Steel of the Godhead

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Venser vs. Koth (DDI) Common
Shadowmoor (SHM) Common

Combos Browse all

Steel of the Godhead

Enchantment — Aura

Enchant creature

As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)

As long as enchanted creature is blue, it gets +1/+1 and is unblockable.

Price & Acquistion Set Price Alerts

DDI

SHM

Ebay

Recent Decks

Steel of the Godhead Discussion

QKNARWHAL on Bruna,Voltron Control

20 hours ago

Chickens_are_awesome- Used to run it but took it out. Steel of the Godhead Diplomatic Immunity do similar things and I like them more.

mmcgeach on Control Zur

1 week ago

@crstisalie Hey, Ok.

Well for point (1), this is a competitive deck. How many competitive decks can you think of that run a 4-power creature with flying? The only possibility is Luminarch Ascension out of a blood-pod-style stax deck. So giving Zur unblockable is worth nothing. Giving Zur vigilance is pretty strong, tho. If Steel of the Godhead had been +2/+2 lifelink and vigilance, that'd be something good. Or lifelink and shroud(!). But, if you do run into some jank running a big flier and you HAVE to swing into it (like, I dunno, Atraxa or Prossh or something), remember Zur doesn't have to deal damage to trigger, so you can fetch Grasp of Fate to remove them. Or just attack one of the other players.

(2) Solemnity doesn't do anything. You basically never have time to take a tempo hit by swinging with Zur and getting a do-nothing enchantment. I mean, it's really unlikely, or you're winning by a huge margin, so it doesn't matter anyway. But, anyway, Solemnity's most likely effect is letting your Hulk Weaver opponent go off with Devoted Druid. Also, I dunno how you want to cheat in Decree of Silence. You want to run show and tell? Or a discard package + replenish? Those are more dead slots.

Asder on Zur Cycler

1 week ago

great deck im glad that the cycling archetype has a home it is something i was wondering about before. it needs more cyclers and enchantments for zur though. i recommend taking out something like Diplomatic Immunity for Solemnity or Steel of the Godhead or Grasp of Fate. it also is a bit cycle light and it could be hard to chain together a long line of cycling in one turn. some more cyclers you could put in are Vizier of Tumbling Sands, Expunge, Miscalculation and Complicate.

AdamChafee on Kindred Spirits

1 week ago

Gostgun, I'm not using Geist of Saint Traft for two main reasons: 1 is money. 2 is the fact that my deck isn't necessarily a traditional spirit deck that uses cards like Steel of the Godhead to give him unblockable. He winds up dying to creatures easily if something can block it. My deck is more oriented towards extreme defense until I can swing with fliers or Latch Seeker. If it were up to me I'd take out Call to the Kindred and Tallowisp for Aether Vial and Phantasmal Image.

I appreciate the feedback though! I definitely thought about having him if I went the more traditional route with this deck.

ThallionDarkshine on Rafiq the budget

3 weeks ago

I feel like you went a little too all-in on exalted creatures. Essentially, they serve as much more fragile equipment, pumping your attacking creature +1/+1 but dying as collateral damage in board wipes. In my opinion, +1/+1 is way too low value to justify a card slot, so I would probably shift away from vanilla creatures with exalted, and shift to using some more powerful buff effects. By doing this, you could dedicate less card slots to buffs, and free up some more space for utility cards, draw, ramp, or removal.

You're already running Favor of the Overbeing, and while the other cards in its cycle are a bit more expensive, I feel their power level definitely justifies the cost. Shield of the Oversoul gives some evasion in flying, but the reason to run it is the indestructible it gives. Likewise, Steel of the Godhead gives lifelink which is nice, but the really important keyword is unblockable. You throw that on Rafiq, and all of a sudden you're swinging for 12 unblockable commander damage a turn. In addition, since the unblockable is for blue creatures, all the other creatures in the deck that you need to hit opponents also can get unblockable from it.

Because you focused so much on exalted cards, you seem to have neglected a few important categories. By my count, there are only 5 pieces of draw, and 7 pieces of ramp in the current deck. This is just a rough rule of thumb, but I usually like to try for at least 10 for each of those categories.

So, let's start with draw. If you decide to stick with the hordes of exalted creatures, Lifecrafter's Bestiary is a great way to filter your draws for no mana early on, and then start drawing cards off of every creature you play later on. On the other hand, if you decide to shift the deck more towards equipments/auras, Sram, Senior Edificer is a great way to draw cards off of those. Hunter's Insight and Hunter's Prowess both let you draw cards off of the damage your creatures deal. Hunter's Prowess in particular turns your commander into 7/7 trampling double-striking monster on its own. One cool creature that lets you draw cards is Augury Adept. Not only does it draw cards off of hitting opponents, it also gains you some life on the side. While it has no inherent evasion, I feel that the combination of those two abilities is worth a slot. One more thing that's kind of just a pet card of mine is Conqueror's Galleon. All of its abilities are kind of expensive for what they do, but the flexibility it offers is pretty awesome. You can use it as a land, loot, draw, or even recur stuff from your graveyard.

And I'm realizing that this comment has gotten really long, so I'll keep my ramp suggestions pretty short. Talisman of Progress and Talisman of Unity are both good, Kodama's Reach and Cultivate are great, and a card that I really like for this deck is Thada Adel, Acquisitor. She has built in evasion, and hits people to steal their Sol Rings for powerful ramp early on.

Anyways, sorry about how long this got, hope you find some of my ramblings useful.

RijtBart on In the Blink of an Eye

4 weeks ago

With brago in the deck you might want to concider Steel of the Godhead or Thassa, God of the Sea to get some damage through. If you like sea gate oracle you could also add Riverwise Augur. Other than that...nice deck.

Limo on Zur’s Weird Necro Deck (Primer)

1 month ago

I love all of those amazing combo's! I recommend Steel of the Godhead to immediately equip to Zur. I am making a similar deck, but I'm going for budget. Currently it has like 130 cads, and I need help pairing down. wold you mind taking a look. Zur the budget in two ways

Sakana on Oh, you want to play Magic? That's cute

1 month ago

Eiganjo Castle: if it works keep it, but I wouldn't spend $10 on it

Flagstones of Trokair: if you have it play it, bur don't spend $20 on it

Minamo, School at Water's Edge: this card is amazing, but doesn't combo well with any creatures you have in the deck.

Oboro, Palace in the Clouds: I like this card, but it doesn't seem to combo with anything in your deck

Baral, Chief of Compliance: this card seems very good whenever someone else plays with it, and it works with the 36 instants and sorceries you have

Consecrated Sphinx: this card is AMAZING, very very powerful

Docent of Perfection  Flip: seems good.

Inkwell Leviathan: I would replace it with Grand Abolisher, Inkwell doesn't seem very good

Isperia, Supreme Judge: Seems okay. But just okay

Solemn Simulacrum: Is always good, here is no different

Instants look good. But I might add Absorb over negate, but otherwise seems good.I would recommend adding:

Tithe: It is a good way to get lands

Orim's Chant: Gives you one extra turn if you cast it during someone's upkeep, stopping all the spells on their turn, and the attack.

Arcane Denial: This card is really good, you can counter your own spell to draw 3, three, card. That seems good to me.

Forbid: Buyback counterspells, always good.

Gush: draw lots of cards for returning two lands, can be very good late game. Note: it is an instant

Capsize: Returning a permanent and buyback? Sign me up!

I would recommend removing:

Disdainful Stroke: There are just better cards

Negate: Limited. Might be good, but I doubt I would play it.

I would like to commend your inclusion of Render Silent.

As for artifacts:

Look at Mind's Eye, it works very very well.

Sorceries:

ADD Bribery. Just do. The card is AMAZING, and typically is hilarious.

Blatant Thievery is also fun

Possibly a Rout for instant speed wraths

Enchantments:

Luminarch Ascension: Very good finisher

Rhystic Study: Very good card draw. Sometimes. People may just always pay the mana to spite you. Look at Mystic Remora, can also be good card draw.

Look into:

Future Sight: Always one more card in your hand.

Now, Narset Transcendent. You, my friend, are a trap. You NEVER will never be able to get a card off it, it is always a land. Other than that, she can be good.

Overall:I don't know how many wincons you have besides Expropriate, Luminarch Ascension or Inkwell Leviathan. That might be trouble. A Steel of the Godhead might help, but I don't know how much. Eldrazi Conscription can be good too, but that's better one on one. One idea: AEtherling, that card is amazing and is incredibly hard to kill. Or just use an Eldrazi Titan. OR, wait for it, Azor's Elocutors and Eternal Dominion. Lots of fun. If you copy Eternal Dominion, each copy gets an epic trigger, so you get a copy every turn for every copy you originally had.

DON'T SPEND $70 ON A CELESTIAL COLONNADE.

Load more