Helm of Awakening


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

Printings View all

Set Rarity
Visions Uncommon

Combos Browse all

Helm of Awakening


Spells cost (1) less to play.

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Helm of Awakening Discussion

Eiti3 on no man lands

1 week ago

You beat me to it. As soon as I saw this little guy I wanted to make another landless EDH deck but I see I was far too late. Although, there are a few things I'd change...

  • Sensei's Divining Top: Allows for that easy access for when you don't have what you need.
  • Chromatic Sphere, Chromatic Star, Terrarion, and I could've sworn there was another one like Terrarion: These help you draw and keep the mana you have.
  • Trading Post, Ichor Wellspring, Mind's Eye, & Book of Rass: Need that draw. You're severely lacking.
  • Krark-Clan Ironworks: Super quick and easy ramp for how many 0-drop artifacts you run.
  • Scrap Trawler: This guy alone should quell all doubts for the the previous suggestions. Sac Terrarion to itself to get back a Lotus Petal, etc.
  • Metalwork Colossus: Much like your other affinity creatures, but comes with his own recursion system!
  • Cloud Key & Foundry Inspector: Further lower the costs of your artifacts alongside your already Helm of Awakening and Semblance Anvil.
  • Cultivator's Caravan: Possibily the best 3CMC mana rock since Coalition Relic.
  • Kuldotha Forgemaster: Sac 3 0-drops to get Mycosynth Golem. Worth?
  • Golem Foundry: While not being the best, dudes are pretty great and they easily sac to Krark-Clan Ironworks when needed.
  • Prototype Portal: Pop out endless Sol Rings thanks to Paradox Engine generating infinite mana or you know get Gonti's Aether Heart or Ugin's Nexus out over and over again for self-giving extra turns.
  • Inspiring Statuary: Put this one on the side burner in case you want to run more eldrazi or whatnot. This itself is a mana rock that only spends it's mana for non-artifact spells, but in a more non-heavy artifact deck, it could work wonders. Just keep it in mind if you decide to run more non-artifact threats.
  • Lifeline: While it may benefit your opponents, it keeps not only your creatures alive but allows you to hit with Hope of Ghirapur without the need of recasting with the commander tax.
  • skoobysnackz on Raze Your Hand

    1 week ago

    Thanks for the ideas guys! I really like Psychosis Crawler, Reforge the Soul, Mikokoro, Center of the Sea and Helm of Awakening. I'm trying to stay away from too many of the "everybody draws" cards because it gives your opponents the option to choose which cards they would discard at the end of their turn and that's only if they have more cards then their max hand size. I prefer to make them discard cards with the wheels etc. to eliminate the choice of what goes to the yard. I also have been staying away from the Time Reversal type cards because one of the ways this deck can win is to simply mill the opponent to death, if I keep recycling their graveyard into their library, that becomes less possible. That being said, this deck builds up graveyards really fast so more Bojuka Bog type cards would be quite useful so I'll look into that.

    KroggandMohawk on Raze Your Hand

    1 week ago

    A buddy of mine had a Nekusar deck and ran Helm of Awakening. Was a really nasty card since it makes all your wheels cost one less. Something to consider.

    NarejED on melek v1

    3 weeks ago

    Cards currently missing that I think should be added:

    Mind's Desire: One of the best storm cards in existence. Auto-include.

    Mystic Remora: Even in casual metas, this card is fantastic. Auto-include.

    Seething Song, Desperate Ritual, Pyretic Ritual, Snap: Extremely relevant gas on the combo turn. Snap has the upside of being one of strongest bounce spells in the format. If you frequently find yourself tight on mana, Inner Fire can be a reasonable option.

    Remand and Unsubstantiate: Relevant countermagic throughout the game that serve as doublers for your Grapeshot and Mind's Desire. Both effectively halve the necessary storm count, assiming you have the resources to recast your storm spells.

    Intuition: It's bad if you're in black, but UR needs the tutor power.

    Treasure Cruise: Decent mid-game card draw.

    Fellwar Stone and Mox Opal: Fantastic missing artifact ramp. If you're in 2+ non-green colors, Stone is nearly an auto-include. Opal is worth considering any time you have over 15 artifacts, especially if you're a storm deck.

    Helm of Awakening and Goblin Electromancer: Cost reducers that help enormously on your combo turn.

    Jace, Vryn's Prodigy  Flip: Early game looting and late-game recursion. JVP is an auto-include in any High Tide deck.

    Paradox Engine: The cost is steep, but effectively turning every spell cast into a ritual whose power depends on how enormous your mana rock pile is tends to be worth it.

    Cards I would recommend cutting:

    Rings + Basalt package. You really don't need these. They don't have amazing synergy with your storm package, which is enough of a win condition already between Aetherflux, Grapeshot, and Mind's Desire. Dropping them would let you cut Tezzeret the Seeker , Power Artifact, Fabricate, Reshape, Blue Sun's Zenith, Laboratory Maniac, and Rings + Basalt itself. None of these do enough for you to be worth keeping. Transmute Artifact can stay since it grabs Aetherflux and Paradox Engine.

    Jace, the Mind Sculptor: People overestimate how good this card is all the time. He's mediocre, and has bad synergy with the deck.

    Rebuild: Hitting your opponents is nice, but Paradoxical Outcome is almost always a better option.

    Crystal Ball: Good in theory, but the cost ends up being too steep to be worthwhile.

    Call to Mind: Too expensive.

    Recall: Bad card is bad. Shame on you! Shame!

    Reality Spasm: I feel like you have better options than this.

    Land Changes

    Cascade Bluffs, Cephalid Coliseum, Desolate Lighthouse, Halimar Depths, Reflecting Pool, Sulfur Falls and two Mountains can all go. Replace them with Mana Confluence, City of Brass, Shivan Reef, and five more islands to maximize your High Tide impact.

    Otherwise, looks like a solid list!

    LTmiller on Get Shrekt Yidris Storm Assault

    3 weeks ago

    KailDaemon Honestly, I'd cut Sphinx's Tutelage, Jace, the Mindsculptor, Crop Rotation, Temporal Mastery, Unsubstantiate, Rishkar's Expertise and maybe some of the Cultivatey effects for some/all of the following (it's still your deck, all your choice this is just advice coming from a Storm player in every format I can).

    You lose a lot of speed and consistancy without draw/tutor I would put in Fabricate, Faithless Looting (let's face it the yard is still your hand), Mizzix's Mastery, Past in Flames, Signet Cycle?, Mana Vault, Future Sight+Sensei's Divining Top+Helm of Awakening = Draw your deck. Which is broken... so Future Sight, Cathartic Reunion, Gush, Mox Opal. Just my two cents.. :)

    *ALSO DISCLAIMER I'm completely, like BALLS DEEP for Paradox Engine (Who isn't this cards is so broken!!) so everything I'm suggesting is presuming that it's not gonna be banned.

    NarejED on Prepare Your Salami for the Azami

    3 weeks ago

    You're missing Augur of Bolas, Time Spiral, Deranged Assistant, Helm of Awakening, Turnabout, Jeweled Amulet, and a few worthwhile storm finishers. You also have slightly too many lands. Other than that, looks perfect! Great list.

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