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)||metalmagic , gildan_bladeborn|
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|Commander / EDH||Legal|
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Heliod, God of the Sun Discussion
1 month 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.
1 month 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.
2 months ago
My decks tend to have a pattern of meiosis. I started out building a few two-color decks, but in time, I ended up splitting the colors, each half of the deck growing out to their individual outspoken parts.
What started as a Mina and Denn, Wildborn landfall deck, became on one hand a mono green landfall deck with Rhonas the Indomitable in charge, which very recently changed into Omnath, Locus of Mana big green ramp. On the other hand, the red half melded into Etali, Primal Storm big red, big burn deck, that's now helmed by Kumano, Master Yamabushi .
My Athreos, God of Passage aristocrats deck split into Rankle, Master of Pranks and Heliod, God of the Sun the same way, and my The Locust God deck split into Neheb, Dreadhorde Champion and a mono blue deck, now led by Naru Meha, Master Wizard .
Out of the 13 decks I currently have, 8 of them are monocolored and one of them is colorless. The multicolored decks that remain, are held together by synergies that demand more than one, like Boros equipments ( Akiri, Line-Slinger + Arden, Intrepid Archaeologist ) , Jund Sacrifice ( Vaevictis Asmadi, the Dire ), Temur Landfall Omnath, Locus of the Roil and 5C Shrines (Golos, by lack of inspiration). But now that I have two different Omnath decks, I have an itch to build the other two Omnaths as well. That's pretty much how my patterns keep changing, a new line connecting current decks usually leads to inspiration to build the next.
I do notice my developed preference for monocolored decks, but I don't feel hindered by this way of thinking. I like leaning into it, finding cool ways within the limits of the color, to make the decks suprising anyway, to make them as interesting as can be for me to play.
3 months ago
My hand was empty, but I had a Extraplanar Lens , a Land Tax , a Skybind and my commander Heliod, God of the Sun out, which wasn't a creature to sacrifice to cruel. The tokens Heliod makes are Enchantment Creatures, so I was able to stall out problematic permanents with Skybind long enough to gain some traction and rebuild, overwhelming my opponent with tokens in the end.
3 months ago
The actual use for them is the 40 other cards in your deck, of which you will have 2-3 in your opening hand on average. Even better, one of them is in your command zone, always available except for corner cases (Drannith Magistrate for example).
There is no card that will synergize with every other card in your deck. But synergizing with over 30% of your deck is actually a very good rate. That's why Jeweled Lotus is such a trap card, it works only with 1 card in your deck.
My mono W stax deck, led by Heliod, God of the Sun, plays none of the mana rocks from my previous post. It overloads on effects like Stony Silence to punish and slow down everyone at the table who does. That doesn't mean, however, that my deck doesn't run staples. Swords to Plowshares, Path to Exile, Smothering Tithe, Drannith Magistrate, Recruiter of the Guard, Weathered Wayfarer, Land Tax, Enlightened Tutor and Aven Mindcensor are all cards that any white (c)EDH deck worth its salt should include to have the best chances of winning.
But all in all, you're making a great case of which staple to use when and why, but not really how you would be able to play EDH on the highest, most consistent level without any staples. The fact that you need staples to play the most consistent decks, still holds true. It might not lead to the most interesting decks for you to play or play against, and that's fine. I said earlier in this thread, the best way to play commander, or even magic in general is the way in which you have the most fun. The way the cEDH crowd has fun is by loading up on the best staples and see who can most skillfully guide them into a win.
The Kess thing is a weird thing to say, nobody says there's only one deck to play. If that was the case, magic would be like Solitaire, you wouldn't need to play opponents if everyone would play exactly the same deck. If you'd visit the database for most accepted cEDH decks, you'd see there's endless strategies even at the highest level that are able to win at a cEDH table. However, if you'd compare these lists, there will be a LOT of overlap, because in the meta, you need to be able to stop the top combo's at instant speed while executing your own. The best cards for those jobs, will work in almost every deck that can play them, that's how they became staples. A budget Kess deck will be able to cast a Counterspell when the flash-hulk deck tries to win, all the same as another flash-hulk deck would be able to. Flash-hulk was the boogeyman of the format for a bit, because short of a counterspell, there was no way to interact or stop it. It was instant, two mana, a two card combo, easy to tutor pieces in green and blue, and usually supported by black for more tutors. When Flash resolved, there was nothing short of a Stifle-effect to stop the comboing player from winning. And they could overload on free counterspells to protect it. The combo being that cheap in both mana and opportunity cost, while being so easy to assemble and hard to stop that the best way of not losing to it, was just running your own flash-hulk deck, is why the demand for the Flash-ban was there. But any blue deck with the staple counterspells, even the cheap ones, has a chance of beating it. Budget in cEDH determines which/how many of the established staples you can play, but it doesn't eliminate the need for the best cards that are available for the common person not willing to spend a month's worth of salary for a deck. It's the difference between Counterspell and Mana Drain, not the difference between Spell Swindle and Mana Drain.
4 months ago
One of Jared's main weaknesses is that you cannot become monarch the turn he enters the battlefield. This means 1-3 opponents get the card advantage from monarch before it does anything for you. That's why I definitively would play Savage Summoning and Scout's Warning. Play Jared at the end step right before your turn. No disadvantage and you gain pseudo haste. Also Savage Summoning protects your spell and pumps Jared for his first attack and Scout's Warning is a cantrip.
The other thing you should be looking for is vigilance, because you want to attack as often as possible (it's a combat centered deck after all), but you also want to block in order to avoid losing the monarch and to pump Jared even further. Heliod, God of the Sun would be a nice addition.
5 months ago
Recent updates to this deck involved adding ramp to the deck and an additional win condition.
7 months ago
Oh wow, thanks so much for providing these details jakeyuki12! This is a lot of food-for-thought so thanks for that. You hit the nail on the head for Heliod, God of the Sun, I am going to take him out for a Selesyna build I am working on. Commander Eesha is a total pet card haha. I used to run a soldier tribal deck back around Odyssey block and used Eesha to great effect. I used the bones of that deck to make this one, so there are definitely some leftovers in here. This was one of my first Commander decks so I am glad it is getting some fine-tuning to keep up with my meta. I sat down and took a look at what cards I had available to make some swaps and came up with:
I am going to playtest this in some games tonight to see how it goes and adjust from there. I think next steps for me is to look at adding in additional card draw (I'm thinking I need to a Skullclamp to start). Thanks again for taking the time and for the help, it means a lot.