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

Parhelion II Discussion

ShreddedByCrows on Offenza is the Best Defenza HELP

4 days 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

1 month 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

2 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

berryjon on Angel tribal

3 months ago

Your own list of Banned Cards mentions that Platinum Angel is legal in Angel Tribal, so I would suggest throwing that in.

Baneslayer Angel is a strictly better Serra Angel , so I would go for the former over the latter.

Seraph Sanctuary is a pseudo-tribal Land, which should help with your life total. Not that you'll need it, but it's a nice option. Angelic Armaments makes any of your non-Angels into an Angel. Decree of Justice and Entreat the Angels makes more Angels on the cheap. Why those are legal and not Finale of Glory , I have no idea.

Parhelion II is an Angel Vehicle.

Serra the Benevolent is expensive dollars wise, but is straight up Angel Tribal because she makes Serra Angels.

CavemanlyMan on Initial D(epala): Aether Stage

3 months ago

You absolutely need a Parhelion II in here. It's basically the only way I win with my own budget Depala deck. Not only does it fly, have first strike, and have vigilance, but it makes angels that can in turn crew it on the next turn and STILL profit. It may seem like a high mana cost, but once you get it out it wrecks face (if it isn't removed).

lloydsmith28 on Artifactual - Golos - EDH

4 months ago

Even though this deck far outweighs my own, what's you main win-con? I know you're building around a theme but mine is mostly big boi golems, that i hope to get out (havent got any out because ppl just blow up my shit all the time lol). However i just added maze's end and 10 gates (left out a few so i didnt have too many) as an alt wincon with golos, and i have a bunch of bounce spells to trigger golo's ability multiple times then just use his ability and get some free shit out. Main thing mine is missing is Karn, the Great Creator and Darksteel Colossus . One fun combo is Karn, the Great Creator and Parhelion II , because you can have it in your sideboard and bring it out when you have enough mana (8 CMC) and instead of crewing it you can use karn's +1 ability to make it into a 8/8 flying creature that makes 2 4/4 angels when it attacks, ive dont it on MTG:A and its a fun combo.

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