Ordeal of Heliod

Ordeal of Heliod

Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Heliod.

When you sacrifice Ordeal of Heliod, you gain 10 life.

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Ordeal of Heliod Discussion

cryomaster on Green White Enchantment Deck

6 days ago

Your deck is pretty nice, I see the synergy, I see the win-con, and I've playtested it. But what's the problem? You're a sitting duck for the first 3-4 turns (depending on the ramp from Caryatid to Herald) then hopefully landing that Sigil. Unless of course it's not Negated on the way down.

What's the fix? Another win-con. Remove the Gleam of Authority and replace with more Ordeal of Heliod. Citadel Siege and Hardened Scales, good combo but it takes too long. Again, if you can interact during the first few turns and not hope for a Sigil later on then you have better chances of winning. So replace the Siege and the Scale with a set of Glaring Aegis. Why? Remove Grasp of the Hieromancer and replace with Assault Formation then all your fat blockers become threats.

One turn, Nyx-Fleece Ram is gathering wool, the next turn drop an Assault Formation + Glaring Aegis and slap him for 8.

By the time turn 4-5 comes and your drop that Sigil, you'll already have board presence and everything you cast becomes straight up VALUE.

Maybe you could sideboard in a Helm of the Gods because it's funny. Let the Eidolon of Countless Battles wear it.

square711 on Heroic Wrath

1 week ago

You say you want to make this deck competitive, so I'll get straight to the point: a deck with that many 3, 4 and 5-drops won't stand a chance in a competitive Modern environment. Your creatures may seem powerful on paper, but most of them are going to prove useless in practice (you tap 3 lands to cast Fabled Hero, they tap a single land to kill it with Lightning Bolt. You just spent 3 mana for absolutely nothing - except a tempo loss, that is).

As a general rule, you do NOT play high-CMC creatures in Modern unless they a) have 4 or more toughness, b) have hexproof, c) can be cheated out / cast for cheaper than their actual mana cost (example: Tasigur, the Golden Fang), or d) provide immediate benefit, so they're not a wasted play even if they get killed (Eternal Witness, Siege Rhino). Now look at your >3-CMC creatures and see how many of them fit into at least one of those four criteria. Yeah, not many.

Your Auras also cost too much. Hero of Iroas won't be around all the time (and it can - and will - get killed!), so you should prioritize 1 and 2-mana Auras. Gift of Orzhova and Ordeal of Heliod have to go away, and Hyena Umbra / Spider Umbra / Rancor have to be in there. Also, either up the Ethereal Armors to 4 and add more auras/less creatures, or remove them altogether. They're not worth running with only 8 enchantments in your mainboard.

Your instants actually do a poor job of protecting your Heroic dudes. Ajani's Mantra doesn't dodge Path to Exile and Dismember (two EXTREMELY popular killspells in the format), Common Bond is too clunky and marginally useful for its steep mana cost, and Mortal's Ardor gives you a bit of life and... nothing else. Why not play actual protection spells like Feat of Resistance, Ranger's Guile, Brave the Elements and Gods Willing instead? Remember, killing creatures is easy in Modern.

Oh, and I don't see much of a point in running so much lifegain. You don't have any efficient ways to use all the life you'll be getting (except Ajani Goldmane's ultimate, but frankly, Ajani is so bad you should just scrap him to make room for something better). Do you really need so much life just for the sake of it? Your life total won't matter when someone Splinter Twin combos you, or hits you with an unblocked Inkmoth Nexus with nine +1/+1 counters on it.

Finally... I don't wanna sound harsh, but even with all the changes I've suggested, you shouldn't expect this deck to be truly competitive. At FNM level, yes; on big tournaments, no way. Heroic was a powerful mechanic in Standard, but Modern is an entirely different beast. Even G/W Bogles, an archetype that basically does what Heroic does twice as fast, hasn't done well in the last few years. That says a lot about how brutal the format is at the highest level.

Dragonman39 on azorius human's heroic hate eternal

1 week ago

I would add in a couple more Ordeal of Heliod. In combo with Hero of Iroas, you could be sporting 40 life on turn 3.

Mlasko on glowing auras

1 week ago

I think you want this to be modern deck not standard (more than half your cards aren't standard), you should play 4 Slippery Bogle for extra hexproof creatures instead of Phalanx Leader, Ordeal of Heliod is decent but Unflinching Courage is better, I would remove ancestral mask, you don't really need the extra pumping the creatures get strong enough with the other enchantments and it would let you run multiple Slippery Bogle

Named_Tawyny on 2015-07-18 update of Standard Enchantments

2 weeks ago

Thanks!

The plan against tokens/aggro is to side in Ordeal of Heliod and Brave the Sands (Although I've also flirted with Font of Vigor). The former will start gaining me 10 life a turn once it's set (because I can return it to play at the start of every upkeep, onto something that already has three counters), and the latter will let me play offence/defence, and multi-block. Not sure if it's fast enough, though. (Also, Herald of the Pantheon will be gaining me life with every enchantment)

Sinist3r on Pump Up The Hoplites! (U/W heroic) [UPDATED]

2 weeks ago

+1 for running 7 protection from color instants and 13 "1-drop" enchantments.I'd recommend running some of the great white removal spells in rotation right now like Valorous Stance as it can be removal or evasion if someone tries to kill your Hero of Iroas you have something similar with the ajani's for the evasion but valorous stance should still be in here, maybe replacing both Ordeal of Heliod's and 1 Disdainful Stroke? Just a thought.

Kc9atj on TURN 3 WIN!!! $20 BUDGET!!! STANDARD!!!

3 weeks ago

I actually built this deck and played it a few times (before the addition of Ordeal of Heliod. This is a great deck for casual and maybe even fnm. If you go to a larger tournament and play this, you will be slaughtered! It is fun to see people with expensive decks start to sweat because you are swinging for 4 by round 2 and it only gets worse as the rounds go by (9 by round 3). Overall it's a fun deck to play with at local events.

NinetyFish on In Prog. Life Gain

3 weeks ago

I like it. Lifegain decks are always fun, and the choice of the Ordeal of Heliod is elegant. I would recommend cutting the Soulmenders for Seeker of the Way. Soulmender is entirely useless without a Pridemate or a Sunbond out, and isn't all that good with them out to justify taking up four slots of the deck. Seekers can explode and win games by themselves sometimes. You could easily have a Seeker out, play Sunbond on it, triggering its Prowess, swing with Seeker, gain three, and have a 6/6 Seeker of the Way onboard in one go.

If you go with the Seekers, you have a strong Warrior subtheme in your deck, which makes Chief of the Edge extremely powerful. I might consider cutting the Fleece Rams (which are one of my favorite cards) for the Chiefs. You end up going lighter on the lifegain, but you'll still have it consistently while being a much more powerful deck that can still take games when your Pridemates inevitably get removed.

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