Lightning Helix

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Lightning Helix

Instant

Lightning Helix deals 3 damage to any target (creature, player or planeswalker) and you gain 3 life.

zapyourtumor on The Art of Deflection

1 week ago

The deck could definitely use some tuning, but I like the concept a lot, especially the flavor bonus of Jeskai plus a deflection theme.


Cards to Cut

First off I would cut a lot of the straight up bad cards. Divine Reflection obviously fits with the theme but the card just takes too much mana and offers too little for what it costs.

Shu Yun doesn't really do much for the 3 mana he costs, and his double strike effect even makes you pay two more mana every time.

Boros Charm is really more of a burn card, and I don't think it does very much in a tempo list like this. The indestructible choice can come in clutch sometimes, but the 4 damage or double strike options seem pretty mediocre. There are loads of great cards to run in Jeskai, and I don't think this is one of them.

Snapcaster Mage is obviously a great card. However, assuming you're on a budget, you also have to consider the fact that this card is taking up 1/3 of your decks price (for only 2 copies). More importantly, I'd actually argue that Snappy is far too slow for your tempo deck, which wants to be relatively aggressive with early threats like Swiftspear and Delver. The extra $40 you save can go towards some really nice upgrades for the deck, some of which I will suggest below.


The Manabase

I've had to build manabases for multicolor budget decks before, and I feel your pain. This is always easily my least favorite part of deckbuilding on a budget, and it just feels bad in general that your deck can't even run smoothly without spending a ridiculous amount of money on lands. But that's what WotC decided its going to make half its profit from so it is what it is.

I'm not going to make any specific card suggestions here, but your manabase is pretty clunky. This isn't really a criticism, since any manabase below a triple digits is going to be clunky, and I think the combination of basics+checks does an okay job all things considered. Thank god none of your cards have double pips of one color. I think any number of shocks are going to be out of your price range. Check lands are nice, but they basically require shocks to work well. Some other land cycles you can look into are Painlands, Innistrad Slowlands, Temple (Scry) lands, Amonkhet Cycle lands, and Pathway lands.


Maindeck Card Suggestions

Path to Exile: While some of the deflection cards can hit creatures, you technically only have three copies of bolt in the removal department. In my opinion, you should definitely expand that to a more diverse suite of removal spells which can cover all the bases. Path is probably the best catch-all creature removal you can run. It excels in the midgame, removes annoying threats like Murktide, Archon of Cruelty, Primeval Titan, Yawgmoth etc, and only costs one mana. It's also affordable! I think running around 1-2 copies would be good, with potentially another in the sideboard.

Prismatic Ending: A very strong removal spell that compliments Path very well. While path takes out all the high cmc creatures, ending deals with the cheap creatures easily while also dealing with any other problematic permanents. Most 3+ color decks of this kind that run white should run this card in my opinion. Ending also dropped in price a lot so it's quite cheap.

Lightning Helix: I definitely think you should max out 4 copies of bolt first, but helix would be like copies 5+. It also kind of fits the deflection theme since it gains you life (equivalent to preventing damage) while also dealing damage.

Monastery Mentor: Definitely on the more expensive side of my suggestions, but still a lot cheaper than Snappy. If you want to run a 3 cmc threat, I would highly recommend Mentor over Shu Yun. With all the noncreature spells you're slinging around, you will quickly amass an army of monk tokens with prowess.

Sprite Dragon: My replacement of choice for Stormchaser Mage. One of my favorite cards, Draggy is a threat that your opponent must answer quickly, or risk getting run over. Definitely a very solid 2 drop in this kind of deck.

Expressive Iteration: Iteration is a bit slower than most of my suggestions and most of the cards in your deck (besides Snap), but what we get for being slower is grind power and card advantage. EI is such a strong card that most decks from the aggro-midrange-tempo-control spectrum in UR colors choose to run it. Of course, if you are short of card slots then I think my earlier suggestions fit the deck a little better.

Consider: While I don't think you have space to add Consider in addition to Serum Visions, I do think it is worth cutting Visions for this card. You lose a little bit of digging power, but the instant speed is invaluable in a deck that wants to hold up mana for counterspells and instant speed removal/deflection effects. Opt works if you want to save a little bit of money since you have no graveyard synergy besides Snappy (which I think you should cut anyways).


Sideboard Card Suggestions

Tormod's Crypt: Grave hate.

Spell Pierce: Additional copies of Pierce are always good for decks with lots of those noncreature spells.

Wear / Tear: Remains some of the best artifact/enchantment removal in these colors, especially good against saga decks. Cheap also.

Hallowed Moonlight: Hits a surprisingly large number of decks right now, from Creativity to Scam to Rhinos to Yawgmoth to Living End--you get the idea.

Dress Down: This card is just crazy versatile and absolutely hoses saga tokens, and it is probably relevant in more matchups than you would expect. You can cast it in response to Murktide to make it a 3/3, you can shut down hammer and Yawg, stop Titan and Archon from using their ETBs, cast it in response to a Thassa's Oracle, etc.

Alpine Moon: Mainly for Urza's Saga, but it also stops Tron and hits some random stuff like Valakut Scapeshift and Lotus Field shenanigans.

Mystical Dispute/Aether Gust: Just decent color-hate options, if you need more flexible sideboard pieces and have extra space.

Blossoming Calm: Another card I like in decks like this, great against Burn and Rakdos Scam but also stops stuff like Archon and Yawg Combo from targeting you.


Deck Description Suggestions

Each person usually has their own style of deck descriptions, but I can give some suggestions based on my own deck descriptions.

Accordion tabs are usually my go-to, and I'm glad you already started one here.

  • Deck overview/general deck goals
  • Gameplan
  • Maindeck card choices (can be broken up into sections: creatures, interaction, etc.)
  • Sideboard card choices
  • Matchups/Sideboarding Guide (optional)
  • Nonbudget Upgrades (optional)

In terms of stylistic choices, if you contact Yeago (the site owner) on the discord and request CSS perms you can do internal/embedded CSS. You can do inline css without perms, but it is pretty limited and only allows you to customize the objects in the description itself.


If you made it this far, thanks for reading all of my comments; I hope at least some of it was helpful lol. Happy brewing!

SefTheReject on Mono Black Lifelink Infinite Combo

3 weeks ago

Depending on your budget, I'd definitely include 2 Cavern of Souls, 2 Nykthos, Shrine to Nyx for all that devotion and 2-3 Urborg, Tomb of Yawgmoth and a playset of fetchlands, either Prismatic Vista, Marsh Flats, Verdant Catacombs, Polluted Delta or Bloodstained Mire to help thin out your deck. Including a sac outlet for Sorin, Imperious Bloodlord (3-4 of) is great for cheating out vampires, works as a Lightning Helix type and buffs. Cordial Vampire (playset) acts as a lord and buffs the team when ANY creature dies. If fetches are included, I'd recommend a playset of Bloodghast, it can be used as a sac target for sorin, buffs the team because of cordial and comes back after playing a land. Silversmote Ghoul is another good sac outlet that can easily come back if enough life is gained and can be used for card draw. Viscera Seer is a good one drop that can be sac'd to scry and help buff the team with cordial. Knight of the Ebon Legion is an underrated one drop that becomes removal later in the game and buffs up easily. Blood Artist is good for a drain & gain build, as is Kalastria Highborn, she can help with the drain and gain. exquisite blood is a little slow for modern imo. I hope some of that helps, good luck.

wallisface on Question about cards that utilize …

1 month ago

As an example of a budget list that could work, within this theming:

Now yes, the above list is vastly different to what you're running, and was also just thrown-together now, so will have some optimizations worth making. But is also presents a clear goal of using your opponents resources against themselves, and has the possibility of actually winning games reliably. The cards actually synergise with each-other to present a gameplan.

Just food for thought.

Poolplayer on Hammer Smashed face

2 months ago

Core players remain, tweaked out some cards for cards I already had. I traded for Purphoros Hammers but it's just inanimate in a deck that's moving. Since it's not equipment it's a dead card with text. I wanted haste. Lightning Greaves gives me haste and protection at an instant with my equipment swapping cards. I upgraded Browbeat for Risk Factor as an instant on my opponents turn than using up good mana on my turn. Trying Burning Oil over Lightning Helix for the flashback text of having some late game burn available if needed. I like these Swiftblade Vindicator for the angry little package they come in. I could use some advice on sideboard. Maybe more dual protection swords depending on the opponent in there.

seshiro_of_the_orochi on Card creation challenge

3 months ago

Thunder Helix

Instant

Tap target creature. Untap another target creature.

Draw a card.


See what this card is to Lightning Helix, then create something that relates similarly to Blightning.

lagotripha on Endeavor (M)

6 months ago

This is a neat idea - you can get some redundant copies of nine lives that incidentally gain 10 life with Phyrexian Unlife. Hex Parasite is neat as a way to reset counters too, in a pinch.

Speaking personally on wincons, I like Decimator Web and Grindclock, but honestly stone fangs/tranquil light will help keep you in the game a lot better - getting multiple 1 and 2 mana shrines into play buys a lot of time to tutor up the combo.

With the shrines, more colours makes it run smoother; it can be achieved on a budget with a combination of cards like Abundant Growth and treasures, which also lets you threaten to cast mechanised production, even if it stays a sideboard plan.

Honden of Infinite Rage offer a 'wait and eventually win' setup in red, which would also open up Lightning Helix for aggro matchups, and pairs neatly with stone fangs. Shattered heights turns lands into removal, while calm waters finds answers and combo pieces.

Best of luck with the brew!

Epicurus on Card creation challenge

6 months ago

Liberated Potential

Instant

As an additional cost to cast this spell, sacrifice a creature

Add an amount of to your mana pool equal to the sacrificed creature's power. You gain life equal to the sacrificed creature's toughness.


Kind of like an extension on Infernal Plunge, with a white-aligned life gain element akin to what they did with Lightning Helix. I'd use it.

Make a vehicle.

wallisface on Merry Christmas, Mrs. Emrakul

7 months ago

gameflips Going into red, the strongest thing I can think if is throwing Emrakul out with Through the Breach - though note this will probably mean having to play a full playset of Emrakul, so might break the bank balance. Ilharg, the Raze-Boar is also another option (though you’ll prolly want some way for it to have haste). These options all sound pretty expensive money-wise though.

If you’re sticking with the Elvish Piper strategy, I think Postmortem Lunge becomes a must, so you can do it at instant speed. I can’t think of how red can help with this strategy though… green is the colour if ramp, and green & white both excel at protection. Red doesn’t really have any protection options at all, and all it’s ramp is very bursty/short-lived. I’d say the best reason to add red would be for board-control, to restrict what you’re opponent’s doing. So stuff like Lightning Bolt & Lightning Helix could be worth your time if you were planning on playing the combo more “slowly & reliably”.

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