Spear of Heliod
Legendary Enchantment Artifact
Creatures you control get +1/+1
1WW, T: Destroy target creature that dealt damage to you this turn.
|Want (4)||manperson000 , Bwearmp , OrionTheBrave , _signal_|
Combos Browse all
|Commander / EDH||Legal|
Spear of Heliod occurrence in decks from the last year
Latest Decks as Commander
Spear of Heliod Discussion
1 day ago
michaelvlevine I'm trying to make a deck based on yours for my casual playgroup. Safe to say I can't afford Bazaar of Baghdad, City of Traitors, Grim Monolith, Mishra's Workshop, Mox Diamond, and Serra's Sanctum. However, my playgroup has agreed to allow 6 proxies per deck. Would Basalt Monolith work to replace Grim Monolith? I'd like to reduce the overall power of the deck by replacing some cards with flavor cards like Omen of the Sun, Heliod's Intervention, and Spear of Heliod. Cool deck man!
2 months ago
Halbrech: Heh, you're welcome!
Now lets see...
Honor of the Pure is the best option overall due to its low mana cost, but it doesn't affect Pride Sovereign. Since you only have two Sovereigns and they get pretty big on their own, that might not be an issue. I do recommend having it as your primary anthem, as the lower mana helps ensure you'll be able to cast multiple of them if you've drawn them, which can be the difference between winning or losing with a great card in hand.
Radiant Destiny is my favorite of the 3-mana anthems. Always Watching gives vigilance without the City's Blessing condition, but your tokens would miss out (that said, you don't make that many tokens so it might not be an issue).
Spear of Heliod is nice, but it does have two easy to remove types, compared to the rest that only have one. Icon of Ancestry might win you some tight games you'd otherwise have lost, but overall it feels too slow for modern, especially if the card you're drawing is 1- not going to be cast on that turn because you're out of mana after activating it 2- not going to win you the game when you play it via haste or another effect. So I'd pick another card over it.
Force of Virtue is a nice trick to have, but I wouldn't run it as your primary anthem. Up to two copies if you already have at least 4x of other anthems can be nice to have and adds combat tricks to an otherwise very predictable deck, and could score you some wins.
If you're trying to figure out what you could take out for more anthems (and I do think it's a good idea having at least 8 of them, but King of the Pride counts and so you have 8 already), Whitemane Lion would be my pick—removing two of them would be a very safe bet.
2 months ago
RE: Radiant Destiny — I like how you think. ;) Yeah, most anthems tend to feature angels and/or soldiers. None of them feature cats or anything close. But I do like the art of Radiant Destiny.
I went through all the anthem effects, and narrowed it down to this list: Honor of the Pure and Radiant Destiny, as you mentioned, as well as Icon of Ancestry, Spear of Heliod, and Force of Virtue. Artwork aside, what do you think of those?
- Honor of the Pure — cheapest face value, simple buff
- Radiant Destiny — thinking it'll be pretty easy to achieve city's blessing (I'll have to playtest that), so this is 1 more mana for vigilance
- Icon of Ancestry — trades vigilance for possible card draw
- Spear of Heliod — trades vigilance / card draw for conditional removal
- Force of Virtue — potentially cheaper than Honor (but can we handle the card disadvantage?), can be a combat trick
Let me know which you think is best. I'll replace Heroic Intervention in the mainboard and playtest against a few matches.
2 months ago
Oh, I like Chained to the Rocks a fair amount. Keep that one in.
As far as utility goes, you have some real winners. I like Berserkers' Onslaught and LOVE Warstorm Surge and Where Ancients Tread. Iroas, God of Victory is excellent. I like Brave the Sands a lot too. I actually have a soft spot for Story Circle but i could see it staying or being cut.
I kind of like Deflecting Palm but Comeuppance may be better. Probably won't have room for them though. Feudkiller's Verdict I love for the flavor but isn't too great. I might be tempted to keep it though!
I love that Hammer of Purphoros is in. Haste matters a surprising amount when you're dropping huge creatures. You might want to include Fervor as well. I should have one on hand for trade. One more advantage for Swiftfoot Boots and Lightning Greaves. No wonder they're so ubiquitous!
Aurification seems like a sweet choice. I have a Ghostly Prison on hand if you want an added layer of defense. I run one in my Giant deck. Speaking of defense, Boros Charm is an excellent include. Make sure it ends up in the final list.
I would drop all the anthem effects. They aren't great when you're boosting two 6/6s up to 7/7s. They're for go-wide strategies like zombies, elves, and goblins. Spear of Heliod has the utility of destroying creatures, but leaving three mana open al the time is hard when you're trying to cast a bunch of 7-drops. Perhaps it could count as one of your Removal cards.
Damage doublers will be much more effective. I have a promo Dictate of the Twin Gods if you'd like. Furnace of Rath is good and Fiery Emancipation is insane, but they're pricey. I don't have either of them for trade. I do have a Gratuitous Violence somewhere that you can have; it's almost as good.
Along with Berserkers' Onslaught, I have Blood Mist and a Duelist's Heritage on hand. Rage Reflection would be great too because it works on defense too. I don't have one though. I have a Loyal Unicorn, but it's no giant. Nahiri's Machinations is a fun budget choice if you wanted to pick up an effect like that. I have a Dolmen Gate for trade as well. I adore that card and run it in many decks.
You probably aren't going to have much more room for utility cards if you want to keep your creature count high. I would recommend dropping every miscellaneous card not mentioned here.
2 months ago
You want to be left alone until you can cast your angels. Cards like Thalia, Heretic Cathar & Kambal, Consul of Allocation can help while the other players are going to hate you more. Making it a little harder in the mid/late game. I would defiantly skip Thalia, Heretic Cathar for that reason. Kambal, Consul of Allocation can at least deal damage and gain your life.
Lives are a resource for sure. Just watch out with Vona, Butcher of Magan that he will not suck you dry. That is a woman's job XD.
Killing Wave you want to cast for x is high. Do really want to pay that much life for all your creatures? I would skip this and play a real board wipe.
I think that you will not use Obzedat's Aid very well. You can get back an artifact (mostly ramp in your case) == bad. You can get back a planeswalker (if they got it away once, they can it again if you spent your turn on returning it) == (in my opinion) bad. You can get an enchantment back == good (in some cases). Most of the enchantment won't reach the graveyard. But it can good. You can get back a creature == good for less mana. There are a lot of better regeneration spells. They can be used more or for less.
That is why I would suggest not to play Obzedat's Aid. It is not mana efficient enough versus versatility.
Your creatures will not always be the biggest on the table. But why do you use Ethereal Absolution instead of the cheaper options? Glorious Anthem, Always Watching, Commander's Insignia, Force of Virtue or Spear of Heliod. Graveyard hate is a benefit. But I think you can spend your mana better than that.
True Conviction is good but watch that one. Ask yourself "Do I want to play it? Or do I prefer something else? When is this good and when is it bad?". I think that it is bad in most cases and too late when you need it.
I understand that you want the lifegain and ping from Sorin, Vengeful Bloodlord. But know that the -x you can use it on 9 creatures (for now) on the turn it enters the game. Also, remember that the lifegain is only for during your turn. Is it worth it?
I don't think that Ob Nixilis of the Black Oath can give you a lot of value. It can be me but I don't like this card.
Why Elspeth, Sun's Champion? You get tokens for 6 mana or destroy all your creatures and some of the opponent creatures. Is that worth it? Or do you play it because you have it lying around?
For Aetherflux Reservoir you probably will never be high enough with this on the board. You don't cast a lot of spells in a turn so you must be happy if you gain 3 lives in a round from it. This is not the deck for it.
Moonlight Bargain is 5 mana + 10 lives for draw 5. Promise of Power is the better version of it. It is on sorcery speed, but cost 5 lives less and you can also get a big beater from it if you pay extra.
For now I think that you are not using enough instant speed tricks that require you to hold up mana. That makes that when you hold up mana for Batwing Brume there is a big chance that you don't need it now and want to cast it later instead. Making you not spend some mana in the round. I would skip this card.
If I look at the curve then I would think about playing 36/37/38 lands. You need a lot of mana for your creatures and you miss green to ramp well. You can use cards like Hagra Mauling Flip & Ondu Inversion Flip to make it a little easier.
3 months ago
Assemble I feel lacks synergy with the rest of your token generation and it costs a lot for what it does. Eventually it'll accumulate a lot of counters and pump out an absurd number of little dudes every turn, but that'll take some time to get there, and there's a good chance it'll get blown up before it does.
Sram's I'm iffy about. It's 2 spells in 1 but it's also just a one time token generator where you could have something potentially more impactful but idk. That's really gonna be up to you.
The buffs I feel are nice but potentially unnecessary. The way I see it they could potentially end up being win more cards as you'll probably be able to flood the board with little creatures and win that way (or at least be able to hold until you have your combo pieces), but at the same time it's worth keeping some in just in case you need the little extra oomph to beat someone down. That's why I'm leaving it at 1 or 2 of them, so it's up to you which ones you want in and how many you want to take out.
I'd suggest swapping out Mizzium Mortars for another boardwipe. If Wrath and Cyclonic Rift are out of reach for now, Earthquake is a solid option that misses Kykar and your spirits, can also hit players, and serves as a potential mana sink. There's also Sublime Exhalation, basically just Wrath in EDH minus the no regen clause.
Finally you might also like some artifact/enchantment hate with Wear. Never hurts to have options.
If you end up making more changes and still want to modify what you have, then we can keep going from there. :^)
5 months ago
I definitely understand that. There is a point in each deck's life where you just feel, "Wait, but I like all of these cards," maugre any good argument against it. Here is the opposing side, whereupon I have some arguments against a few cards, leastway to bring forth my opinion.
If you're not going infinite, Altar of the Brood is lacking, sometimes acting as an affliction. It mills the opponents, thusly furthering strategies such as Chainer or the selcouth and sparsely known Muldrotha (Who plays her, am I right?). The deck appears to have naught in terms of combo lines in its current variation, so meseems this is an easy exclusion.
Now, Unwinding Clock is great, but how are you actually abusing with this untapping? The payoffs seem to be Bident of Thassa, Spear of Heliod, Ethersworn Adjudicator, and a few instants, withal not being enough (There's more, yet I am indolent). Taffy can be interesting, though I think another draw engine would be more potent, or add more reward to the deck for the sake of this working.
You know what's great? Casting a Treasure Mage and "failing to find." There is distinct lack of 6 CMC tutor targets in the deck, thusly making this a worse Belbe's Percher. Red rum. Following their ensample is the esteemed Trophy Mage, which has a seldom few targets, yet is probably worth it, though notable for the guillotine pile.
I am biased, I don't like voltron, I kind of somedeal maybe perhaps don't quite very much enjoy Mace of the Valiant. It is slow, is bereft of any game betime, and requires much time being upon the table. The mace may very well be of use, though I personally would not run it. Must...keep...drawing...CARDS!
That shall be all, folk. Good luck with your cardboard murder conquest!
5 months ago
I think it's better to keep the deck size to 60 because it will be a lot more consistent and you probably won't mill yourself.
To cut: 2 Opt or Serum Visions, Feat of Resistance, Frantic Inventory, Dovin, Hand of Control, Spear of Heliod, Daxos of Meletis, Grand Arbiter Augustin IV, Citadel Siege, Teferi's Ageless Insight, Jace, Memory Adept, and Teferi, Timeless Voyager.
I don't know about the rest of the deck and playing a couple extra cards can't hurt as long as you play extra lands. If you do play extra cards play Yorion, Sky Nomad as your companion so that you can get a free card every game.
Good Luck on the deck!