Helm of Awakening
Spells cost less to play.
|Want (2)||kfr755 , Vector_Logic|
Printings View all
|Mystery Booster (MYS1)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Helm of Awakening occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Helm of Awakening Discussion
1 week ago
Hi! It looks like a pretty interesting list. I have a couple of straight suggestions, and some comments/questions.
The first comment is that I see that this deck is pretty much a cEDH deck, it looks pretty consistent and pretty fast when it gets going. In that regard, I don't like Leave / Chance. If it's there for the Chance part, I would recommend more like Ponder, Preordain and Brainstorm. I mean, I recommend those three cards regardless! They're really efficient. On the other hand, if the Leave part is relevant, there's always Paradoxical Outcome which is bonkers good! Or even Rebuild which also returns opponents' stuff.
Another card I don't like is Ugin, the Ineffable. I mean, it's a really good card, but also very expensive. As I understand, it's there to discount artifacts, in that sense there's Cloud Key and Semblance Anvil which also do that and they're not creatures. Or even Helm of Awakening (this one reduces all costs, but to everyone). Although, artifact combo doesn't really look like the main strategy, in which sense I would just cut Ugin, and add other stuff. Most of your artifacts are very cheap anyway.
Now, one of the comments/questions I have is the following. The main Win-Con is Aetherflux Reservoir, isn't it? It's a really good win-con but still, some other win-cons are always good. In order to make the deck more resilient I would add additional finishers, like Walking Ballista when you have infinite mana, or maybe even a Jace, Wielder of Mysteries with so many Wheel effects! Oh! Another cool line is Wheel of Fortune and Lion's Eye Diamond with Underworld Breach! You can draw your whole deck, cast Jace and win on the spot! You can also switch the Wheel with Brain Freeze! :D
In general I like the deck! It seems really cool! :D I'll keep an eye on it!
1 month ago
Uh... Im not sure you know what your commander does based on your creature pool. On a scale of 1-10, i would rate this a 1.5, but i'll help you with that. You might as well be running Golos, Tireless Pilgrim. You have a small number of Dragons in the deck, and I noticed a bunch of useless non-dragon creatures in the deck.
32 lands is wayyyy to few, and you have an awful mana base, even on a budget, having only 1 tri-land and a random af arrangement of shock and gain lands.
You have little ramp, if any, which will slow you down greatly in a format such as commander Another concern is your lack of mana rocks. Why only one signet?
Your removal is pathetic, to be honest, with only one murder. Removal is IMPORTANT in commander, being used at both utility and a rich bargaining tool in the political side of the format.
But enough with flaming the deck, here is what I would put it.
First off, let's talk about your commander. It supports a heavy dragon tribal theme, and you want nearly all of your creatures creatures that either add to this theme or ramp you to get him out earlier. If you are to be running a non dragon creature, make sure it is a utility creature such as Reclamation Sage that can either ramp you or get rid of problems on the board.
Here is what I would cut if i was building him:
Ajani's Pridemate - No lifegain synergy and bad creature in EDH
Brineborn Cutthroat - A 2/2 with flash wont cut it in Ur
Corpse Knight - No sacrifice theme
Dreadmalkin - cmon, really?
Empyrean Eagle - Other cards do this a lot more efficiently
Exava, Rakdos Blood Witch - No madness or counter theme
Faerie Vandal - just no
Garenbrig Carver - bad in general
Gravedigger - not a dragon
Grumgully, the Generous - not efficent
Venerable Knight - no synergy in deck
Manalith - You can keep it in, but it isn't very good
Compelling Argument - 0 MILL THEME!!!
Here is what I would add:
Dryad of the Ilysian Grove - Can ramp you AND fix your mana
Dragonspeaker Shaman - cuts down mana cost drastically
Dragonlord Kolaghan - Haste enabler and good beater
Dragonlord Dromoka - game winning lockdown effect
Karrthus, Tyrant of Jund - haste enabler
Kokusho, the Evening Star - good beater with amazing ability
Birds of Paradise - great mana dork
ALL the signets (Emphasis on ALL)
All tri-lands from Tarkir and Alara
Try to get all 10 fetch and shock lands if at all possible
This is just a few thing I think the deck could need, obviously it needs ore board wipes and wincons, however this is a good place to start. I want to be clear, I dont hate the deck, but I Think it needs improvements to become and 8. For your first commander deck, it's just fine. Thanks for reading. Cheers
1 month ago
Approach for that 'instant win' still requires 14 mana in 1 turn (or 7+7 mana over 2 turns). Something which is hard to do in mono-white.
I suggest removing
- Panharmonicon dont have alot of ETB
- Nyx Lotus too slow
- Helm of the Host too slow, unless you're going for grindy games
- Strata Scythe too slow
- Stonehewer Giant is kinda slow. You already have 3x 1-2 cmc tutors. It should be more efficient to cycle through your deck with sram with that 7 mana that you invested into Stonehewer + 1 activation
- Whispersilk Cloak high cmc
- Godsend high cmc, requires colored mana
- Elesh Norn, Grand Cenobite high cmc, would prefer cheaper cmc boardwipes.
- Mentor of the Meek this isnt a reliable engine in your build, because your number of 2-attack minions are very low. also a nonbo with Elesh Norn
- Path to Exile spot removal
- Wrath of God / Day of Judgment just efficient boardwipes
- more ramp. e.g. Mind Stone / Arcane Signet / Coldsteel Heart / Fellwar Stone / Prismatic Lens.
- Land Tax easy 1-drop, also thins the deck
- Cloud Key / Helm of Awakening / Semblance Anvil cost reducers for the storm turn
- Skullclamp cheap equip, draw engine if you need it
- Conqueror's Flail equip with the Grand Abolisher effect, to protect your storm turn
- Teferi's Protection against Vandalblast / Austere Command
- Generous Gift catch-all removal, even hits pesky land like Field of the Dead
1 month ago
This deck looks like a lot of fun to play. I love these kind of tinker toys decks. Helm of Awakening is a card I've used to great success in a similar type of deck. Really helps when you're trying to storm off.
1 month ago
Infinite was a poor choice of words, what I intended was that Angel's Grace lets you get all the way down to zero life without losing the game. Typically by the time you've gotten to 1 life you've found a fetch land for forests or the Cabin outright, sometimes a Nature's Claim to spend some of that massive amount of mana on for life gain, ideally not the Elixir of Immortality as that can get super complicated to work with, something drawn or tutored off the stockpiled mana acquired from draining down to 0. I've never had that fail, but it's also extremely rare to get down to 0, or even to have to use the Citadel for Bloom Combo purposes. 99 times in 100 you'll have the lands needed for the combo already, but just in case Bolas's Citadel offers a way to jump start things without the proper pieces hanging around. The "play from library" effect isn't in the list due to how it facilitates a niche side line for the Bloom combo. It can do that, which can sometimes be handy in a pinch, but that effect is in there for the Top combo lines and Bolas's Citadel is the only piece that can start that process with just the Top without a cost reducer. You'll notice Helm of Awakening is still in at the moment, but that's because of how it works with Ad Nas lines to help ensure playing some infinite combo after drawing the whole deck with limited or no mana available and needing to play the remaining rocks to get a functional combo on line as well as the Thrasios side line of the Bloom Combo where Summer Bloom costs one less to play to net positive mana returns without a sac+draw land. Finding out how often which niche side lines are relevant is why the "play from library" effects are all getting good looks for 20 or 30 games.
Gaea's Cradle was one of the lands considered for a slot, but it's never needed. Any random land that produces to go with Sanctuary and sac+draw land works with the standard combo and running the Cradle decreases opening hand consistency. There are some more complicated and less competitive iterations of the Bloom combo that do require the Cradle (or a land that produces at least 2 mana when tapped), but these versions also don't run Blue as a color and make use of Lotus Cobra, Multani, Yavimaya's Avatar, and a bounce land like Darigaaz's Caldera (along with some other pieces, janky and not really competitive).
2 months ago
To streamline the combo: Demonic Tutor, Sidisi, Undead Vizier, Vampiric Tutor (not budget), Beseech the Queen, Buried Alive, Jet Medallion, Zulaport Cutthroat, Blood Artist, Helm of Awakening, Herald's Horn.
2 months ago
They are actually liable win cons with Sensei's Divining Top + Kykar, Wind's Fury or Helm of Awakening. If you add enough mana rocks and Isochron Scepter + Dramatic Reversal combo, then Perpetual Timepiece you mill all your deck (I prefer Codex Shredder because it is cheaper and can mess opponents' library too)
3 months ago
I think you could make some use from cost reducers so you aren't so reliant on Krark-Clan Ironworks. Helm of Awakening, Jhoira's Familiar, Foundry Inspector, Herald of Kozilek, and Etherium Sculptor are all fairly good.