Helm of the Gods

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal

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Set Rarity
Magic Origins Rare

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Helm of the Gods

Artifact — Equipment

Equipped creature gets +1/+1 for each enchantment you control

Equip (: Attach to target creature you control. Equip only as a sorcery.)

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Helm of the Gods Discussion

sirtrinium on Uril's Revenge

3 weeks ago

All these suggestions should be self-explanatory as to why they benefit a Uril edh. Depending on your play group you might want to look into the white counter spells. Also if your going to be running so much acceleration, you could drop your land count down to 30. My Uril runs on 28 lands, but it took me a long time to get my deck right. Play test a ton and adapt as needed to your playgroup. Good luck and let me know if there is a specific question about the reasoning behind anything I've suggested.

Spirit en-Dal

Riding the Dilu Horse

Chandra's Ignition

Soul's Fire

Replenish

Retether

Winds of Rath

Academy Rector

Helm of the Gods

Kor Spiritdancer

Mesa Enchantress

Heliod's Pilgrim

Open the Armory

sonnet666 on I Need Help Making My ...

4 weeks ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

Snow13oard on First Deck Build

1 month ago

So if you want to buy Cards perheps:

Helm of the Gods --> Skullclamp // Hedron Archive --> Chromatic Lantern or Basalt Monolith // Renegade Map --> Sol Ring // Honed Khopesh --> Spear of Heliod

i can find more things to change if you want :)

Tk4890 on The Legion

1 month ago

Some quick suggestions: Run more lands. Red/white aggro is not low in cost. I would suggest cutting at the least Tormenting Voice, Helm of the Gods, Faithless Looting, and Chromatic Lantern. If possible, get the count up to 38. Next, pick up a Weathered Wayfarer. In these colors, it does some serious work. A couple of wrath effects would be nice too. Other than that, this looks like a menace for any non-turn 3 win combo-based meta.

Rzepkanut on The Queen's Curse

1 month ago

Ajani, Mentor of Heroes is a good aura-centric card, I like that its more flexible than just drawing a non-land each turn since it can help you win. Helm of the Gods could be good too I think. Suppression Field and Dissipation Field are both great pillow fort enchantments. Starfield of Nyx has lots of potential in this deck. Fun deck though, +1

Allianzler on Maybe I Sacrifice to Feel Like I'm Alive

1 month ago

Tree of Perdition is super strong together with Ayli. Karmic Guide and Reveillark have super good reanimator effects and make a good infinite life combo together with Pawn of Ulamog wich is tutorable with Buried Alive. Another good reanimator card is Dawn of the Dead. Of course Westvale Abbey  Flip is very strong and fits into the style of the Deck. Last but not least Helm of the Gods can make lifegain through ayli much better and is a solid one drop. I would suggest put out cards like Unburial Rites and Beacon of Unrest. I'm not sure about cards like Ashnod's Altar and Attrition are they good enough to stay in the Deck while your commander is such a good sac outlet? If you have some time to "waste" just take a look at my Ayli Deck and make some suggestions on it too. Its inspired by your Deck.

Rzepkanut on Heroes of the Dawn

2 months ago

This deck is extremely similar to one of my decks!! I hear great minds think alike :) This list looks pretty good already, but I have a few ideas that work for me to suggest to you...

Here's a link to my version of this deck: Rafiq of the Hexproof Enchantress

Happy gathering!

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