Sage un peu faible pour un removal
Soul Snare y a mieux en removal
Spawning Grounds meh - overcost
Vow of Flight j'aime pas l'idée de le mettre en face (ptet en multi side)
Vow of Wildness j'aime pas l'idée de le mettre en face (ptet en multi side)

enpc on Saffi: Sac Back *cEDH Primer*

4 months ago

List is looking good. It's interesting to see you come to the same conclusion around Protean Hulk as I did, though from a different angle. Personally I never ran Angelic Renewal as it only really combos with Sun Titan. I personally think that Gift of Immortality is better. Yes, it has the most value on Saffi but it also forms an infintie loop with both Sun Titan and Boonweaver Giant (for one extra mana). I used to pair it with Eidolon of Blossoms as a card draw engine, and while I have since cut both cards, i was a very good engine. You can also pair it with Heart Warden if you wanted to run that.

It will be interesting to see how you go with Fecundity. I ran it a while ago however found that Iwas giving my opponents too many cards from it. Granted, ther were a lot of graveyard leveraging decks, but I just didn't like to not be in control of the card draw. That's I think why I ultimately moved to stuff like Mikokoro, Center of the Sea and Selvala, Heart of the Wilds. While it is a guaranteed draw for my opponents, I say when it happens. But give it a go - I look forward to hearing your thoughts on it post testing.

A couple of other things I have noticed for the list:

  • I think that Reclamation Sage, while having less functionality, provides more value in that it's easier to cast and adds more value with Priest of Titania.

  • If you're going to run Walking Ballista, have you thought about adding Heliod, Sun-Crowned? Honestly though, my thoughts would be to cut Ballista for Stoneforge Mystic. The reasoning for this is that Stoneforge can get Skullclamp which can then let you assemble your other win condition (let's face it, Ballista is primarily there for the infinite mana case). And with the new rules change (which I'm not happy about but makes Saffi better), you can use Skullclamp + Saffi as a card draw engine while still putting her in the command zone so that you can rinse and repeat.

As for the Saffi discord, I would be happy to be a part of it, though I'm not the most active person on discord.

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