|Commander / EDH||Legal|
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Spear of Heliod
Legendary Enchantment Artifact
Creatures you control get +1/+1
1WW, T: Destroy target creature that dealt damage to you this turn.
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Spear of Heliod Discussion
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.
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:
- Sol Ring
- Prismatic Lens
- Thought Vessel
- Worn Powerstone
- Magnifying Glass (bonus for draw ability! Beggars can't be choosers since you're in mono white)
For draw you can consider:
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.
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
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
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.
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.