Heliod, God of the Sun
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Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

Heliod, God of the Sun

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts towards your devotion to white.)

Other creatures you control have vigilance.

: Create a 2/1 white Cleric enchantment creature token.

TypicalTimmy on Skelly Mannder

1 month ago

I also need to make a correction. When I said that a creature whose toughness is reduced to zero, a la -X/-X, it's complicated.

It does "die", because "dying" is a term meant to denote moving from the battlefield, specifically, to the graveyard, specifically.

When toughness is reduced to 0, be it through combat damage, non-combat damage, or -X/-X, the creature does in fact die.

The difference here is that a creature who dies thanks to combat damage or noncombat damage is also "destroyed".

Destroyed is prevented with indestructible.

But you do not "destroy" a creature with a spell such as Death Wind. This is why a card such as Heliod, God of the Sun can die to a Death Wind but not a Murder.

The point here is that there becomes a little bit of confusion as to how these all interaction with Regenerate.

If a creature was hit by a Terminate or a Lightning Bolt or blocked by a huge 7/7, it would have either been outright Destroyed, sustained lethal noncombat damage, or been dealt lethal combat damage.

It dies.

Regenerate then says;

  • "Wooah there partner! Just one darn tootin' second here! You can't go to the graveyard just yet. Get that damage outta here, and bingo bango bongo your ass is tapped."

Problem is, -X/-X isn't damage.

It isn't removed.

So it's toughness is still zero.

So the next time state based actions occur, if it still has Toughness 0, to the graveyard it goes.

pedroedmarcos on How Replacements effects work when …

2 months ago

Hey there,

Sometimes I f** hate myself for situations like this one. Let's say cast Replenish and in my graveyard I have a Heliod, God of the Sun, Starfield of Nyx and Opalescence. I already asked and read many times about how gods of theros interact with opalescence by who entered first, but here I have 3 replacements that can determine the power and thoughness of my god and all of them entered AT THE SAME TIME. So in a situation like this how would it work?

TypicalTimmy on Card creation challenge

4 months ago

:O

:)


Zarturok, Bred for Slaughter


The way the Demigod naming convention works is the creature's name eludes toward what domain their respective God presides over. For example, Daxos, Blessed by the Sun and Heliod, God of the Sun.

Hence, Zarturok, Bred for Slaughter because of Mogis, God of Slaughter.

Taking that, make a Demigod for another 2-color God and use the same naming convention.

Also, note that on all Demigods, either their Power or their Toughness are equal to their devotion, but not both.

And yes, Demigods are UNCOMMON in rarity. So either keep their power level low, or have a serious drawback like mine does. :)

Crow-Umbra on Nani?!?

5 months ago

Solid deck! My only suggestion would be to include a couple of Vigilance anthems if you want to be more focused on Extra Combats. I see you already have Brave the Sands in your Maybe List. It's a fun card that I've liked each time I've played it. The extra blocks def help fill in some gaps for board (re)builds.

A couple universal options to check out are Serra's Blessing and Heliod, God of the Sun. I'd recommend Always Watching and/or Intangible Virtue, but they're kinda narrow since they only care about non-tokens and tokens respectively.

Having at least two Vigilance anthems will help to ensure that all of your creatures can attack on Aurelia's third combat.

Cool to see meta specific edits and variations.

TypicalTimmy on Does Flanking bypass Indestructible?

7 months ago

So we know if a creature had Indestructible, dealing lethal damage won't kill it. For example, my opponent had a Heliod, God of the Sun and I deal 7 damage to it, combat, non-combat or a mixture, he won't die.

However, a Death Wind for -6/-6 will kill him.

My understanding is that even if you hit him with a Lightning Bolt for 3 damage, as long as that 3 remains marked on him, a Death Wind for -3/-3 will kill him.

Furthermore, DW at -3/-3 and then blocking with a 4/4 will kill him.

If all of this is correct, does Flanking also work? For example, I attack with some 5/5 who happens to have Flanking. Heliod blocks.

Heliod gets -1/-1 until end of turn due to Flanking. Since he doesn't have this ability, he gets the penalty.

He moves from a 5/6 down to a 4/5. Then he is dealt 5 combat damage.

On him, until end of turn, he has 5 combat damage marked and -1/-1 marked.

Therefore, just as with the above examples, he should still die, despite having indestructible, correct?

DreadKhan on

10 months ago

If you want to add a few lands, you could consider removing the whole life gain package, most of those cards aren't especially good unless you're all in on that strategy. Some other stuff you might switch for a land could be Sephara, Mesa Enchantress, Phyrexian Unlife (do you have a combo with this I'm missing?), Felidar Sovreign (I wouldn't be too confidant in it, as it's easy to remove, and even if it's indestructible it can be exiled), and maybe Suppression Field unless it seems to be really useful, in my experience I usually would rather have a removal option or wipe.

Looking at your list more closely, I think you could run Swords to Plowshares, Heliod, God of the Sun for vigilance and a mana sink, Archon of Emeria for it's combination Rule of Law effect and very relevant land hate. Tragic Arrogance is shockingly good in White, and lets you keep your Commander if you want. Skyclave Relic is considerably better than Darksteel Ingot.

Nice work!

TypicalTimmy on Card creation challenge

10 months ago

Lolth, Web of Darkness

Legendary Creature - Spider God

Reach, lifelink, deathtouch, menace

Lolth, God of the Underdark can't attack or block unless you control five or more other spiders.

: Create your choice of a 1/2 black Spider creature token with deathtouch or a 2/1 green Spider creature token with reach.

Whenever you attack an opponent, if you attacked them with each Spider you control that was able to attack this turn, Spiders you control gain fear until end of turn. Then, if an opponent was dealt damage by Lolth, Web of Darkness and at least three other Spiders this turn, transform her.

3/5


Lolth, Web of Death

Legendary Planeswalker - Lolth

+1 Create your choice, in any combination, two of the following: A 1/2 black Spider creature token with deathtouch or a 2/1 green Spider creature token with reach.

0 Until end of turn Spiders you control have "Whenever this creature deals combat damage to an opponent, they discard a card."

-6 You get an emblem with "Spiders you control get +2/+2 and have infect."

4


Purposely didn't have her last activated ability be a tap ability because I wanted her to be a mana sink. See Heliod, God of the Sun as an example that you can flood mana into. Also Daxos the Returned and Hydra Broodmaster - Albeit Broodmaster is a one-time deal, but you get the point.

HMMMMMMmmmmm...

Ugin Flipwalker sounds like a nice challenge. Do that.

If you don't recall, Ugin's powers basically allow him to manipulate the various forms of mana.

TypicalTimmy on Achilles heel

10 months ago

Heliod, God of the Sun is definitely a must-have for this deck. His Vigilance anthem alone is worth it, but the 2/1s he can make if you don't have better plays just drive the goal forward all the more.

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