Helm of the Ghastlord

Helm of the Ghastlord

Enchantment — Aura

Enchant creature

As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."

As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."

Browse Alters View at Gatherer

Printings View all

Set Rarity
Shadowmoor (SHM) Common

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Helm of the Ghastlord occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Helm of the Ghastlord Discussion

Bobs_Army on Shaggin' 9s, and Razing Minds

2 weeks ago

I would highly recommend Helm of the Ghastlord. It stops all of your opponents from drawing cards meaning they can't do anything.

Caerwyn on R/B/B Nekusar Card Draw

2 weeks ago

I would cut the following:

Kami of the Crescent Moon, Dictate of Kruphix - Both of these are traps. They seem like they should be good with Nekusar, but, in actuality, will probably get you killed. They add no damage for themselves, so, if you cannot keep Nekusar or Spiteful Visions fielded, they are just pure card advantage to your collective opponents. Yes, each player is getting only a single draw, but you have to look at them as a whole unit--in a four-person pod, you get 1 chance to draw a card you need to win; but you're giving up 3 chances that someone will draw the card they need to stop you. Without built-in damage effects, they are simply not worth it. Likewise, I must disagree with TheOtherHand's suggestion of Howling Mine and Underworld Dreams.

Forced Fruition - much the same problem. Often this means they cast their piece of removal, draw 7, then combo out and win the game that turn.

Jace's Erasure, Sphinx's Tutelage - These can win the game, but you will usually win through damage first. As such, not worth including--there are better ways to pull out a victory than mill.

As TheOtherHand mentioned, Teferi, Hero of Dominaria is not legal in this deck, nor do you have a way to cast him.

Here are some things I would recommend adding:

I agree, partly, with TheOtherHand's suggestion on running more wheels. Wheels are the bread and butter of Teferi, allowing you to crank out significant amounts of damage. Howeverm Day's Undoing does not work with Nekusar. When Day's Undoing ends the turn, it also exiles all spells and abilities on the stack--that includes Nekusar's damage triggers. So, by using it, you just caused everyone to draw 7 cards, without actually taking any damage.

I would also add Teferi's Puzzle Box to the list of wheels worth adding. It can disrupt direct-to-and tutors and also does not provide actual card advantage. The repeatable wheel effect can get brutal very quickly. Dark Deal, Molten Psyche, Reforge the Soul, Whispering Madness, and Winds of Change are some other wheel effects not already mentioned.

You should also include more artifact ramp, such as Sol Ring and the talismans and signets.

Curiosity allows you to go near-infinite (can keep combo up until you run out of cards) with Niv-Mizzet, the Firemind and is a solid choice to put on Nekusar as well. Helm of the Ghastlord also combos with Niv, and has the added advantage on Nekusar of forcing them to discard any card they draw, locking them into just playing instant-speed spells.

Sigil of Sleep turns all the wheel effects into mini-Cyclonic Rifts.

Then we get to the real power of Nekusar: Grafted Exoskeleton, Glistening Oil, and Phyresis. Infect plus wheels and regular card draw can close out a game extremely quickly.

Hope some of that helps!

MindAblaze on NOkusar

2 weeks ago

I like the attrition direction you’re playing here rather than the wheels version. Don’t get me wrong I love playing my Nekusar deck The Mad King of Tristram, but it’s kind of a mashup of auras like Helm of the Ghastlord, Sigil of Sleep and Curiosity and the more standard wheels, discard/draw for damage approach, with a Grixis control back drop.

I would definitely recommend Sigil of Sleep for getting rid of opponents creatures. Now, bounce is more effective if you’re making them discard too, but either way it’s still keeping you from getting hit as often.

Very nice overall. Any weak spots you want to attend to?

TheMazter13 on Esper control

5 months ago

If you're gonna run Counterbalance , Sensei's Divining Top for sure. Spin the top in response to the counterbalance trigger, rearrange your cards to find correct CMC, then counter a spell pretty reliably

Probably cut Isochron Scepter , don't think it does enough. It hits Counterspell , Cyclonic Rift , and Lim-Dul's Vault . It also hits Enlightened Tutor , but who cares you're already finding enchantments with Zur. Probably the only good card to hit is Silence which just reads "Pay : Opponent can't play Magic", but only in a 2 player game. In 3+ players, it just picks on one player, which could be good, but I don't think that's what control is getting at.

Rings of Brighthearth does actual nothing besides making mana with Basalt Monolith , but even mana in this deck does nothing

Don't think Sheoldred, Whispering One does much apart from sacrifice for opponents. While powerful, her first ability doesn't do much. You could play Dictate of Erebos or, for cheaper, Attrition or Grave Pact . They all pretty much do the same things, but your creatures do have to die. However, you could play Bitterblossom (In place of your Rings of Brighthearth for example) to make creatures that can not only attack, but be fuel for a sac fire

If you want to get more Tax / Stax -y you could play Rest in Peace over one of your do-nothing unblockable things cough Aether Tunnel Cough

Throw in some card advantage with Necropotence but also some card disadvantage with Helm of the Ghastlord . It's not 3 mana, but by god does it do wonders for hand sizes and for commander damage

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