Champion's Helm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Champion's Helm

Artifact — Equipment

Equipped creature gets +2/+2

As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)

Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays o the battlefield if the creature this card is attached to leaves the battlefield.)

Godoyzera on Agatha Activations

1 month ago

Hey man! I have a Agtha deck too, and Im having trouble making the deck smooth. May I suggest Cascading Cataracts, so you can correct the mana color to activate abilities and Champion's Helm.

I'd also like to know if you think the amount of draw and ramp you are running is good enough in your opinion

Last_Laugh on Nahiri - Equipment goes wide!

7 months ago

Anduril, Flame of the West for some flying tokens and Anduril, Narsil Reforged for some go-wide counters would be nice here.

Mithril Coat and Champion's Helm are good protective equipment.

Kusari-Gama is a pet card of mine that'd be pretty good here... block and lose your board or take a bunch of damage to the face. You're conveniently in Boros, so consider Soltari Guerrillas. It's repeatable removal for creatures and it carries equipment rather well... but when paired with Kusari no one can block ANY of your creatures without losing most of their creatures (if not all).

Profet93 on Dirty Needles

8 months ago

I was gonna recommend the several instant cards that return your creature when it dies but given the exile opponent, I am hesitant to recommend them at this time. They might want to be reconsidered later. Until then, below are some general suggestions to improve the power/consistency of the deck while remaining "budget"

Crux of Fate - Boardwipe for when things get out of hand

Imp's Mischief - Under $10 but extremely useful!. Redirect _targeted _ removal, draw and extra turns. Not to mention, it can "counter" counterspells and having 2 mana open will allow you to bluff interaction.

Force of Despair - Interaction while tappedout gives you a strong ability to bluff. May or may not be useful but worth mentioning.

Lightning Greaves - I know you have swift boots which allows you to put on other equipment but redundancy is nice to protect your costly commander.

Champion's Helm - Similar to above and swift boots

Trailblazer's Boots - Almost guaranteed unblockable

Sword of Vengeance - Not needed but potentially worth looking into

Animate Dead - Recursion is always nice in black

Thespian's Stage - Copy coffers or opposing utility land

Homeward Path - $15 but meta call should you find theft to become more common

You really need more ramp in this deck to make your commander more threatening

Mind Stone/Commander's Sphere - Ramp when you need it, draw when you dont

Thran Dynamo

Myriad Landscape

I can provide several suggestions for cuts should you wish, let me know. Hope this helps.

NV_1980 on Imodane’s Flames

9 months ago

This is pretty nice. I'd add a bit more protection for Imodane though, as he's pretty vulnerable and will likely be a primary target. Some more equipment perhaps (Darksteel Plate, Mask of Avacyn, Champion's Helm), some cards that prevent (blue) players from countering him when he appears (Red Elemental Blast, Pyroblast) or maybe some cards that mess with opponents' mana bases when they try something against him (or you). I'm thinking Price of Glory, Tectonic Instability and War's Toll.

ThassaUpYo@ssa on Link's Adventure (Galea, Kindler of Hope)

10 months ago

Love the theme and the list, Necramus! Have you considered Champion's Helm to grant Galea, Kindler of Hope hexproof and a nice +2/+2 buff? Solid candidate for Majora's Mask?

amarthaler on EDH Arcades, the Strategist

1 year ago

Major update!

The deck has been running well when I draw the right cards, but stalls out or is clunky when I don't draw good cards. I think the best starting point to smooth the deck out is by reducing the amount of counterspells to open up room for smoother mana (in the form of mana rocks), spells that asymmetrically counteract something but benefit me, and some stronger walls that - although will cost more - will have better payoffs. That all being said, here's the ins/outs.

Out: An Offer You Can't Refuse... Wall of Vines... Stoneskin... Wall of Resistance... Treefolk Umbra... Mana Leak... Bane's Contingency... Wall of Stolen Identity... Vedalken Orrery... Wall of Ice... Render Silent

In: Heroic Intervention... Fog Bank... Snake Umbra... Wingmantle Chaplain... Brave the Sands... Talisman of Curiosity... Talisman of Unity... Talisman of Progress... Wall of Nets... Eerie Interlude... Champion's Helm

A lot of card swaps which we'll test out. Some may get reversed back in. That's the fun of developing a deck over time!

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