Creature — Human Cleric
When Heliod's Pilgrim enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library.
|Have (2)||goldshot20 , orzhov_is_relatively_okay819|
|Want (2)||Ozymandias1189 , madamonk|
Printings View all
|Theros Beyond Death (THB)||Common|
|Ultimate Masters (UMA)||Common|
|Magic 2015 (M15)||Common|
Combos Browse all
|Commander / EDH||Legal|
Heliod's Pilgrim occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Heliod's Pilgrim Discussion
1 week ago
Boggles might not be budget itself, but it contains cards and ideas you can use. I like the auratog/rancor to give (1g +2+2) to auratog, it makes for a great knockout blow even if its fragile- something every budget deck should look for. Mongoose being a backup plan and protection helps a lot with that. I'd still want a plan for spot removal - gatherer's regenerate is nice with push taking the place of path in many cases, but its going to involve keeping an eye on your meta for exile effects.
While sigil is a great card, cutting it would allow you to also cut abor and sprawl for more 1 mana enchantments, massively speeding up the clock.
If you keep it in the sideboard, you'd still have that 'grindy game' tool even if you aren't running it maindeck - you could even go for a full transformative sideboard trying to live in that 4-5 mana space with a Heliod's Pilgrim value package and value-generating answers like Oblivion Ring.
There are some interesting midrange enchantment options that might suit a budget list running elf/sprawl, with Season of Growth and cards like Setessan Training or Shapers' Sanctuary aiming to eliminate the card advantage drawbacks of enchanting stuff. Silhana Ledgewalker and Sixth Sense still kicks butt when it comes to just drawing a card every turn. Abundant Growth and similar might not be amazing in terms of payoff for one mana, but a set of the variants allows you to splash any colour easily, while still fueling auratog. Satyr Enchanter type effects is a payoff that might work, but is a removal magnet and thus ends up reliant on stuff like sanctuary anyway.
Ethereal Armor is the powerhouse in boggles for a reason- it might be a nonbo with autatog sacrifices, but the 'count the number of enchantments' effect is really, really good. Also, its cheap. All That Glitters is armour 4-8.
Totem armour is another tool to protect creatures, but at that point you are basically building boggles.
Best of luck with the brew- its a well supported archetype that hasn't made the cut in terms of tier1, but with a little metagaming and planning it'll play well enough to win FNM.
2 months ago
The card I got was Heliod's Pilgrim.
Shuffle your library, then name a card type among card types in your deck. Reveal the top card of your library. If you named the card type correctly, you may play that card without paying its mana cost this turn. If you did not name it correctly, put that card into your hand, then draw two cards.
In the midst of darkness, hope is stronger.
Same challenge as SquirrelPenguin.
2 months ago
Bruse & Tana are my fave partner pair! So cool to see them pop up on TO. Here's my list if you're interested: Bruse Tana Boorish Bloodsower
I see you have Betrothed of Fire in the maybes. I'd definitely mainboard that one. It's one of the best auras you can put on Tana. I also recommend these: Mantle of Leadership, Hope Against Hope, Eidolon of Countless Battles, Thallid Germinator, Goldnight Commander, Utopia Mycon, Druids' Repository, Song of Freyalise, Bear Umbra, Open the Armory, Heliod's Pilgrim, Ohran Frostfang, Hunter's Prowess, Seize the Day, Hashep Oasis, Sakura-Tribe Elder, signets + talismans (2drop ramp gets Tana out on T3. in glass cannon decks like this, doing your thing 1 turn faster makes a huge difference!)
2 months ago
3 months ago
since many of your combos rely around a few auras, i suggest adding Totem-Guide Hartebeest as a tutor.
Ward of Lights and Cho-Manno's Blessing serves double duty. You can use it to protect your main pieces, or 'blank' the target of the ghostly flicker, by granting your opponent's creature protection from blue. Tutorable from your Heliod's Pilgrim, and recurrable since its not instant/sorcery.
3 months ago
To preface: as I stated before sharing this, it is currently being brewed and not complete (as stated in the description here). I'm conscious of the White Mana dilemma, hence the entire Rainbow Land selection. Sadly, all of the best Combos within this list rely on White Mana. That's an inescapable fact. The main wins are as follows:
- Mirror Entity + Wirewood Symbiote
- Skybreak + Illusionist (still testing, but the overall build require zero Mana is too good to neglect - other potential piece is Rings of Brighthearth, not as many tutors)
- Cloudstone + Wirewood Symbiote + Any Green Creature
- Aluren + Cloudstone + Haste Enabler
- Aluren + Cloudstone + Wirewood Symbiote + Any Green Creature
- Umbral Mantle + Smothering Tithe
I don't consider or concern myself with Nature's Chosen/Instill Energy, as the lack of Tutors for that combo are limited. Considered Heliod's Pilgrim to get there and may still go that route, alongside the use of Open the Armory it's not in a horrible place. The main combo is Wirewood + Mirror Entity, no need to suggest it as the main line: it's the easiest to accomplish and though it's not definitive, it's as close as we can get outside the Umbral or Seeker line.
Mind you, this list as it is currently seen was concocted solely by myself within the timespan of five hours, with no previous knowledge or the referencing of other lists. As a general practice, I do not look at other lists when composing my own as play lines and build ideas as they get muddied with too much input, but:
Sigarda's Aid: should've been on the "Underplayed" list - it allows your Enchant Aura's to be used at Instant Speed, to allow for an Untap and Mana Gain/Draw, the Swiftfoot Boots to be used as a Interaction to removal and cheats the Equip Cost of all Equipment. It's a staple at W (1 cmc). Until I find an actual fault with it, it'll stay. Plays well in testing thus far.
To Arms: Flex Spot
Apostles Blessing: Autumn Veil is already in and this protects both Artifact based wins and Selvala
Open the Armory: Not a Flex Spot and just as valuable to the list as Stoneforge Mystic. Any time a Tutor can be used to acquire an Outlet or Combo Piece you use it
Angel's Grace: Not a Flex Spot, this is used to win at Instant Speed. Crop Rotate into the White Mana producing Land if needed, but this Deck was developed to Win at Instant Speed and Angel's Grace insures we do not lose to the Card Draw
Sterling Grove: Not a Flex Spot
Sylvan Safekeeper: Can be Instantly Tutored to Battlefield to Protect Selvala in a pinch
Mirri's Guile: Sensei's Top requires an Activation Cost of 1 - it is not better for this list. If you have to refrain from taken Action on your Turn, that's fine. As mentioned, the Deck is slated to win at Instant Speed should you have the right board state: you still can switch the two, I would rather a free Ability
Aluren: Combo Piece
Vines of Vastwood: Not every Effect has to "Untap" Selvala to be useful. This allows Selvala to become un-Targetable by your Opponent's Spells, but read the Effect again: you can use this on your Opponent's Creatures as well. I have stopped many a Combo with this effective, multi-purpose Spell. Not a Flex Spot
I won't be talking on anything outside of the Colored Cards. Those Land choices and use of Swiftfoot is self-explanatory. You cannot win at Instant Speed with Lightning Greaves, so we're not using them. The only Tutor I would agree with is Treefolk Harbinger and only potentially... It having 1 searchable Card is not enough.
Again, I am still working out the total package, but do note that it is a work in progress. If something looks confusing or out of place, I assure you I have it in the list for a reason.
3 months ago
So I like your deck as it is very similar to an enchantment deck I run Enchantress Harvest. However, here are a few suggestions you might want to consider.
Should Karametra really be your commander? For the longest time I had Karametra as my commander because she ramped and doubled as an enchantment but, the reality is by the time you have 5 mana how effective is getting an additional land each time you play a creature, especially with a deck that has a CMC at 2.83? I ended up adding her to the 99 and switched to Shalai, Voice of Plenty as my commander. The upside of Shalai is she provided additional protection for all my enchantress and, gave me a mana sink for when I had additional mana. Even if you don’t run her as your commander I would still consider adding her as part of the 99. Maybe consider switching out Aegis of the Gods or Nyx-Fleece Ram for her?
I counted 9 aura’s in your deck so I would consider swapping out either Auramancer or Monk Idealist (Preferable the Monk because Rebecca Guay’s art on Auramancer is amazing) for Heliod's Pilgrim. I have found the pilgrim is a good situational card and rarely becomes a dead draw. Depending on the situation she can act like a Sakura-Tribe Elder fetching out one of your enchant lands effectively ramping you or, she can pull out one of your aura based targeted removal spells to remove key threats off the board.
How good is Nyx-Fleece Ram in this deck? Sure, it is an enchantment creature and sure you gain a life each turn but, how impactful is the lifegain and, other than being an enchantment based wall how important is this card in your deck? Personally, I would swap it out for Destiny Spinner because they both count as enchantments but, more importantly the Spinner is making 55 of your cards in your deck uncounterable. If you throw your lands in there, then with Destiny Spinner out 92 / 100 cards in your deck can’t be countered. That is a huge setback for the blue players at the table. Also, don’t write off that second ability because, it is common by turn 9 to have 10 plus enchantments on the board and, more mana than you know what to do with. There have been several times in the late game I am sitting with 20+ mana nothing to play and a ton of enchantments on the board. Turning 3 or 4 of my lands into huge 10+ P/T creatures with trample can quickly end one of my opponents, especially if they don’t see it coming.
Replace Emeria, The Sky Ruin with Nykthos, Shrine to Nyx. In order for Emeria to work you need to have every plains you are running in this deck out which seems very unlikely. Most games this is going to function as a plains that comes into play tapped with little upside. Nykthos, on the other hand, will give you gobs of mana especially considering most of the things in your deck are permanents.
I personally would remove Sakura-Tribe Elder and consider replacing him with something like Cryptolith Rite or Dryad of the Ilysian Grove. Cryptolith Rite is useful in this deck because you typically will have a lot of enchantress on board doing nothing for you besides giving you card advantage. Why not put those ladies to work and turn them into mana dorks?
Replace Green Sun's Zenith with Finale of Devastation. For me this is more of a personal preference as both are really good and I ran GSZ for many years in my enchantress deck but, what I like about the Finale better is I can pull stuff from my graveyard if necessary or in the late game it functions almost like a Craterhoof Behemoth since your deck should be creating insane amounts of mana. One of my typical wincon’s when I have a large board state is to cast Finale of Devastation for 12+ mana and search out Nylea, God of the Hunt to give everything trample (if I already have her out then I will grab the biggest flyer I have left in the deck). Then I will swing with the team. Even with just a few creatures on the board you are giving everything you have trample and at least +10/+10 which typically will mean the end of one or more players.
A few cards I would consider adding:
Captain Sisay I can’t tell you how powerful this card is in your deck. Already I counted 8 legendary cards in your deck and, with the inclusion of cards like Nykthos, Shrine to Nyx or, Shalai, Voice of Plenty that number will rise. Even with the 8 legendries you have if you get to untap with her you are going to be pulling cards like, Gaea's Cradle, Serra's Sanctum or, Dragonlord Dromoka which anyone of those cards alone could put you way ahead of all your opponents. Most importantly she is an amazing toolbox answer to anything your opponents will throw at you. Needing additional mana? Then use her to grab one of your busted lands. One of your key enchantments got destroyed? Sounds like it is time to grab Hall of Heliod's Generosity. Black player got you down because they keep making you sacrifice your stuff? Then go grab your Sigarda, Host of Herons and give that player the middle finger! I can keep going but you get the point of how powerful getting the answer at any given situation in the game can be.
Nylea's Colossus I never knew just how powerful this card was until I saw it played against me. I was in a game when it came down and my opponent was like, “ok I will make my 4/4 flying angle token an 8/8. I will then play this enchantment, the angle is now a 16/16. For my final 2 mana I will play a Darksteel Mutation on your commander making that angle a 32/32 then attack. Do you have any flying creatures to block with?” I respond with, “I did have one until you turned it into an insect” which my opponent responds, “O ok well then you take 32 damage, Good Game!” Play against a Nylea’s Colossus once and see how busted that card can make even the smallest of creatures become.
Academy Rector, Idyllic Tutor, Enlightened Tutor and, Plea for Guidance all basically do the same thing, tutor for enchantments. If you can’t afford the Academy Rector or Enlightened Tutor then I understand not adding those to the deck but the other two tutors are super cheap right now and should be added. Basically, the more abilities you have to tutor in the deck the more answers you will be able to retrieve to solve the situation at hand. One common misconception people have is if you are going to tutor then you are always going to be tutoring for the same cards which is not always the case in a deck like this plus if you are playing against lower power level decks then don’t always search for your powerful cards like Sigil of the Empty Throne instead opt for something less powerful like a Soul Snare or one of your big enchantment creatures to use them as a big beater.
Wrath of God / Day of Judgment and Austere Command. I was like you and only ran Quarantine Field for years as my single mass removal spell and, I would always run into situations where I need an answer to a scary board state. Once I ditched Quarantine Field for Wrath of God and threw in Austere Command I found I had more answers to what my opponents where doing. I would personally run both but, if you had to pick one then I would use Austere Command because it will allow you to deal with more problems on the board. However, if you are going to run Wrath of God then you need to get the From the Vault Annihilation version because it has Heliod kicking ass in the artwork! (gotta stay on theme!)
Ancestral Mask that card just rocks in any enchantment deck but, I use it as a secondary wincon. So many games I will attach Ancestral Mask to Shalai and instantly turn her from a 3 / 4 into something silly like a 24 / 25 with the large amount of enchantments I have on the board then knock an unsuspecting player out from commander damage. It is even better if you have Nylea's Colossus on board because with the Ancestral Mask alone you can turn your commander into something silly like a 50 / 51 or bigger.
Sun Titan This one is more of a personal preference of mine but, because you are running so many 3 cmc or less permanents in the deck this card will do a lot of work in the reclamation department.
Overall I think you have a really strong deck and are off to a fantastic start. Some of the suggestions I suggested are based on things I have seen playing my own enchantress deck. Also, throwing in those alternate wincons makes the deck more enjoyable to pay because I am not winning in the same fashion every single game. On top of that it also helps to make the deck a lot more resistant. Lastly, because there is no true go to Selesnya enchantment commander don’t be afraid to switch up who you use as your commander. In fact, I will commonly switch out my decks commander from Shalai to one of my other legendary creatures before matches based on what I am facing. If I find someone in the pod has a stax based deck then I am throwing in Sigarda as the commander. I find myself up against a lot of decks with blue in them then using Dromoka as the commander can be a fantastic choice.
3 months ago
Hey, nice budget version of Estrid.
I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.
I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.
Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.
With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.
The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.
Budget lands to consider adding:
- Command Tower
- Yavimaya Coast
- Exotic Orchard
- Seaside Citadel
- Bant Panorama
- Opal Palace
- Ash Barrens
- Prairie Stream
- Evolving Wilds
- Selesnya Sanctuary
- Simic Growth Chamber
- Azorius Chancery
The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:
Good luck with your deck.