(X): Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Helix Pinnacle occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Helix Pinnacle Discussion
1 week ago
When was the last time you ran this deck? Any updates? How often did you actually win with Helix Pinnacle?
2 weeks ago
3 weeks ago
Enchantment - Aura
At the beginning of each player's upkeep, put a necrotic counter on Necrosis.
Pay 3 life, sacrifice a creature: Put a necrotic counter on Necrosis.
: Remove all necrotic counters from Necrosis. Enchanted player loses that much life.
This would actually be a great card in Abzan EDH. You'd have white which can drive your life total very high, and green to produce tons and tons of tokens. With them, you'd be able to quickly amass necrotic counters and basically rot someone out from the inside.
I'd like a MONO-Green win condition that is different enough from all of these, so that it stands out on it's own as a unique and interesting way to win the game. :)
- EDIT: Double ninja'd :(
1 month ago
Good point with Skyshroud Claim! I have added it to the list.
I am trying to maintain at least 80 forests in the deck, and Coat of Arms and Gaea's Anthem are just "win more" cards that don't actually help us pull off our strategy. The same goes for Garruk Wildspeaker.
I would stay away from Awakening since it allows everyone to untap their creatures and lands and encourages everyone to be more aggressive; unless we have Lost in the Woods on the field, this deck simply will not be able to withstand a beating that would bring on. Seedborn Muse and Helix Pinnacle are great additions though if you can afford them! Thank you for the suggestions! :D
1 month ago
Have you considered, maybe a Coat of Arms? Your forests are all named the same and share a creature type if you were to make them creatures...You could also do a small anthem like Gaea's Anthem for a smaller boost to their power/toughness.
You could run Skyshroud Claim instead of Explosive Veggies, as they come untapped, you could still use them for other spells or abilities. In this line of thinking, you could also use an OG Garruk Wildspeaker for the Overrun mechanic. Consider Awakening or Seedborn Muse to drop elementals on other's people turns. If you feel like it, a separate win-con would be Helix Pinnacle. Combined with Seedborn or Awakening, you can put a LOT of counters if no one has enchantment removal handy.
Just some thoughts, but I really like it!
1 month ago
Allow me to suggest a revision dbpunk, to not be an alternative but weaker Soulbond, and instead makes it a network kinda mechanic that keeps spreading its influence:
Affiliate (When ~ enters the battlefield, put an affiliate counter on up to one other target permanent you control.) - it could place an affiliate counter on itself too.
changes to the suggested cards Show
For the snake:
As long as you control another creature with an affiliate counter, ~ gets +1/+1 and has deathtouch.
Whenever a permanent you control with an affiliate counter on it is tapped, you gain 2 life.
Whenever a player casts a spell that shares a color with a permanent you control with an affiliate counter, you may return a permanent card from your graveyard to your hand.
Whenever a creature or planeswalker an opponent controls is dealt damage, if that permanent has less converted mana cost than the highest converted mana cost among permanents you control with an affiliate counter, exile that permanent.
It changes the power of the mechanic and makes it more synergistic with itself to ever increasing value. The mechanic you suggest is very reminiscent of Soulbond, which was a liked mechanic. It did have issues with memory of who is paired with who though. With Soulbond people usually placed the paired creatures beside each other. With Affiliate, you can pair across permanent supertypes - with creatures affiliating with lands or planeswalkers or whatever. It makes it less practical to place such permanents side by side.
Placing a counter to show affiliate and have that work with any permanent or spell who cares about affiliate, makes it easier to know who's affected and what you can expect from it. It does however make the mechanic way more powerful than the suggested reskinned version of Soulbond, as any previous affiliated permanent may become relevant to a future card that cares about affiliate. That's not a bad thing in my eyes though.
By the way, "Affiliate - As this permanent enters the battlefield, name a permanent. Those cards are affiliated." - this makes you able to name any permanent card in Magic's history, not necessarily a permanent on the board. It also makes it able to affiliate with itself, by choosing its own name. I do think you wanted to make it function basically like Soulbond, if I'm not entirely mistaken, so that's what I went with in the revised version.
Feedback on Boza's suggestion Show
Boza I wont be as drastic as ZendikariWol, but this mechanic just screams to be abused in a recasting shell. I doubt it's gonna be fast enough for eternal formats, except maybe Commander. In Standard however, the ability to pump out banked mana, is a control shell's wet dream. Usually they rely on instant speed card advantage tricks to pull ahead if they don't use their mana for counter or kill spells, but this mechanic effectively gives them a way to advance their board (if for nothing else, then defense) AND keep mana open. If they wont need the mana, they merely advance their alternate win condition. As such I would not expect it to see print in a Standard set, unless it is hyper aggressive or with efficient and widely available artifact removal.
That the ability triggers on cast is also a bit anti-climatic. Like Zendikari says, it makes the ability harder to counter, but on the same level, it makes it easier to make the mechanic irrelevant. If the trigger is on cast, you wont get the benefit of the creature you cast with Affiliate - as it's not yet on the board. Just keep killing or countering the Affiliate creatures and the caster wont see a single Gold coin...
It also makes the Legendary merchant's ability very peculiar, as you don't get the benefit of Affiliate on the token on entry, but on cast. Effectively the token just adds more gold gained by another trigger of Affiliate but also increases the threshold... Counter intuitive but not entirely without purpose.
I also don't get why having creatures with affiliates makes it harder to win with the mechanic. It also gives less incentive for your opponent to remove your stuff, as removing them basically makes it easier to achieve the goal. The 6th creature with affiliate is the one who nets you the win, if you haven't used any gold tokens since, none gained otherwise and none removed. That's a lot of cards to play. Although once you start gaining a good sum of gold from the triggers, you can effectively keep casting more and more, for ever greater sums of gold and eventually win.
Thought experiment; if we assume you have a supply of 9 pieces of 3 CMC Affiliate creatures, you can go off after casting the 3rd. Each generating ever more gold, which can cast the next in line. After casting the 9th, the ability puts you at 18 gold tokens, and the creature is still on the stack, so you only have 8 creatures with Affiliate and win.
ZendikariWol It is counterable, as it's just an ability on cast. Those are harder to counter, true, but not uncounterable. If you keep killing/countering the Affiliate cards, the mechanic is a dud without purpose. Also if you counter the creature with Affiliate and remove any other permanent they control with it, the mechanic cannot cause the win, as it is a static ability. Which is actually a flaw in the design as I don't recall a static ability that causes a win condition. It always hinges on something else happening beforehand. See Felidar Sovereign, Maze's End, Test of Endurance, Thassa's Oracle, Laboratory Maniac. All hinges on some kind of trigger or action beforehand that then checks if you win.
Do consider that if people really went with this as their only win condition, up until the point they can win, the mechanic is largely irrelevant for the opponent. Similarly like Helix Pinnacle. If there's a good mass of these cards, obviously they just go into a control shell as one of multiple win conditions. But if you have to be very conservative and not use these gold tokens if you want to win through them, you're at a huge disadvantage.
I disagree with so many of your points against Boza's mechanic, but I do agree that it is unlikely to happen - at least in Standard. Outside Standard I highly doubt it'll be fast enough. Depends on the number and cheapness of the cards obviously. Free mana is always dangerous to play with - looking at Delve mainly. However CMC 3+ only are way too slow to function, especially if they also tend to provide a benefit for the opponent.
1 month ago
I honestly dont think the commander matters much here. The deck you build will matter so much more. I think you should go simic with a splash a black. So you can put Winding Constrictor and Corpsejack Menace in there along side of Doubling Season, Pir, Imaginative Rascal, and Deepglow Skate. You can also run Helix Pinnacle as well.
With all that being said. I think Muldrotha, the Gravetide should be your cmdr.
2 months ago
We are a bit confused. Do you want to keep Kruphix from becoming a creature because he/she's otherwise too easy a target? Why not instead add some equipment that will give him/her hexproof like Lightning Greaves, Swiftfoot Boots, Mask of Avacyn or Champion's Helm?
Did we spot correctly that you either intend to win through Laboratory Maniac/Jace, Wielder of Mysteries + empty library and/or pumping oodles of mana into Helix Pinnacle? Are there any alternative wincons we have overlooked? Gelatinous Genesis? We are asking because this does not seem like much to go on in terms of wincons, unless you have a high degree of certainty that these combo's will be able to go off in an average game.
Mrs. and Mr. NV_1980