pie chart

Heliod is drawing all of the cards | V-MKM

Commander / EDH Combo Group Hug Mill Primer WU (Azorius)

Beebles


Maybeboard


The corrupted god is taking everything for himself

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Hello there and welcome to my Heliod, the Warped Eclipse   decking deck.


Origin

Last year my EDH guides got featured on the social contract podcast, a podcast where grouphug and politics decks receive the spotlight. It got me into listening their show and I joined their discord. Those engagements drove me to want to build a grouphug deck as well. I had a few ideas that I kinda liked, one of which was killing the table by decking all the other players through carddraw. I couldn't think of a more huggy way to win the game. I messed around with that idea a few times, but I did not see it through. That changed with the early MOM previews: Heliod, the Warped Eclipse   is coming, and I'm all here for it.

Premise

This decks wincon is letting everyone but yourself draw their entire deck. I set a restriction for myself to not allow any other shennanigans. So no milling, no Psychosis Crawler, no Approach of the Second Sun and no Laboratory Maniac. No. We are going to overload our opponent's brains by drawing all of their cards.

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This deck forces our opponents to draw a lot of cards. Heliod, the Warped Eclipse   will discount all of our spells for each card they've drawn this turn, letting us play our mana rocks for free, play more and bigger spells that let everyone draw more cards. If all goes well we can keep doing this in one big turn, drawing all of the cards. Along the way we will find Kozilek, Butcher of Truth or Finale of Revelation to keep our own library intact while our opponents die to a brain explosion. Because of this game plan, I'm avoiding wheels that also shuffle hands and graveyards back in the library that are otherwise stellar with Heliod, such as Day's Undoing.

X's gonna give it to you

X-Spells that let everyone draw X cards, such as Prosperity are driving these big turns. The value for X that we set when casting will be discounted by Heliod's ability. This is also true for additional costs, such as Kicker and Buyback. We can setup a big X count by cheaper cards that let everyone draw, such as Vision Skeins or Lore Broker. Several of these cards are tap abilities, such as Temple Bell, Dakra Mystic and Mikokoro, Center of the Sea. That theme makes untappers such as Kelpie Guide valuable utility pieces, either enhancing our ramp or getting the amount of cards drawn by our opponents very high before we cast our first X spell. Mind Over Matter turns that gameplan into overdrive, allowing for explosive turns or game-ending combos.

Heliod's Bouncer

At some point, the amount of cards drawn are giving us such a high mana discount that basically all our colorless spells are free. This scenario synergizes well with bounce spells, because if we bounce our own artifacts in this scenario, we now basically untap them. Consuming Tide is an awesome interaction piece that clears most of the board while we untap all our artifacts. Capsize becomes a lot more disgusting than it already is, because Heliod is also discounting the buyback cost. And Hullbreaker Horror can clear most threats while also allowing for infinite mana combos with our mana rocks.

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This bounce sub-theme will allow us to play something like Astral Cornucopia on turn 3, only to bounce it a few turns later to recast if for free with 7+ counters on it after having cast a Windfall. Cryptic Trilobite has the same potential while providing great synergies here: we get a 3 mana discount on our commander and it's allowing for many of our draw abilities, like Skyscribing and Mikokoro, Center of the Sea, to be within reach the turn we get our commander online. The bounce package also makes ETB effects that synergize with our plan quite good here, such as Loran of the Third Path or Spellseeker.

Enchanted Ending

Another sub-theme in this deck are enchantments that go to the grave before Heliod, the Radiant Dawn   enters the battlefield. It's not a big focus and there aren't alot of them in here yet, but all the extra value Heliod can give us when he enters is welcome. Cards like Urza's Saga, Standstill and Seal of Cleansing are easy ones to get into the bin early. Heliod can also bring back some high profile enchantments that have eaten removel, such as Smothering Tithe or Forced Fruition.

Protecting our big turn

Of course a big downside to letting everyone draw all of the cards is that they are going to have all the tools to try and stop us. This tension makes this deck so interesting to brew and (hopefully) to play. We can prepare for our big turn by deploying cards like Alseid of Life's Bounty, Ranger-Captain of Eos or Tidal Barracuda, and we can hinder their player removal with Solitary Confinement.

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Combos

These are the combos in the deck I'm currently aware of:

Intended Power Level

This deck is looking to win through one explosive turn. At the same time I did not want to push this deck too far into optimized territory and instead lean more into the grouphug archetype. I don't have enough test data yet and I'm still tweaking this list a lot. But I expect it will end up somewhere between Mid and High.

Category (Jank - Low - Mid - High - Competitive)

Mid/High

Closing Thoughts

Cracking this one is proving to be a lot of fun and I'm sure there are still many other sweet interactions with heliod that I haven't found yet. If you've found some that I should know about, then please let me know in the comments!

Upvote & Support This Deck!

GL & HF

Beebles

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Revision 15 See all

(2 months ago)

+1 Trouble in Pairs main
Top Ranked
Date added 1 year
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

51 - 0 Rares

27 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.03
Tokens Citizen 1/1 GW, Copy Clone, Treasure
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