Heliod, God of the Sun
Legendary Enchantment Creature — God
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.
|Have (2)||CampbellStev , gildan_bladeborn|
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|Commander / EDH||Legal|
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Latest Decks as Commander
Heliod, God of the Sun Discussion
3 days ago
I do this all the time. My Mina and Denn, Wildborn landfall was turned into Rhonas the Indomitable big mana, into Omnath, Locus of Mana big mana storm. My The Locust God wheels&draw deck, at least the red part, got absorbed into Neheb, Dreadhorde Champion . My boros equipment commander used to be Archangel Avacyn Flip, then went jeskai for a bit with Akiri, Line-Slinger / Ludevic, Necro-Alchemist , and then back to boros, with Akiri+ Ardenn, Intrepid Archaeologist . Athreos, God of Passage split up in Heliod, God of the Sun and Rankle, Master of Pranks . 5c Golos, Tireless Pilgrim enchantress went Klothys, God of Destiny enchantress, while the mana base is currently making its way to Najeela, the Blade-Blossom .
My decks are always in motion, and when I acquire new legendaries, I do like to fiddle around to see if my decks can get more interesting. Of course, it very much depends on the rest of the deck if I'd still consider it the same deck. Klothys enchantress is completely different from Golos enchantress, but the big mana green decks have always played similarly, making 100 mana and pumping a mana dork with Rhonas for lethal is fun, but if you can make 100 mana, your deck is just more suited to be mono G Omnath. Rhonas is still in the 99. When I made boros equipment, we hadn't started the surge of great boros equipment legends yet that we are enjoying now, naturally I found better choices over time for that.
4 weeks ago
An important aspect of creatures entering tapped is that it shuts down basically any combo with Kiki-Jiki, Mirror Breaker . That's why I like Authority of the Consuls especially. Even though it only hits creatures, the lifegain and the lack of surprise blockers and hasty attackers just grants you so much time to execute your own game plan. It's a great deal for just 1 mana. I even sideboarded it in standard. It saved you effectively 6 life against active Hazoret the Fervent . It made summoning sick creatures unable to crew vehicles. Gideon, Ally of Zendikar didn't protect himself half as good anymore. I'm a big fan. I even have a mono white commander deck that uses these effects combined with Meekstone , Marble Titan , Juntu Stakes and Crackdown to disable most creatures forever. Combined with Heliod, God of the Sun , granting your team Vigilance, as the commander, combat will be easy for you. Just make sure that the effect is asymmetrical, that's the best about Kismet .
1 month ago
Played a couple games and it seems like green was coming out. First match up against Modern Maverick with Knight of the Reliquary , Noble Hierarch , Voice of Resurgence , Stoneforge Mystic , and MAINDECK Qasali Pridemage . I managed to slow them down off of two Ghostly Prison s by turn 6 until I could draw into Sphere of Safety . Closed off the removal with double Sterling Grove and maybe four turns bought off Out of Time the opponent had to wave the flag before the fleet of angels. In the second game, they had removal creatures and tutors galore to keep me off enough early plays that I folded to Eternal Witness to get back Eladamri's Call on my end step and I folded not needing to see what they’d pull, I was behind enough on board and stuck on two lands. Tiebreaker started out looking like the second but with double Sterling Grove in my opener, I could at least absorb a removal if not close them off removal completely. I was mainly leaning on that while Sythis, Harvest's Hand fed me into more board control. We went back and forth with me removing or isolating singular threats along the way until they blew me out with Engineered Explosives for three to get rid of two Ghostly Prison s, Enchantress's Presence , Out of Time , and Solitary Confinement but not before I could deploy a second Grove. They didn’t have a very threatening board with On Thin Ice and Runed Halo still doing work. So I got back Confinement with Hall of Heliod's Generosity and sent in the final blows with Heliod, God of the Sun .
That was a close fought battle and much more back and forth than I anticipated. Those tutors provided for a rather consistent toolbox package. Alas, strats with one way to win are relatively easy to hate. It’s less about accumulating hate and rather about using enough hate to get to that one piece. That Engineered Explosives blowout scared me but we just needed that one piece. Ironically, I drew into Confinement off of Sythis’s trigger when I replayed my Halled back first Confinement. Guess I knew what I was discarding on that first upkeep.
Second match brought more green creatures with Heliod Company. First game went pretty smoothly as I got out a quick Sythis backed by Grove. Also started with Leyline of Sanctity . Always nice to get that incidental gotcha. They plopped out some creatures. I deployed Ghostly Prison and frankly, off the back of not being able to combo me, they folded to Sigil of the Empty Throne . Second game went very similarly too first match second game. Off the back of Grove and Halo, I got stuck on two lands and they widened their board beyond saving as I never got another land. Last game was very intriguing. They managed a decent board but I managed to get a draw engine behind Solitary Confinement early. They Walking Ballista + Heliod, Sun-Crowned to an arbitrary amount of life and asked how I was going to win. While I didn’t have a guaranteed win, I could theoretically moderate how many draw engines I had out and use Hall of Heliod's Generosity to keep me from milling out until the opponent eventually would. They decided to close up there. A theoretically infinite amount of life: defeated. That made for a very interesting finish. I’m sure my opponent was just thinking ‘How can they possible overcome all the life? They only have Heliod, God of the Sun and Sigil Angel beats.’ Well, we found out. Very slowly. Very miserably.
1 month ago
My favorite mono white commander is the forgotten Heliod, God of the Sun . Skybind is amazing when you can make Enchantment Creature Tokens at a whim. Your team having Vigilance works amazing with Meekstone + Blind Obedience . With all the Cleric support in the last few sets, you could even take a peek in that direction.
Most white ramp that actually puts land into play, requires your opponents to have more lands than you. White has a few options to make that happen: Path to Exile , Winds of Abandon , Settle the Wreckage (which can also work wonders using it on yourself if you're the go-wide token player) in addition to bounce lands like Karoo and Guildless Commons . Of course, Extraplanar Lens works double duty there.
But the absolute best card in white, to drag down the other players to your level and make them watch their step, is Aven Mindcensor . Really, try it. It's the best response to a green player putting a Boundless Realms on the stack.
1 month ago
Aight so we've got some cuts to make! So I think a good benchmark to shoot for off the bat is 36 lands and 64 non-lands, though with the sheer number of transform lands you have you might be fine at 34 or 35 - I would NOT recommend going that low until you've played a respectable number of games or playtest hands (probably at least 4 games and 30 playtest hands) and you have a solid understanding of how consistently you come in with too few lands.
As far as the cuts, I'd say drop: Rushed Rebirth , Ecological Appreciation , Vona, Butcher of Magan , Silent Sentinel , Resolute Archangel , Aegis of the Gods , Path of Discovery , Shapers' Sanctuary , Springleaf Drum , Perpetual Timepiece , Accomplished Alchemist , Call for Unity OR Collective Blessing (probably the latter), Rune-Tail, Kitsune Ascendant / Rune-Tail's Essence , Elixir of Immortality , Heliod, God of the Sun , Huatli, Radiant Champion . I can give you my rationale one-by-one if you like.
Then add three lands, possibly modal spell-lands like Agadeem's Awakening Flip. Ideally, more of your lands should be multiple colours, as you have a large colour cost burden in black and white especially (lots of cards that need two or three of the same colour). The cheapest options are the snow taplands, guildgates, refuge lands (give 1 life when they enter the battlefield), and the showlands from Shadows over Innistrad and Strixhaven. There are definitely some mid-range lands that you can pick up for less than $10 that should be a high priority for you: Sunpetal Grove and Godless Shrine to fill out your buddy and shockland sets, the three scrylands a la Temple of Malady , Murmuring Bosk , Canopy Vista , and Scattered Groves . Since your deck doesn't currently have many ways to fetch basic lands, you really shouldn't have many since your colour demands are so high. Also definitely be on the lookout for legendary lands that fit into the deck well! Those will be sweet.
2 months ago
Approach of the Second Sun is another good alternate win-con in mono white if you want more of those.
4 months ago
Commander / EDH
SCORE: 1 | 51 VIEWS
This deck uses Meekstone , Crackdown and Marble Titan in combination with Authority of the Consuls , Blind Obedience and Thalia, Heretic Cathar -like effects to neutralise most creatures, keeping them tapped down if they have power 3 or greater. This works especially well with Heliod, God of the Sun , because he gives your team vigilance, making sure your creatures are still able to attack.
4 months ago
Yes, holding back with Port Razer will maximize the use of your potential combat steps by optimizing when you untap. If all your creatures have vigilance, such as with Heliod, God of the Sun , this is unnecessary. I believe the order extra combat steps is taken in was only mentioned to state they don't 'overwrite' each other, that is, both will be taken even if they are created in the same combat by attacking with both, but as stated, they cause the untaps when they're created, not when they're take. The order they're taken only matters if the combat phases are somehow different, such as how World at War creates a combat with a delayed triggered ability to untap during it.
@Mcat1999 What Gidgetimer is talking about with untapping at a time other than when the combat is created is that all the other spells you mention include untapping during their resolution, which is also when they create the combat. World at War and Moraug, Fury of Akoum create delayed triggered abilities to untap that trigger at the beginning of the combat step during the phases they create.