Lightning Helix

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Arena [BETA] Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
Iconic Masters (IMA) Uncommon
Duel Decks: Speed vs. Cunning (DDN) Uncommon
Modern Masters (MMA) Uncommon
Duel Decks: Ajani vs. Nicol Bolas (DDH) Uncommon
Planechase (HOP) Uncommon
Ravnica: City of Guilds (RAV) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Lightning Helix

Instant

Lightning Helix deals 3 damage to target creature or player and you gain 3 life.

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Lightning Helix Discussion

Quicksilver on Pew! PewPewPewPewPewPewPewPew!

5 days ago

Red White burn was one of the first things that came up researching burn decks in general. I love cards like Lightning Helix, but splashing white usually paths the way for an overhaul, next thing I know everyone recommends Path to Exile and Monastery Mentor, solid cards, but their synergies are best suited for white focus and jeksai control respectively. Scalding Tarn is more for testing from a netdeck perspective, I admit paying an insane price for them will most likely be out of the question. Modern deck filtering is handy regardless of Blood Moons power. Gelectrode has made the cut, more than 1 type of 3 CMC card slows the deck down too much. I'll test the amendment out during the week and determine if it's worth cutting the land count down, I want to add some card draw to the deck.

msanchez13 on ...and out come the wolves

5 days ago

Hi there, wolf tribal seems like a fun idea. Unfortunately the implementation in modern is just not efficient. I see that your only meaningful interaction by turn three is path to exile, which could be supplemented by lightning bolt, as someone else mentioned. This is likely not enough, however; in modern, popular decks include Tron, which frequently casts Karn Liberated by turn three, or storm, which can easily Grapeshot you for lethal on turn 3, jund or mardu pyromancer, which will have picked apart your hand by turns two or three, or burn, which will just kill you by around turn four. I like this deck idea for casual play, but unfortunately, modern is the type of competitive gameplay where you will have to get lucky to do well even at an FNM where you are not significantly affecting the board by turn 3-4. Honestly I'm concerned that the deck doesn't even have Huntmaster of the Fells  Flip, one of the best cards that come to mind when I think wolf tribal. In addition to huntmaster, if you want to improve this deck's gameplay, I recommend you substitute some of your 1-drop or two-drop wolves for cards that help you not die early, especially if you want to continue to include collected company. These kinds of cards include path to exile, lightning bolt, and....honestly....I can't think of other interaction in these colors that is efficient in modern. Maybe Lightning Helix if you really want to be an awkward burn deck. Otherwise you probably want to cut collected company and stick with your 1-cmc wolves, because casting collected company and getting less than 4 cmc worth of cards is really disappointing. You usually see the card in decks that run a lot of 3 drops, so that you're usually paying 4 mana for 6 cmc worth of cards. Also now that I've read through the comments Aether Vial would line up well with what you're trying to do, to help speed up your game plan. Because honestly, the decks in modern that are slower than the degenerate decks that kill you on turns 2-4 will consistently have you dead by turns 4-6.

Sorry for a very negative post, but modern, as opposed to casual and even standard magic, is a very fast-paced and mana efficient format, in a way that doesn't even approach legacy or vintage. Hope some of my comments help, and I'd be happy to answer any questions you have!

Pheardemons on Moltenheart (Skred-Dragons)

1 week ago

I just thought of something you should probably consider Julesreddragon. Nothing in your sideboard does much (or anything) against control. In general Cavern of Souls would help, but until then here are some cards I think you should consider: Guttural Response, Ricochet Trap, and/or Boil. I am partial to Guttural Response over Ricochet Trap because Guttural can counter Gifts Ungiven in storm decks (which is pretty big in the meta right now), as well as the niche decks that use it to put big creatures in the graveyard to reanimate. However, I have known others to have the argument of saying they like Ricochet Trap better because while it can also counter counterspells (you change the target to Ricochet Trap, and when Ricochet rseolves their counterspell fizzles on the stack) it can change the targets of things like Lightning Bolts, Lightning Helixs, Path to Exiles, and the rare Ancestral Vision that would allow YOU to draw three. I haven't seen that card in the meta recently, but still a possibility. I felt that Guttural Response was more relevant, but I can't deny changing the targets of things to save your planeswalkers and creatures is also good.

With miracles now a thing in modern, Boil is also a pretty good card to look into. They may very well counter it, but being an instant if you cast it on their end step and they counter it, it may open up one turn for you to land the one threat you need to beat their face. Also, control never really leaves the meta. It doesn't hurt to have one or two cards that can play against them.

Based on the sideboard you currently have I would recommend taking out two Grafdigger's Cage, and one Batterskull for two Guttural Responses or Ricochet Traps, and the one Boil. Now, if you end up taking the Relic of Progenitus out of your mainboard, I would change that to take out Batterskull, one Pithing Needle, and then a third thing of your choice. Whatever may not be prevalent in your meta. These cards may seem specific to control, but your control matchup is pretty bad. Your cards are big and most likely you'll only be casting one spell a turn which they can easily counter and continue to counter because a lot of their spells replace themselves.

BigHairPierre on Painful Way to Go

2 weeks ago

maybe try to fit in Lightning Helix , Its a really good burn card with a heal to boot

TTEC on 4 Color Control

3 weeks ago

EpicBox75 Hey.

I have also considered the problem with not having enough hard removal, currently I am trying 1 Lightning Bolt>Terminate probably, mainly cause I find the lifegain from Lightning Helix to be very strong against a lot of currnetly popular decks, but either is a viable option tbh. The Main creatures that I have had the problem with personally is Tarmogoyf, Gurmag Angler and Tasigur, the Golden Fang. I've always considered a resolved Primeval Titan to just mean gameloss, given that I haven't actually fought bloom titan in my last 800 games (according to the list I keep) and versus Titanshift it really is just game over.

Dreadbore is a card I have also been considering, sorcery speed sucks, but killing planeswalkers is obviously very helpful.

Supreme Verdict is hard to cast. There aren't many great wrath effects in modern really tho, and I really feel like the deck needs to be able to do something against a flooded board, Godless Shrine is something I have trying in place of 1 Watery Grave.

Esper Charm is prolly next on the chopping block to speak from my sideboard, what I like about the card is mainly that it does something in matchups where I normally have a lot of dead cards, like Tron, other control decks, combo decks like Ad Nauseam and Bogles (lol why bother tho), it is a decent way of dealing with cast triggers too (draw phase discard 2), but for sure isn't the best card in the deck.

Regarding matchups, I never finished the section cause I haven't had time quite yet and will now give my thoughts on how you perceived the matchups.

  • Amulet Titan: Haven't fought on MTGO in my last 800 games, can't say, my guess would be its fairly even.
  • Death and Taxes is just plain miserable too fight, a lot of the time they can just land Leonin Arbiter before you drop your second land and then it's just over, other times they draw Ghost Quarter after Ghost Quarter. This is fortunately for us not a very common deck, but def one I would avoid if possible. I honestly don't really know what put in your sideboard to deal with it effectively either as it attacks your mana, something like Alpine Moon targeting Ghost Quarter would be an options I guess, but not a massive fan of that plan as imo its otherwise not a great card and sideboard spots are scarce.
  • Storm, I actually like fighting storm with this deck, post-sideboard you can bring in Damping Sphere, Leyline of the Void and some of the general good stuff from your sideboard, you can ofc whiff and not draw any of your sideboard cards, but that's the case with all decks, but overall I have a good record against them, as both spot removal (for Baral, Chief of Compliance and Goblin Electromancer, Counterspells for EoT Gifts Ungiven and Echoing Truth together with hatepieces Damping Sphere and Leyline of the Void
  • Tron variants are all fairly annoying, as they're quite easy if you draw good (like Damping Sphere, Stony Silence, Logic Knot and some lands) basically means they don't get to play the game, while most hands w/o Damping Sphere are very hard to justify keeping as T3 World Breaker into T4 Ulamog, the Ceaseless Hunger is a real risk that not even counterspells can protect you from.
  • Burn is a matchup I personally despise, while it is winnable, I wouldn't say its good, the 4 Lightning Helixreally do improve it a lot, and imo Kolaghan's Command is also good here.
  • Most Jund variants are good matchups, but jund is a very diverse deck, just a few days ago (well GB to precise), with 8 manlands, 4 Liliana of the Veil, 4 Tireless Tracker and 3 Thrun, the Last Troll maindeck, which was obviously a miserable experience, so it varies a lot depending on the jund deck. Other times they run with few of the control-hate pieces and you kinda crush them.
  • Ponza is a deck that feels tailored to fight us, strangely enough I have won both the matches I had against it, but I am fairly certain that was pretty lucky tho. Basically I just try to keep fetches uncracked for as long as possible and I am not scared of shocking myself multiple times if needed, but I am certain that my 2 wins against this deck wont repeat themself often.
  • UW(G) Spirits are actually alright to fight, Spell Queller and Geist of Saint Traft are the only real threats they have, Izzet Staticaster pulls a lot of weight here post-board too.
  • I personally hate fighting other control decks, mainly cause of Search for azcanta and Teferi, Hero of Dominaria as they can make the matchup feel very luck reliant. How good one is against other control decks is also very much a question of how much sideboard you dedicate to it, Esper Charm, Dispel and Negate are all obviously great here, but this deck in general lacks a way to deal with t2 Search for azcanta while being on the draw. Spell Snare could be an option, but I personally do not like the card. In general this deck has rather few ways of dealing with other control decks, if compared to for example, UW control which runs more Celestial Colonnades and actually runs Ghost Quarter and/or Field of Ruin, while having a bit more counterspells. Overall tho, control is rather rare in the current meta and I can accept having a slightly below average winrate against the decks.
  • Hollow One variants are actually fairly reasonable with this ye, adding in a Terminate would obviously make it better, but Kolaghan's Command really is amazing here.
  • Mardu Pyromancer really comes down a lot to Blood Moon, if they manage to resolve on its generally over, but usually you have a decent shot at stopping them, or at least fetching accordingly, in which case the matchup is rather favorable, especially postboard with Izzet Staticaster

  • Humans, decent matchup, I'd say something like 60-65% in our favor probably, we got a lot of removal, but the nut draws from humans are basically unbeatable. Izzet Staticaster can also be amazing here.

  • Living End I haven't faced either, but should be good with Leyline of the Void and a few counterspells and Supreme Verdict
  • Vengebridge variants are imo easier than the straight up B/R Hollow One decks, as you can usually (not always) get a hand with Leyline of the Void and make them play a very bad aggro/midrange deck with a lot of dead cards.
  • Ironworks is one of those matchups where you will rarely drop a match, between Damping Sphere, Stony Silence , Leyline of the Void, Kolaghan's Command and counterspells you're almost gauaranteed to draw a starting hand that makes them miserable, so far my record against them in 5 - 0 with few of the sideboard games even being "real" games.
  • Death's Shadow depends a lot on what variant, Grixis is imo the worst one to face, but even that one is prolly around 45-50% chance to win, the non-blue variants are considerably easier as you can generally either stock up on burn spells and go face, or boardwipe>counter everything and win the more normal way.
  • Titanshift sucks to face, I have considered picking up Runed Halo,Leyline of Sanctity or Alpine Moon specifically for this matchup. Their actual combo isn't even the main problem, its that they can often kill you just by playing lands at you, even if you counter their bomb cards.

seshiro_of_the_orochi on Imagine a King Who Fights His Own Battles

3 weeks ago

I love these one-man-army style decks. There are way too few of them. This is a pretty cool approach to it, I really like the combo with Repercussion.

You might consider adding some more lifegain though, as Form of the Dinosaur doesn't heal you at any given time. Lifegain doesn't really exist in mono red, so adding a little white might be fitting. Renewed Faith and Sanguine Sacrament are powerful. And then, the is Beacon of Immortality, which seems to be the best option. Adding white also gives you access to Lightning Helix. If you want to stay mono-red, Aetherflux Reservoir might be another great card that also benefits from your big amount of cheap spells.

EpicBox75 on 4 Color Control

3 weeks ago

Hey me again ^_^

I have done testing with this deck in MtGo and in real life MtG and this is working deck and I have loved it but there have been some things that I personally have changed.

First there aren't enough of hard removal. I have had many situations that bolt/helix wasn't enough (like Restoration Angel, Tarmogoyf, Primeval Titan and planeswalkers) and I have tested some other removals like Terminate Fatal Push and Dreadbore. My personal favorite was 1 terminate to mainboard and 1 Dreadbore to side.

Secondly Supreme Verdict is too hard to cast if opponent has even some land destruction like Ghost Quarter so I have added 1 plains to the deck but I am not sure what is the best land to take out for it. (I haven't tested that if Godless Shrine or Sacred Foundry would do the same.)

In sideboard I haven't used Esper Charm in many games and I personally haven't liked it really much but that may be only preference

My little changes what I have done:

Also tested Torrential Gearhulk and ended in that it is personal preference do you want to play it over 1 tasigur or Nicol bolas (I love that card in this deck because it is always 2 for 1) or do you wan't to play only 3 Snapcaster Mages

Now I am trying to see if Celestial Purge could be fitted in because it deals with Liliana, Blood Moon and other shit like that

The decks that I have faced with this:

  • Amulet titan (Not the hardest but I cried when I didn't have hard removal to titan)
  • Death and Taxes (Hard match up because it has so much LD)
  • Storm (Combo isn't easy but with Damping Sphere it is manageable)
  • Mono G-, eldrazi- and mono blue, Tron (Without Damping Sphere this match up is really depended does you opponent has cast triggers)
  • Burn (Lightning Helix + Snapcaster Mage make this manageable)
  • Jund (With fast Tasigur and other threats it is win able and isn't super hard)
  • Ponza (I couldn't win this match up because there is just too much LD and blood moons)
  • UW and Bant spirits (With deck full of small efficient removal actually pretty nice match up)
  • Different types of control (Every discarding card in these match ups is AMAZING but in the end skill is the thing that determines the winner)
  • Hollow one (Actually pretty good match up thanks to Command because it kills almost everything but against angler and tasigur I cried)
  • Mardu Pyromancer (If played correctly this can be surprisingly good or even match up)

Sadly somehow I have missed all the

  • Human
  • Living End
  • Vengevine
  • Ironworks
  • Death's Shadow
  • Titan Shift

But surely they will come someday

Those are my experiences and hopefully these testings can give you some information and ideas how to improve this deck. Also would love to hear your experiences of this deck because it can help me as well to learn this deck more because it is awesome deck.

zephyr_chang on La bonté au-delà de la vertu

3 weeks ago

Can I suggest Alesha, Who Smiles at Death as another way to synergise with cards that fill your graveyard, as well as recurring your creatures who died? Additionally, it works well with Avalanche Riders (from the sideboard) as a recurring land destruction strategy.

Thatcher Revolt is also a sneaky way to close out the game - you can consider it together with or instead of Gather the Townsfolk.

As for removal, I would personally go with more Lightning Bolt and Lightning Helix than Path to Exile. The rationale is that they offer direct damage that would help you close the game out (since you are most likely the aggro deck). But of course I understand that Path hits everything and is a cleaner answer.

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