Spear of Heliod

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Rare

Combos Browse all

Spear of Heliod

Legendary Enchantment Artifact

Creatures you control get +1/+1

1WW, T: Destroy target creature that dealt damage to you this turn.

Price & Acquistion Set Price Alerts

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Spear of Heliod Discussion

ItzCrazyy on Private army

4 days ago

On face, the deck seems like a good budget deck. It conforms with the general standards for an edh deck and follows a clear strategy. However, I think that there are some problems with the deck. Although it is built on a budget, there are only 6 ramp card in total plus 2 cards which decrease the cost of soldiers. On face it looks ok, but paired with only 36 lands (one of which ( Temple of the False God ) being a half-ramp card) it is questionable. I would add another ramp (like Thran Dynamo ) and a land ( Evolving Wilds , Terramorphic Expanse , Spinerock Knoll ). Also, I would argue that the removal in this deck is weak. The only true removal spell is Swords to Plowshares while others with worse conditions, like Response / Resurgence and Spear of Heliod , can have some major downsides in a commander game. The other single target removal spells ( Steam Catapult , Intrepid Hero , Catapult Squad and Catapult Master ) are, quite frankly very limited and. In addition to the weakness of the removal, there are only 7 of them, which is, in my opinion, quite lacking, especially considering 4 of them are creatures and there is no enchantment or artifact removal. I would reccomend the extra investment for Path to Exile , and also consider Lightning Bolt , Vandalblast , Wear / Tear and Oppressive Rays . One final point is the colour wheel of the deck (next to the mana curve). I find that, for a 2 colour deck, there is far too little red for it to be worth playing. Because of this, there are relatively few red mana producing cards, meaning often you will not be able to play the few red spells that you will inevitably draw, they are dead cards (this is why i recommended Terramorphic Expanse and Evolving Wilds above). However, I would also like to complement the deck building, as the theme of the deck is very strong and maintained, and I hope to see it do well in play-testing.

WhichKing on Avacyn, Mostly Angels

3 weeks ago

Hmm... I'd be wary of falling into the trap of trying to cram too many niche effects that seem useful. You can take a look at this deckbuilding framework as a guide to building a decent EDH deck. The idea is to get around 8 packages of cards (each package will have around 8 cards each) that accomplish similar effects. This means that your deck should run smoothly as you are able to reliably access certain effects.

Of course this should be something that gels with your gameplan. So far it seems that your gameplan is to beat down with (relatively) efficient midrange angels. Your commander comes in to insulate your force against wraths, which at the same time leave your opponents defenceless. At the very late-game, you go the nuclear route of destroying everyone's lands. Now, you're going to have to pick only cards that will contribute to this game plan. Godsend isn't really that useful, neither is Spear of Heliod which is more useful as an anthem in token decks.

Now, I will strongly recommend not skimping on three effects: ramp, removal and draw. For ramp you should at least try to get 6 mana rocks that cost 2 mana, this leads to your deck being more explosive. You can try:

For draw you can consider:

AngelicOverseer88 on Avacyn, Mostly Angels

3 weeks ago

WhichKing, I just sent in some cards to TCGplayer so I can get some store credit. I'm going to get Sensei's Divining Top and Vedalken Orrery. Just kind of using that card as a place holder for one of those 2 cards. I'm also thinking about putting Godsend and Spear of Heliod in the deck, too.

Nrdman on Aurelia exemplar of Justice (Work in progress)

1 month ago

Hanweir militia captain - looking at the list im unsure how reliably this will flip, and you really need it to flip to be worth the mana

paladin of atonement - this isn't a very aggressive creature, if looking for a creature that grows throughout the game Taurean Mauler is generally better

oblivion stone - i find this is a bit too mana expensive for my tastes. Nevinyrral's Disk or even Boompile activate faster.

renegade map - in a deck with no artifact recursion a land is better than renegade map. if you want the color fixing Ash Barrens is useful

hedron archive - doesn't seem to have a place in the deck considering that the curve tops out relatively low, two mana ramp like Mind Stone will let you be able to play your commander on turn 3 while having the same flexibility hedron does to get cards later in the game

I like the instant you have with sunforger, one piece of my sunforger package that has won me games is Comeuppance, its meta dependent but ive killed someone because they fireballed me

blood mist - Duelist's Heritage is better

citadel siege - i don't know how often you just have one creature, but with two creatures Spear of Heliod is generally better, you can't build up counters like you can with siege, but it works on everything and if the game goes too long youre probably losing as an aggro deck anyway

mana base - with ten 1 drops i think you should take out every land that has to enter tapped. the mana fixing isn't worth the lost tempo (this includes evolving wilds)

seems like a high amount of boardwipes for an aggro deck. meta dependent of course, but maybe take a hard look and decide if you really need them or more single target removal like Chaos Warp or Oblivion Ring

just my first thoughts

Ouroboros_47 on B/W Warriors ($23 Budget Deck)

1 month ago

Hey thanks UEG_Starhunter for the comment. I had considered Throne of the God-Pharaoh but didn't seem to have the room for it without sacrificing my removal or Silkwrap. The other cards kinda seem like they'd help me win more I think. I hadn't considered Bad Moon or Spear of Heliod since I have cards in the deck that boost attack already. Having additional boosters seemed a bit excessive considering I don't want the match to last long. Kinda feels if I'm at the point where the anthem boosts are actually meaningful, I've probably already lost. Maybe not though. I'll take Spear of Heliod or Bad Moon into consideration.

Also whats overzealous prosecution? I've done multiple searches for it and nothing pops up.

eliakimras on Estrid, the Masked

1 month ago

You may take out the less synergistic cards of your deck: Altered Ego, Hundred-Handed One, Krond the Dawn-Clad (it's really hard to make on curve in a 3-color deck without shock and fetchlands), Seedborn Muse (your deck only has 3 instant spells), Spear of Heliod (only destroy creatures that already dealt damage - you might be dead at that point). Since you have a 4-mana commander, I recommend Abundant Growth, Burgeoning, Wild Growth and Overgrowth instead of Dawn's Reflection to ramp into her. Estrid, the Masked will stick longer the sooner you cast her. You might also consider switching to Tuvasa the Sunlit to have Enchantress-like draw power available right from the command zone.

KayneMarco on ELYSIUM // Odyssey to the Blessed Isles

1 month ago

3 other cards that would definitely fit the theme are Bident of Thassa, Spear of Heliod, and Bow of Nylea. The gods often gave enchanted weapons to their champions.

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