Parhelion II

Parhelion II

Legendary Artifact — Vehicle

Flying, first strike, vigilance

Whenever Parhelion II attacks, create two 4/4 white Angel creature token with flying and vigilance that are attacking.

Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)

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Set Rarity
War of the Spark (WAR) Rare

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Legality

Format Legality
Pioneer Legal
Duel Commander Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Standard Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Legacy Legal
Tiny Leaders Legal

Latest Decks as Commander

Parhelion II Discussion

TypicalTimmy on Parhelion II as Commander?

5 days ago

Some players like using alternate legendary permanents as Commanders.

I was wanting to gauge Tappedout's opinion on running Parhelion II as a Commander?

DanMcSharp on Dogs of War

1 week ago

You just made be realize that they changed the subtype hound for dog, that's good to know! Thanks for that!

About the deck, you have way too many enchantments that do the same thing, you should swap some for instant spot removal instead like Heartless Act, Eliminate or even Mortify, but to be honest this doesn't look like the kind of deck that wants to run that much removal. You could run some other useful spells like Agonizing Remorse or maybe even a few Icon of Ancestry for extra power and to have something to do with excess mana.

An easy addition would be Call of the Death-Dweller to let you bring back multiple dogs from the graveyard at the same time, essentially giving you more dogs to "cast" with extra counters. Just make sure Kunoros, Hound of Athreos isn't on the battlefield when you use it. It would certainly give you more value on average than Revival / Revenge.

Parhelion II Seems completely out of place tbh.

I suppose you're trying to keep the deck budget friendly by playing only basics, but adding 4 Godless Shrine, and maybe a few Temple of Silence would help a lot. I would recommend also running some Castle Locthwain since you don't have anything else that lets you draw more cards. Again, Icon of Ancestry would help for that too.

Hopefully these suggestions are somewhat helpful, have fun with your Good Boy Tribal!

multimedia on Ghired: All Tokens Welcome!

2 months ago

Hey, nice budget version of Ghired.

Dolmen Gate and Mother of Runes were just reprinted in the Mystery Card Booster set. Gate is good with Ghired letting you safely attack with him to populate. As long as Ghired is attacking in combat any creature that blocks him will not do damage to him. Reconnaissance is the more expensive price card that also does this and it has the bonus of being able to untap your creatures to use them as blockers.

Mother of Runes can be repeatable protection for Ghired from targeted removal or in combat or make him unblockable. Gate and Mother could replace Colossal Majesty and Parhelion II.

Breath of Fury is a budget card that's deceptively powerful with tokens especially with Ghired. Fury is a infinite attack combo with Ghired and one Rhino token as long as Ghired is safe to attack and the Rhino token will do combat damage to a player. Enchant the Rhino token with Fury, attack with Ghired and Rhino. Enchanted Rhino does combat damage to a player, sac it and then enchant the newly created Rhino token. Untap your creatures and attack again. This is infinite attacks as long as Ghired can popluate the Rhino each attack. Fury could replace Soul Foundry.

When playing heavy green then take more advantage of green mana dorks. Mana dorks are some of the strongest cards in green. They're better in green for ramp than mana rocks and land ramp spells.

These mana dorks could replace Circuitous Route, Explosive Vegetation, Selesnya Guildgate, Gruul Guildgate. Eladamri's Call, Idyllic Tutor and Open the Armory are three budget tutors to consider adding. Each one gets a different card, but it's still helpful to have tutors. These tutors could replace Commander's Sphere, Selesnya Signet and Desolation Twin.

Exotic Orchard, Battlefield Forge, Fortified Village and Ash Barrens are budget lands to consider adding. They could replace Kazandu Refuge, Rugged Highlands, Blossoming Sands, Graypelt Refuge.

Good luck with your deck.

Hi_diddly_ho_neighbor on Godzilla Vs. Mechagodzilla | A Movie Within a Deck

2 months ago

Ah..another Godzilla fan. I see you are a person of culture as well :). +1 alone just for the awesome deck theme and for the time taken to find and put some pretty spot on cards into the deck.

One thing that I see lacking though is the military vehicles. Even if they were mostly used as a way to add in some explosions, they were always present during the monster fights. You could use:

Smuggler's Copter for the helicopters

Ballista Charger for those beam trucks

Any of Mizzium Tank, Irontread Crusher, or Demolition Stomper for the mizzle trucks/tanks

and there are plenty of jet fighter options between Sky Skiff, Aethersphere Harvester, and Heart of Kiran.

If you want to include the most recent Godzilla movie, then Parhelion II can serve as Monarch's capitial airship.

Brutal_B on Odric's keyword identity crisis

2 months ago

Oppressive Rays is an often overlooked gem of a common and it'll put a wrench in some opponent's gears for sure. Crush Contraband is an option as well. Parhelion II? Cool list tho. If you're interested, I too have an Odric build that's worth checking out.

ShreddedByCrows on Offenza is the Best Defenza

4 months ago

Lots of subthemes you got there, that's some interesting challenge. All in all, you're running way too many high-costed cards for a Commander that generally revolves around more of an aggressive strategy. I'll further provide you a personalized list of adjustments, trying my best to keep it at the lowest budget as possible.

Very first thing, 37 lands is too much for an Anafenza deck imo. You can easily go down to 35/34 in order to feel more proactive. That being said, the mana base of your decklist is pretty unstable, and you'll need better mana rocks, around 5/6 good rocks should do it helping you stabilizing.

The second thing to bring up is that you play loads and loads of creatures with actually specific abilities that don't always combine altogether well. Like, for example, in which way would Slimefoot, the Stowaway help Anafenza, the Foremost being consistent? My answer, without another kind of appreciation than logic: not any single one. If you need cheap legendary to keep it up with your theme, there are better options, but remind that this was only a little example.

Finally, you lack reactivity because of very few instant/flash spells. It's not as necessary as some think, but still have a way to protect dutifully your creatures is a key for aggro/midrange decks in EDH. Being able to answer what your opponents bring up to the tape is moreover essential, and I don't see enough removals/tricks in there.

So, let's take a closer look from now on. I'll make some different categories starting with the cuts to make it easier to read.

1.) Back to 100 cards:

2.) Cheap Improvements:

2.1.) Mana Rocks:

2.2.) More removals:

Those are the classical ones you surely know. They are easily affordable and would give your deck a small lift at controlling the board state.

2.3.) Better Legendaries:

  • Mikaeus, the Lunarch > not the cheapest already, but really effective, almost a staple for your deck style

  • Hope of Ghirapur > underrated card, does a lot, insane with recursion to lock down a combo player at low cost

  • Anafenza, Kin-Tree Spirit > certainly a staple / and somewhat a reason to get rid of the token subtheme which is maybe a bit too much

  • Syr Faren, the Hengehammer > also certainly a staple / aggressive, good interactions with Anafenza, better than lords already in your deck

  • Kethis, the Hidden Hand > Yawgmoth's Will for legendaries? I'll take that. It could also be a nice alternative commander when you face more control-ish decks you're stuck against, enabling you to have an efficient late game on its own once made your commander.

  • Mangara of Corondor > Legendary creature which works as a nonsituational removal. Really good. Even if you can't always activate it when it hits the table, your opponents have to get rid of it using their hand resources and you make 1 for 1.

  • Masako the Humorless > Underplayed card / can be a game-changer / and it's a legendary creature.

2.4.) Voltron Outlet:

2.5.) Other cool cards to look at:

3.) Medium Budget Improvements:

3.1.) Mana Rocks:

3.2.) Even more removals:

3.3.) Legendaries' Staples:

3.4.) Neverending Voltron Outlet:

  • Konda's Banner > Yeh, it's a little bit expensive money speaking, but it does everything you're searching for, like a bridge between your Cats, your legends and your Voltron strategy.

  • Skullclamp > staple

3.5.) Cool cards:

4.) Expensive Improvements:

5.) Some other cards you could try (which I mostly haven't, or for which I have a doubt about their efficiency):

Gleeock on Heliod, Sun crowned idea mill

5 months ago

For more productive conversation, it is hard to say with mono-white. There are a couple of auto-includes. Smothering Tithe. Mistmeadow Skulk is fun. A whole lot of vigilance (other heliod) is incredibly rattlesnakey when you have this access to lifelink. Crescendo of War is just an amazing good time. Parhelion II is a fun pet-card. All the stuff that punishes/taxes non-creature play can be fun: Deafening Silence & friends.

TypicalTimmy on Sisay CEDH

7 months ago

What I am seeing is that you have a lot of solid cards that are great in a vacuum, but not a whole lot of cards that actually work well with one-another. In others words you don't just lack combo, you also lack synergy. The issue with a deck like this is that you may be casting spells and expanding your boardstate every turn, but you aren't doing anything impactful to the game.

  • You may feel like you are going off, but really you are just playing random cards.

What you lack, overall, are bombs. You need cards that immediately threaten the presence of the game such as Craterhoof Behemoth .

However, your Commander is Captain Sisay , so I am going to suggest specifically Legendary spells. This in turn gives you synergy between your Commander and the rest of your board.

  • Avacyn, Angel of Hope ; A strictly better version of Zetalpa, Primal Dawn
  • Bow of Nylea : Increases the danger of attacking into you. Trust me, when players see this thing on the field, it immediately halts aggression
  • Dosan the Falling Leaf : Stops blue decks in their tracks
  • Ghalta, Primal Hunger : Toward the end of the game, this is effectively a 1-2 turn clock. What I mean is, if you play Ghalta after a wrath, he will take down an opponent typically in 1 or 2 attacks. If you play him before a wrath, you threaten entire boardstates as players will need to double and even triple block to absorb the damage. And if he gets countered, so what? You only paid for him, anyway. At least, in most cases
  • God-Eternal Oketra : You are running a lot of creatures. This should be main-boarded with no exceptions
  • Karametra, God of Harvests : She allows you to ramp by playing creatures. The hidden power of Karametra is that by taking lands directly from your deck, you thin your deck down. This in turn increases the probability of drawing into powerful cards sooner rather than later
  • Konda, Lord of Eiganjo : Effectively an 8/8 you can swing with and block with every turn. Just this alone makes opponents rethink attacks because they know they will lose at least one thing. This means they must attack with two creatures, knowing at least one will die
  • Linvala, Keeper of Silence : Snuffs out creature-focused combo decks
  • Odric, Lunarch Marshal : Overall a powerful synergy piece once your boardstate is robust enough
  • Parhelion II : Solid boardstate generator
  • Shalai, Voice of Plenty : Stops a lot of midrange decks
  • Vorinclex, Voice of Hunger : Gross
  • Yeva, Nature's Herald : Play in response to actions. Give your opponents the least amount of time to react to your spells
  • Zetalpa, Primal Dawn : Deadly beater
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