|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Uncommon|
|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|
|Ravnica: City of Guilds (RAV)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Lightning Helix deals 3 damage to target creature, player or planeswalker and you gain 3 life.
|Have (6)||Forkbeard , LordBlackblade , metalmagic , , , robbnoble|
|Want (6)||801Hellfire , Flamadiddle , Klauchi , Lavatails , epicjewfro , amnspecial1|
Lightning Helix Discussion
17 hours ago
Oh other side note on black, the best creature in MtG that isn't named Tarmogoyf is Dark Confidant , aka "Bob", named for an infamous cheater he was designed by and named after. The guy embodied Black perfectly. This card is seen in vamps sometimes, with Asylum Visitor being the 5th Bob, also used in Jund at times.
Dreadbore , Rakdos Charm , Kaya's Guile , Falkenrath Gorger Skymarcher Aspirant , Yawgmoth, Thran Physician , Slaughter Pact , Murderous Cut , Lightning Helix , Liliana's Triumph , and newly legal Unearth . Just random other Mardu cards. Mardu = Red/Black/White, Rakdos = Red/Black.
2 weeks ago
Commenting here rather than on your page.
I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.
Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:
- T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
- T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.
The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.
Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .
Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.
Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .
Dwarven Ruins and Ruins of Trokair for Heart of Ramos and Tooth of Ramos . This is because on T3 you can play your 3rd land and play an artifact to ramp with. On T4 when you play your fourth land, you now have 5 mana available and therefore are in ramp mode. You can also sac the artifact to generate another mana if need be, and it won't hurt your land base. These are under appreciated artifacts, and to be honest you don't need 26 lands in a 58 card deck. Yes, 58. Ajani and Mudhole are outside of your library.
Dormant Volcano and Karoo for Boros Signet and Boros Cluestone . Signet gets you two mana for the cost of one (Tapping two permanents equals out to 1 mana per permanent, but now you get one of each color) and Cluestone gets you one of any color, but also gives you draw options if you need it later on.
This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.
I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?
Cut out the following, for their listed reasons:
As mentioned before, you want more artifacts that produce mana. You currently have the following:
Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:
We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.
- Faithless Looting : Because it can be played twice, due to Flashback
- Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.
As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?
You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .
This took me like 40 minutes, so I hope it helps.
2 weeks ago
1 month ago
i'd recommend adding more colors to the deck. the first color i'd add is green to ramp into your angels quickly as well as potentially use the effect of Shalai, Voice of Plenty .
blue would probably be the weakest color to add. imo, the only good blue angel is Lightning Angel
1 month ago
Speaking of walkers i think Sorin, Vengeful Bloodlord fits this style of deck perfectly. Granting lifelink to your entire board with a build in reanimation strategy to bring back those all too important Legion Lieutenant s
1 month ago
Mind rake is one letter different from “mind rape,” but I suspect that WotC would be reluctant to print a card with that name.
A new card referencing Marit Lage is most interesting, but I severely dislike the new wording for generating tokens with names.
Why is smiting helix a sorcery? Lightning Helix is an instant, so I see no reason for this card to not be one, also.
Mirrodin besieged is very nice, and I shall be certain to add it to my list of alternate win and loss conditions.
I see no reason for which magmatic sinkhole could not target players, since it is not too powerful to instantly defeat a player.
Is there a reason for which frostwalla’s ability can be activated only once per turn? It does not seem to be too powerful, to me.
1 month ago
You don't have any plains in this deck, which makes it hard for Glacial Fortress and Clifftop Retreat to come in untapped. Some shocklands would be good replacements for some of the checklands since you have almost a 50/50 checklands than lands with subtypes. They'd also be good for the lifegain lands since having a land come in tapped is a bad tempo loss. Lightning Bolt is a better Lightning Strike , and you should replace shock with something like Lightning Helix or Rift Bolt since they are both more powerful than Shock. No Escape is not particularly good when there is Remand . Remand can counter anything for two mana, or one with the Electromancer and allow you to draw. It puts the card back in your opponent's hand but it can essentially Time Walk them.
Lightning Helix occurrence in decks from the last year
All decks: 0.36%
RW (Boros): 30.79%
Commander / EDH:
All decks: 0.01%