My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I don't have much to say about ways to make your deck better, but your concern about Rest in Peice exiling your own stuff shouldn't be much of an issue and if you feel like you need to have a backup plan Ring of Ma'rûf and Golden Wish can retrieve your stuff from exile.
I don't have much to say about ways to make your deck better, but your concern about Rest in Peice exiling your own stuff shouldn't be much of an issue and if you feel like you need to have a backup plan Ring of Ma'ruf and Golden Wish can retrieve your stuff from exile.
Nykthos should be in. I'm not sure about the manlands or Kjeldoran Outpost, isn't Heliod more effective? I put Sacred Mesa for flying tokens.
Outside the game = sideboard, not exile, so the cards listed don't work. Pull from Eternity does, but it's bad.
If I were to run creatures, Academy Rector would be the first, but I would like to stay on my plan (challenge to myself) and not put a single creature in the deck.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I always find Manlands to be a help, especally against blue based contol decks. Particularly Blinkmoth Nexus, and Inkmoth Nexus. With those out you can use the nexuses (nexi?) to swing with a 2/2 that has infect, not to mention that any anthems you have online could pump them even more.
If you do include them, then I'd also put in Vesuva and Thespian's Stage to copy them or any possibly useful lands an opponent controls.
I always find Manlands to be a help, especally against blue based contol decks. Particularly Blinkmoth Nexus, and Inkmoth Nexus. With those out you can use the nexuses (nexi?) to swing with a 2/2 that has infect, not to mention that any anthems you have online could pump them even more.
Well Gauntlet/Caged Sun only work with white creatures. Actually, most anthems say "white". Still, infect could be some sort of plan B, with Cathars' Crusade and the big Elspeth, it's pretty easy to get this thing to 5 power and kill in 2 swings.
But this is still winning through the combat zone. Problem with Test of Endurance is to actually gain enough life. Weird cards like Divine Intervention maybe, but it's lame, and it doesn't win the game lol. I don't know, I feel like I need something else, although I can probably deal with everything with what i actually have. Milling could be a problem, Mistveil Plains is not enough, but it's hardly a strategy in EDH too.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
The only other non-creature alternate win conditions in white I can think of besides test of endurance are Near-Death Experience and The Cheese Stands Alone... I mean Barren Glory... Both of which are hard to pull off, but I suppose if you baited an opponent into attacking for lethal damage with Near-Death Experience out and then played Angel's Grace you could win with it, unless they had a way to ping you for one on your upkeep while the win trigger is on the stack.
Looking at non-creature artifacts you have Darksteel Reactor which is a favorite of mine, but hard to pull off in white. My usual strategy with the reactor is to play an unthreatening artifact that either comes into play with a lot of counters like Eternity Vessel or can put a lot of counters on itself like Chimeric Egg or Sun Droplet. Then play the reactor and smash the other artifact with Dismantle. Without dismantle a win with the reactor would be hard to pull off unless you really build around it using proliferate and cards like Energy Chamber.
The best (read: most hilarious) way to win with this deck is to have enough mana to use Heliod tokens to skybind all of each player's non-enchantment permanents during their upkeeps and then skybind Nykthos and 2 other lands, so you can repeat during each player's upkeep.
Pretty sure that works (if your devotion is around 40-ish or you have altars to sac the cleric tokens to).
This is a new deck style for me, so I can't give much advice. I'd recommend Baton of Morale/Helm of Chatzuk since this is a white deck. But again, no creatures.
Actually I might still recommend running one of them depending on how you play. Assuming you have a handful of tokens on the battlefield, you can use them to easily chump block a huge creature while only losing a single token. And they'll hose first strike, double strike, trample, and in some cases deathtouch. Helm of Chatzuk would work well enough too, seeing as you can already block as a group.
I haven't finished looking at all the cards carefully, but do you have enough protection against fliers? Being a creatureless deck, Heliod's only able to guard the ground.
The Stony Silence anti-synergy seems bareable, hopefully you can pop it if you need a draw engine.
The Rest in Peace one seems a bit much though. It stinks to automatically have 3 dead cards in your library. Maybe it'll work out. But I'm inclined to say it's going to become a problem.
The best (read: most hilarious) way to win with this deck is to have enough mana to use Heliod tokens to skybind all of each player's non-enchantment permanents during their upkeeps and then skybind Nykthos and 2 other lands, so you can repeat during each player's upkeep.
Pretty sure that works (if your devotion is around 40-ish or you have altars to sac the cleric tokens to).
Yeah, Skybind definitely has a lot of utilities, one including blinking my own Serra's Sanctum to generate even more tokens.
I playtested a little bit and it's not bad. Torpor Orb is out of questions because it kills Skybind with Heliod's tokens, but Smokestack is really really good. I will probably add even more token generators, so Mobilization can get in, Kjeldoran Outpost with Karoo and maybe even Scorched Ruins to help Land Tax triggers, and then I should definitely add Tithe and Gift of Estates. Still a lot of work to do, I will remove a couple of Planeswalkers here and I need to think more about the anti-synergies. I do love how Stony Silence is great in this format, but I also need to be able to get Serra's Sanctum. Creatures like Weathered Wayfarer could work if I ever decide to play creatures but I can't tutor creatures in mono-white, so I prefer to stick with artifacts/enchantments. Skullclamp doesn't like Stony Silence either, and it's hard to not play Skullclamp with Heliod. Scroll Rack is also interesting with Land Tax, but that's still only 3 artifacts with activated abilities. Is it worth it? Stony Silence kills Sol Ring... eh!
Rest in Peace, yeah, well, it's a really good card. I can't afford to not play Replenish, so here again, I will need to think a little bit more about this.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Be sure not to forget their synergy with Land Tax for letting you plop awesome enchantments in the yard if you've got one in your hand (by overfilling your hand).
Be sure not to forget their synergy with Land Tax for letting you plop awesome enchantments in the yard if you've got one in your hand (by overfilling your hand).
Open the Vaults is for everyone though. Replenish is like 10x times better for now. I've got important decisions to take.
Surprisingly, the new Gideon is better than I thought he would be. Probably the best of the flipwalker. 2/1 for 1 with a powerful activated ability? Seems strictly better than Isamaru as a general for voltron deck, since you would never flip him anyway. With that said, Heliod is better for an enchantment deck, so no Kytheon for me.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
The only other non-creature alternate win conditions in white I can think of besides test of endurance are Near-Death Experience and The Cheese Stands Alone... I mean Barren Glory... Both of which are hard to pull off, but I suppose if you baited an opponent into attacking for lethal damage with Near-Death Experience out and then played Angel's Grace you could win with it, unless they had a way to ping you for one on your upkeep while the win trigger is on the stack.
Looking at non-creature artifacts you have Darksteel Reactor which is a favorite of mine, but hard to pull off in white. My usual strategy with the reactor is to play an unthreatening artifact that either comes into play with a lot of counters like Eternity Vessel or can put a lot of counters on itself like Chimeric Egg or Sun Droplet. Then play the reactor and smash the other artifact with Dismantle. Without dismantle a win with the reactor would be hard to pull off unless you really build around it using proliferate and cards like Energy Chamber.
Darksteel Reactor has absolutely no synergy with the deck. Near-Death Experience is however a really interesting card that makes attacking really weird, because I can win on the spot if somehow I'm randomly at 1. Weirdly, Worship also exists. I just need something to damage myself repeatedly like Rocket Launcher. I think it's a little bit too complicated to setup, BUT Near-Death Experience can be still be feared enough to be good on its own. Or just Divine Intervention, because why not. If I can't win for some reasons with plan A, just draw? That seems fine with me too, and 2 turns is pretty quick.
Veldaken Orrery to give my enchantments flash could be interesting too.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Be sure not to forget their synergy with Land Tax for letting you plop awesome enchantments in the yard if you've got one in your hand (by overfilling your hand).
Open the Vaults is for everyone though. Replenish is like 10x times better for now. I've got important decisions to take.
Surprisingly, the new Gideon is better than I thought he would be. Probably the best of the flipwalker. 2/1 for 1 with a powerful activated ability? Seems strictly better than Isamaru as a general for voltron deck, since you would never flip him anyway. With that said, Heliod is better for an enchantment deck, so no Kytheon for me.
I have never played OTV and not had it be a complete blowout. They can have whatever they want but if I hit 15 enchantments or whatever, it's pretty much GG. No one's deck is as critical mass artifacts and enchantments as you. It's especially relevant if you have Stony Silence which shuts off pretty much anything an opponent might get.
Be sure not to forget their synergy with Land Tax for letting you plop awesome enchantments in the yard if you've got one in your hand (by overfilling your hand).
Open the Vaults is for everyone though. Replenish is like 10x times better for now. I've got important decisions to take.
Surprisingly, the new Gideon is better than I thought he would be. Probably the best of the flipwalker. 2/1 for 1 with a powerful activated ability? Seems strictly better than Isamaru as a general for voltron deck, since you would never flip him anyway. With that said, Heliod is better for an enchantment deck, so no Kytheon for me.
I have never played OTV and not had it be a complete blowout. They can have whatever they want but if I hit 15 enchantments or whatever, it's pretty much GG. No one's deck is as critical mass artifacts and enchantments as you. It's especially relevant if you have Stony Silence which shuts off pretty much anything an opponent might get.
Yeah, I added it to my list, this thread isn't updated yet, I will probably update my original post tomorrow. I'm at 32 enchantments right now. Rest in Peace and Stony Silence can be destroyed by Seal of Cleansing for example if I really need to use Skullclamp or something. I still don't know if I want to live with these anti-synergies.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Have you taken a look at the altars [[Ashnod's Altar/Phyrexian Altar]]? The won't get you infinite mana or anything but they do make for good mana storage. It wouldn't hurt to do a gatherer search for sac engines.
Also Cloud Key/Semblance Anvil might be useful. I really only mention this because this is the first time I've considered using them for a noncreature permanent.
I forgot to mention perhaps THE most potent of all the man-lands, Dark Depths. Running Serra's Sanctum and Nykthos should mean you'll have enough mana to dump into removing ice counters. Or you could just play Thespian's Stage and pay 2 to create a copy that doesn't have counters and get your 20/20 flying indestructible creature token that way. If you do decide to use depths then I'd also consider using Crucible of Worlds as I've never seen anyone get to attack with Marit Lage before the token has been bounced or exiled.
Have you taken a look at the altars [[Ashnod's Altar/Phyrexian Altar]]? The won't get you infinite mana or anything but they do make for good mana storage. It wouldn't hurt to do a gatherer search for sac engines.
Also Cloud Key/Semblance Anvil might be useful. I really only mention this because this is the first time I've considered using them for a noncreature permanent.
Also Scapegoat in case, you know, you want to hose your entire battlefield.
I thought Baton of Morale was a joke. This card is completely awful in any deck but Horobi, and I don't even play it in here. It's a complete waste of 1 precious spot in the 99. The list is already too tight as of now to play such a piece of junk. Cloud Key is -1 of card advantage since it does nothing. The imprint version is even worse at -2 of CA. You know, you want to play these cards in combo deck. Future Sight and Sensei's Divining Top and such. This is really not what my decks are trying to achieve. About Altars, yeah, Ashnod is good, but only if I don't play Stony Silence. I considered it already, I just need to take a decision on what I wanna do, and i tend to think that Stony is more powerful overall.
I forgot to mention perhaps THE most potent of all the man-lands, Dark Depths. Running Serra's Sanctum and Nykthos should mean you'll have enough mana to dump into removing ice counters. Or you could just play Thespian's Stage and pay 2 to create a copy that doesn't have counters and get your 20/20 flying indestructible creature token that way. If you do decide to use depths then I'd also consider using Crucible of Worlds as I've never seen anyone get to attack with Marit Lage before the token has been bounced or exiled.
a 20/20 flyer that dies to removal/bounce isn't exactly what you want to invest 60 mana into. I know it's pretty cool when you actually got the combo with Thespian Stage, but you are saccing 2 lands in the process. Dark Depths doesn't produce mana and mono white can't tutor both easily without Weathered Wayfarer. mono black is where you want to play this, with Urborg, Hex Parasite and Vampire Hexmage, but it's just not really good in multiplayer anyway. It paints a big useless target on your head.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I thought Baton of Morale was a joke. This card is completely awful in any deck but Horobi, and I don't even play it in here. It's a complete waste of 1 precious spot in the 99. The list is already too tight as of now to play such a piece of junk.
Fair enough. I must admit that I've never play tested it, but it'll probably be an auto include for the draft of my White EDH deck. On paper it seems like a great card, though perhaps it functions less well in game.
It might as well read: "2, Sacrifice a creature: Prevent all combat damage target creature would do this turn."
Which is situtationally better than, but often worse than Forcefield. The only real advantage it has is that it's attacking enabled, and if your creatures have more than toughness 1, you might be able to ignore the sacrifice creature clause.
On the topic, you might consider Forcefield.
Then again, Stony Silence
Cloud Key is -1 of card advantage since it does nothing. The imprint version is even worse at -2 of CA. You know, you want to play these cards in combo deck. Future Sight and Sensei's Divining Top and such. This is really not what my decks are trying to achieve. About Altars, yeah, Ashnod is good, but only if I don't play Stony Silence. I considered it already, I just need to take a decision on what I wanna do, and i tend to think that Stony is more powerful overall.
Okay, I'm reeavaluating my view on mana reduction. At the least, I'll probably drop Cloud Key from my Sakashima deck. Though it works well enough in my Ixidor one.
I thought Baton of Morale was a joke. This card is completely awful in any deck but Horobi, and I don't even play it in here. It's a complete waste of 1 precious spot in the 99. The list is already too tight as of now to play such a piece of junk.
Fair enough. I must admit that I've never play tested it, but it'll probably be an auto include for the draft of my White EDH deck. On paper it seems like a great card, though perhaps it functions less well in game.
It might as well read: "2, Sacrifice a creature: Prevent all combat damage target creature would do this turn."
Which is situtationally better than, but often worse than Forcefield. The only real advantage it has is that it's attacking enabled, and if your creatures have more than toughness 1, you might be able to ignore the sacrifice creature clause.
On the topic, you might consider Forcefield.
Then again, Stony Silence
Cloud Key is -1 of card advantage since it does nothing. The imprint version is even worse at -2 of CA. You know, you want to play these cards in combo deck. Future Sight and Sensei's Divining Top and such. This is really not what my decks are trying to achieve. About Altars, yeah, Ashnod is good, but only if I don't play Stony Silence. I considered it already, I just need to take a decision on what I wanna do, and i tend to think that Stony is more powerful overall.
Okay, I'm reeavaluating my view on mana reduction. At the least, I'll probably drop Cloud Key from my Sakashima deck. Though it works well enough in my Ixidor one.
Dream Chisel is nearly strictly better for Ixidor, but this thread is about Heliod, not Ixidor. Even better than these cards are mana rocks.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Also, to anyone reading this thread, please note that I'm aware that Opalescence kills Heliod's tokens. Still evaluating how good it is with Parallax Wave (infinite protection / exile), I also have Caged Sun or Gauntlet of Power to prevent the tokens from dying, but I realize this is a problem.
I will probably have to playtest the deck in real life to see how it works out.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
A word of caution. Your deck is extremely enchantment dependent. If you should come across an enchantment hate card, it'll annihilate a good deal of your battlefield. You may be forced to fall back on your planeswalkers and artifacts.
A word of caution. Your deck is extremely enchantment dependent. If you should come across an enchantment hate card, it'll annihilate a good deal of your battlefield. You may be forced to fall back on your planeswalkers and artifacts.
I'm aware of Bane of Progress and Austere Command. Heliod is indestructible and can recover pretty quick by generating new tokens. Obviously, some pieces of recursion are needed for the other enchantments. I think it's just a matter of not overextend when playing against decks that could have mass enchantment removal. But yeah, I'm definitely aware of that "problem". I think I can beat Bane of Progress by being careful and eventually exile it.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
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1 Heliod, God of the Sun
Enchantments: 35
1 Land Tax
1 Myth Realized
1 Soul Snare
1 Blind Obedience
1 Darksteel Mutation
1 Greater Auramancy
1 Island Sanctuary
1 Luminarch Ascension
1 Oath of Lieges
1 Righteous Aura
1 Seal of Cleansing
1 Act of Authority
1 Aura of Silence
1 Crackdown
1 Equipoise
1 Ghostly Prison
1 Karmic Justice
1 Martyr's Cause
1 Mobilization
1 Nevermore
1 Rule of Law
1 Sacred Mesa
1 Citadel Siege
1 Crescendo of War
1 Delaying Shield
1 Endless Horizons
1 Parallax Wave
1 Cathars' Crusade
1 Mystic Barrier
1 Sigil of the Empty Throne
1 Skybind
1 Sphere of Safety
1 Starfield of Nyx
1 Exclusion Ritual
1 Martyr's Bond
1 Expedition Map
1 Relic of Progenitus
1 Skullclamp
1 Scroll Rack
1 Crucible of Worlds
1 Helm of Possession
1 Seer's Sundial
1 Smokestack
1 Gauntlet of Power
1 Mind's Eye
1 Norn's Annex
1 Caged Sun
Sorceries: 11
1 Gift of Estates
1 Council's Judgment
1 Idyllic Tutor
1 Replenish
1 Hallowed Burial
1 Rout
1 Austere Command
1 Final Judgment
1 Open the Vaults
1 Plea for Guidance
1 Terminus
Instants: 2
1 Enlightened Tutor
1 Tithe
Planeswalkers: 2
1 Elspeth, Knight-Errant
1 Elspeth, Sun's Champion
1 Arid Mesa
1 Buried Ruin
1 Deserted Temple
1 Dust Bowl
1 Flagstone of Trokair
1 Flooded Strand
1 High Market
1 Karoo
1 Kjeldoran Outpost
1 Kor Haven
1 Marsh Flats
1 Mistveil Plains
1 Nykthos, Shrine to Nyx
20 Plains
1 Scorched Ruins
1 Serra's Sanctum
1 Terrain Generator
1 Windswept Heath
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
If you are willing to put in one creature i'd try Monastery Mentor just for its token creating potential in a deck that is entirely made up of non-creature spells. However if you're adamant to stay on theme then I think you should try out a few man-lands just to give you some blockers and tokens such as Kjeldoran Outpost, Mutavault, Gargoyle Castle, Dread Statuary, Blinkmoth Nexus, Inkmoth Nexus, Mishra's Factory, Springjack Pasture, Stalking Stones, Urza's Factory and Zoetic Cavern (though to use zoetic cavern you'd be casting as a morph creature which might disqualify it).
Also is there any reason why you're not using Nykthos, Shrine to Nyx?
Nykthos should be in. I'm not sure about the manlands or Kjeldoran Outpost, isn't Heliod more effective? I put Sacred Mesa for flying tokens.
Outside the game = sideboard, not exile, so the cards listed don't work. Pull from Eternity does, but it's bad.
If I were to run creatures, Academy Rector would be the first, but I would like to stay on my plan (challenge to myself) and not put a single creature in the deck.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
If you do include them, then I'd also put in Vesuva and Thespian's Stage to copy them or any possibly useful lands an opponent controls.
Well Gauntlet/Caged Sun only work with white creatures. Actually, most anthems say "white". Still, infect could be some sort of plan B, with Cathars' Crusade and the big Elspeth, it's pretty easy to get this thing to 5 power and kill in 2 swings.
But this is still winning through the combat zone. Problem with Test of Endurance is to actually gain enough life. Weird cards like Divine Intervention maybe, but it's lame, and it doesn't win the game lol. I don't know, I feel like I need something else, although I can probably deal with everything with what i actually have. Milling could be a problem, Mistveil Plains is not enough, but it's hardly a strategy in EDH too.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Looking at non-creature artifacts you have Darksteel Reactor which is a favorite of mine, but hard to pull off in white. My usual strategy with the reactor is to play an unthreatening artifact that either comes into play with a lot of counters like Eternity Vessel or can put a lot of counters on itself like Chimeric Egg or Sun Droplet. Then play the reactor and smash the other artifact with Dismantle. Without dismantle a win with the reactor would be hard to pull off unless you really build around it using proliferate and cards like Energy Chamber.
Pretty sure that works (if your devotion is around 40-ish or you have altars to sac the cleric tokens to).
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Actually I might still recommend running one of them depending on how you play. Assuming you have a handful of tokens on the battlefield, you can use them to easily chump block a huge creature while only losing a single token. And they'll hose first strike, double strike, trample, and in some cases deathtouch. Helm of Chatzuk would work well enough too, seeing as you can already block as a group.
I haven't finished looking at all the cards carefully, but do you have enough protection against fliers? Being a creatureless deck, Heliod's only able to guard the ground.
The Stony Silence anti-synergy seems bareable, hopefully you can pop it if you need a draw engine.
The Rest in Peace one seems a bit much though. It stinks to automatically have 3 dead cards in your library. Maybe it'll work out. But I'm inclined to say it's going to become a problem.
Yeah, Skybind definitely has a lot of utilities, one including blinking my own Serra's Sanctum to generate even more tokens.
I playtested a little bit and it's not bad. Torpor Orb is out of questions because it kills Skybind with Heliod's tokens, but Smokestack is really really good. I will probably add even more token generators, so Mobilization can get in, Kjeldoran Outpost with Karoo and maybe even Scorched Ruins to help Land Tax triggers, and then I should definitely add Tithe and Gift of Estates. Still a lot of work to do, I will remove a couple of Planeswalkers here and I need to think more about the anti-synergies. I do love how Stony Silence is great in this format, but I also need to be able to get Serra's Sanctum. Creatures like Weathered Wayfarer could work if I ever decide to play creatures but I can't tutor creatures in mono-white, so I prefer to stick with artifacts/enchantments. Skullclamp doesn't like Stony Silence either, and it's hard to not play Skullclamp with Heliod. Scroll Rack is also interesting with Land Tax, but that's still only 3 artifacts with activated abilities. Is it worth it? Stony Silence kills Sol Ring... eh!
Rest in Peace, yeah, well, it's a really good card. I can't afford to not play Replenish, so here again, I will need to think a little bit more about this.
Terminus without instant-speed draw is really meh, so is Hallowed Burial, with the new tucking rule, Final Judgment is strictly better.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Be sure not to forget their synergy with Land Tax for letting you plop awesome enchantments in the yard if you've got one in your hand (by overfilling your hand).
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Open the Vaults is for everyone though. Replenish is like 10x times better for now. I've got important decisions to take.
Surprisingly, the new Gideon is better than I thought he would be. Probably the best of the flipwalker. 2/1 for 1 with a powerful activated ability? Seems strictly better than Isamaru as a general for voltron deck, since you would never flip him anyway. With that said, Heliod is better for an enchantment deck, so no Kytheon for me.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Darksteel Reactor has absolutely no synergy with the deck. Near-Death Experience is however a really interesting card that makes attacking really weird, because I can win on the spot if somehow I'm randomly at 1. Weirdly, Worship also exists. I just need something to damage myself repeatedly like Rocket Launcher. I think it's a little bit too complicated to setup, BUT Near-Death Experience can be still be feared enough to be good on its own. Or just Divine Intervention, because why not. If I can't win for some reasons with plan A, just draw? That seems fine with me too, and 2 turns is pretty quick.
Veldaken Orrery to give my enchantments flash could be interesting too.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I have never played OTV and not had it be a complete blowout. They can have whatever they want but if I hit 15 enchantments or whatever, it's pretty much GG. No one's deck is as critical mass artifacts and enchantments as you. It's especially relevant if you have Stony Silence which shuts off pretty much anything an opponent might get.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I might give Oath of Lieges a try. It's powerful in mono-colored decks mostly. Since I added Karoo, Kjeldoran Outpost and Scorched Ruins, I can get the most of it. Added Tithe and Gift of Estates too, obviously. Flagstones of Trokair works nicely with Scorched Ruins too (no plan for Lotus Vale, one of these land is enough, at least this one gives +2). Could add Ghost Quarter as pseudo land destruction, or just Wasteland, I don't know yet, mono-white doesn't deal that easily with lands. Skybind can help but not permanently.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Also Cloud Key/Semblance Anvil might be useful. I really only mention this because this is the first time I've considered using them for a noncreature permanent.
And I of course still recommend either Baton of Morale or Helm of Chatzuk.
Edit:
Also Scapegoat in case, you know, you want to hose your entire battlefield.
I thought Baton of Morale was a joke. This card is completely awful in any deck but Horobi, and I don't even play it in here. It's a complete waste of 1 precious spot in the 99. The list is already too tight as of now to play such a piece of junk. Cloud Key is -1 of card advantage since it does nothing. The imprint version is even worse at -2 of CA. You know, you want to play these cards in combo deck. Future Sight and Sensei's Divining Top and such. This is really not what my decks are trying to achieve. About Altars, yeah, Ashnod is good, but only if I don't play Stony Silence. I considered it already, I just need to take a decision on what I wanna do, and i tend to think that Stony is more powerful overall.
a 20/20 flyer that dies to removal/bounce isn't exactly what you want to invest 60 mana into. I know it's pretty cool when you actually got the combo with Thespian Stage, but you are saccing 2 lands in the process. Dark Depths doesn't produce mana and mono white can't tutor both easily without Weathered Wayfarer. mono black is where you want to play this, with Urborg, Hex Parasite and Vampire Hexmage, but it's just not really good in multiplayer anyway. It paints a big useless target on your head.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Fair enough. I must admit that I've never play tested it, but it'll probably be an auto include for the draft of my White EDH deck. On paper it seems like a great card, though perhaps it functions less well in game.
It might as well read: "2, Sacrifice a creature: Prevent all combat damage target creature would do this turn."
Which is situtationally better than, but often worse than Forcefield. The only real advantage it has is that it's attacking enabled, and if your creatures have more than toughness 1, you might be able to ignore the sacrifice creature clause.
On the topic, you might consider Forcefield.
Then again, Stony Silence
Okay, I'm reeavaluating my view on mana reduction. At the least, I'll probably drop Cloud Key from my Sakashima deck. Though it works well enough in my Ixidor one.
Dream Chisel is nearly strictly better for Ixidor, but this thread is about Heliod, not Ixidor. Even better than these cards are mana rocks.
The only reason why I would play Cloud Key and his friends is, like I said, to combo. Future Sight + Sensei's Divining Top to draw your deck for free. That's about it.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I will probably have to playtest the deck in real life to see how it works out.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I'm aware of Bane of Progress and Austere Command. Heliod is indestructible and can recover pretty quick by generating new tokens. Obviously, some pieces of recursion are needed for the other enchantments. I think it's just a matter of not overextend when playing against decks that could have mass enchantment removal. But yeah, I'm definitely aware of that "problem". I think I can beat Bane of Progress by being careful and eventually exile it.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
http://decks.deckedbuilder.com/d/80868
No more Stony and RIP, I added Relic instead. Also, less bad PWs, more relevant cards
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.