greenwarpy
1.7k views21 days ago
Commander
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{"ops":[{"insert":"Heliod Soul Sisters"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Summary"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bracket: "},{"insert":"2-3 (see playability section)\n"},{"attributes":{"bold":true},"insert":"Archetypes: "},{"insert":"Life gain, +1/+1 counters, weenies\n"},{"attributes":{"bold":true},"insert":"Commander Dependence: "},{"insert":"Mid-High\n"},{"attributes":{"bold":true},"insert":"Gameplan: "},{"insert":"use a lot of small life gain effects to make small creatures into big creatures\n"},{"attributes":{"bold":true},"insert":"Infinite Combos: "},{"insert":"None\n"},{"attributes":{"bold":true},"insert":"Logistical Concerns:"},{"insert":" Lots of +1/+1 counters and occasional fiddlyness resulting from that, some tokens.\n\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Arguably my current signature deck, this is a grindy creature heavy "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" +1/+1 counter/life gain deck with a few subthemes including cheap/small creatures, reanimator and benefiting from your opponents doing things. \n\nShort Version"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Play out your cheap creatures, prioritizing hitting land drops and then having ways to gain life, Ideally a soul sister."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play Heliod as soon as possible,"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There is an exception to this. If you have no repeatable lifegain lined up, play draw engines or tutors first to dig for one."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Mid game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Use Heliod to start building up your board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep fuelling and setting up your card draw and life gain engines"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Late game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once you have creatures are big enough, start swinging to force blocks and do damage"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use recursion to bounce back from board wipes or get further ahead"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use one sided wipes, evasion or "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" to push through lethal damage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The primary win condition is to trigger Heliod and similar cards as much as possible to make tiny creatures into big creatures and win through combat damage. "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" and commander damage act as backup win conditions.\n\nThe deck primarily gains life through "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":" effects in addition to lifelinkers and other cards like "},{"insert":{"card-link":"Linden, the Steadfast Queen"}},{"insert":" . Since Heliod is our main payoff for life gain, the goal is quantity over quality for life gain events to maximise counters. these form the core engine of the deck. "},{"insert":{"card-link":"Cleric Class"}},{"insert":" "},{"insert":{"card-link":"Voice of the Blessed"}},{"insert":" "},{"insert":{"card-link":"Exemplar of Light"}},{"insert":" and "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" provide some redundancy. Ideally we don't want to have to activate Heliods ability unless we have mana to spare or we're trying to hit a particular threshold for something like "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":" . \n\nFor Heliod's counters, the priority is roughly\nTriggering "},{"insert":{"card-link":"Dusk Legion Duelist"}},{"insert":" and "},{"insert":{"card-link":"Whiskervale Forerunner"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spreading out counters to try make our creatures more difficult to remove, big enough blockers to discourage attacks and so that they benefit from "},{"insert":{"card-link":"Bulwark Ox"}},{"insert":", "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" and so on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Getting "},{"insert":{"card-link":"Voice of the Blessed"}},{"insert":" to 10 counters"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Getting "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" to about 5 power, that's typically when people stop considering paying."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Making big beaters/blockers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThere's some nuance to choosing how many creatures to make big, which ones and how big to make them. One of the goals is to misdirect away from our lifegain/counter engine. You want your opponents focused on a problem they need to deal with now, not the problem a turn or two from now. As such you generally don't want to load up Heliod or the life gain/draw engines too much (with some exceptions like "},{"insert":{"card-link":"Auriok Champion"}},{"insert":" ,"},{"insert":{"card-link":"Linden, the Steadfast Queen"}},{"insert":" or if you're pivoting to knocking someone out with Heliod). Beyond that you need to balance evasion, triggering on attack triggers , keeping creatures alive and so on. \n\nMaking lifelinkers big is usually a solid choice. while it's still one trigger per hit, there are a couple of cards that care about life total and it means you can shrug off some hits other decks wouldn't. This isn't a deck that's particularly zealous about having a high life total. Even then though keep commander damage in mind.\n\nDraw"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck touches on many of whites main themes (life gain, counters, weenies, attacking) allowing it to take advantage of most of whites repeatable card draw engines. Because the deck is so low to the ground restocking the hand is really important to keep the deck flowing. \n\nWhere possible try to trigger as many of the draw engines as you can. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Instant speed token generators/flash creatures can be used to trigger some of the draw engines on opponents turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sometimes it's worth holding back a small creature spell to guarantee you can trigger draw engines on the next turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAdditionally "},{"insert":{"card-link":"Gloryheath Lynx"}},{"insert":" "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" and "},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":" all allow you to hit land drops every turn which why the deck runs a slightly lower land count. it's usually correct to use these cards at least often enough to avoid missing a land drop.\n\nSubthemes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWeenie Toolbox"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck contains a number of creatures with a Mana Value of 1 which acts as a tool box for "},{"insert":{"card-link":"Ranger-Captain of Eos"}},{"insert":" "},{"insert":{"card-link":"Starfield Shepherd"}},{"insert":"and the more flexible "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":". \n"},{"insert":{"card-link":"Soul Warden"}},{"insert":" "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":" parts of the decks core life gain engines. "},{"insert":{"card-link":"Guide of Souls"}},{"insert":" and "},{"insert":{"card-link":"Spectrum Sentinel"}},{"insert":" are options but usually only preferable if you need the flying or protection (Recruiter can also grab "},{"insert":{"card-link":"Auriok Champion"}},{"insert":" "},{"insert":{"card-link":"Suture Priest"}},{"insert":" and "},{"insert":{"card-link":"Distinguished Conjurer"}},{"insert":" , the last one allowing you to reuse recruiter next turn)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" for card draw. (Recruiter can also grab "},{"insert":{"card-link":"Dusk Legion Duelist"}},{"insert":" ) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Deftblade Elite"}},{"insert":" "},{"insert":{"card-link":"Hopeful Initiate"}},{"insert":" for removal (recruiter can grab "},{"insert":{"card-link":"Solitude"}},{"insert":" and "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" )"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Alseid of Life's Bounty"}},{"insert":" "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" provide protection and evasion (Recruiter can grab "},{"insert":{"card-link":"Bulwark Ox"}},{"insert":" )"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ocelot Pride"}},{"insert":" "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" "},{"insert":{"card-link":"Speaker of the Heavens"}},{"insert":" "},{"insert":{"card-link":"Basri, Tomorrow's Champion"}},{"insert":" all give you bodies."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":" for tutoring out lands (recruiter can grab "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" in a pinch as well as "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" ). Wayfarers main targets are"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lotus Field"}},{"insert":" Sacs lands to reanimate and helps keep the land count below your opponents."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" "},{"insert":{"card-link":"Windswept Heath"}},{"insert":" Can be recurred to ramp"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" a ridiculous bit of mana generation in this deck. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" late game recursion engine"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"War Room"}},{"insert":" "},{"insert":{"card-link":"Minas Tirith"}},{"insert":" Card draw"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":" removal and can be recurred"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nReanimator"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck includes a reanimation package where each of the reanimation pieces can also be grabbed by at least a couple of the other pieces. Combined with a number of incidental sac and discard effects in the deck, this can ramp or generate card advantage mid game or allow the deck to bounce back quickly from late game board wipes. Looping Bulwark Ox and Ranger captain of Eos is a particularly powerful line.\n\n"},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" is included as a low opportunity cost way for the deck to recycle instants, sorceries or tutor targets and it can be grabbed by "},{"insert":{"card-link":"Charitable Levy"}},{"insert":" or "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" \n\nBenefitting from Opponents"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is relatively incidental, most of the cards that fall under this umbrella reward you when opponents take game actions that are hard for them to avoid as opposed to forcing those game actions (with the exceptions of "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":" ). This has a couple of consequences though. Firstly the deck scales somewhat with the pod. Second, it forces you to pay attention to what your opponents are doing.\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Anything that turns off ETBs, life gain or counters severely limits the deck and needs to be dealt with asap, either with removal or, if you're sufficiently set up, throwing everything at the responsible player to try knock them out. Graveyard hate and mass exile can severely limit the reanimator package but sufficient card draw can overcome that. \n\nHeliod himself is relatively important to the game plan but indestructible and the devotion requirement make him difficult to remove and the deck has some protection and redundancy on top of that.\n\nPlayability"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Non games are rare. requires you to pay attention during opponents turns. There's a small amount of token generators and a lot of +1/+1 counters. "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" and "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" can occasionally slow turns down by doing a cathar's crusade impression.\n\nWhile the deck fulfils"},{"attributes":{"italic":true,"bold":true},"insert":" all "},{"insert":"of the conditions of a bracket 2 deck (no game changers, telegraphed wins and typically doesn't win before turn 8 although that can vary, especially since the deck scales with your opponents), it's strong and consistent enough that it's usually better suited for typical bracket 3 games . I would strongly recommend disclosing that in pre game discussions if you decide to present it as a 2.\n\nIndividual Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"While the aim is usually to avoid making Heliod the most obviously scary thing on the board, a 5/5+ indestructible creature is useful. he can help safely trigger cards like "},{"insert":{"card-link":"Horn of the Mark"}},{"insert":" and is a fantastic blocker."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cycling "},{"insert":{"card-link":"Basri, Tomorrow's Champion"}},{"insert":" has some niche uses, there are a couple of cats and he can be reanimated."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Solitude"}},{"insert":" has alot of small synergies in the deck, you can evoke and flicker it with "},{"insert":{"card-link":"Distinguished Conjurer"}},{"insert":" , cast it from the graveyard on another players turn with "},{"insert":{"card-link":"Case of the Uneaten Feast"}},{"insert":" or evoke and reanimate it with "},{"insert":{"card-link":"Celestine, the Living Saint"}},{"insert":" or "},{"insert":{"card-link":"Guardian Scalelord"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Almost always warp "},{"insert":{"card-link":"Starfield Shepherd"}},{"insert":" and if you think you're going to miss a land drop, get a plains."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Warping "},{"insert":{"card-link":"Haliya, Guided by Light"}},{"insert":" usually depends on how much mana you have, triggering her draw is the main concern when sequencing her. Her last ability is "},{"attributes":{"bold":true},"insert":"not"},{"insert":" an intervening if so if an"},{"insert":{"card-link":"Ocelot Pride"}},{"insert":" triggering at the same time lets you hit 3 life, you get the card."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" you can always put the land into your hand if you need a land play that turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMisc Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Honestly the main reason the deck runs 0 game changers is because I don't think the deck particularly wants any of them, It's low to the ground and hungrier for cards then mana so "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" doesn't quite make sense. At the same time it doesn't really want to have to hold up mana making "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" and "},{"insert":{"card-link":"Bulwark Ox"}},{"insert":" better options then "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":" \n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"}]}
Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God

Commander
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Dawn of a New Age
This enchantment enters with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
Enchantment

Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

Enlightened Confidant
Lifelink
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.
Creature - Cleric Kor

Whiskervale Forerunner
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Mouse Bard

Card Draw
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Land
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Case of the Uneaten Feast
Whenever a creature you control enters, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Enchantment - Case

Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Life-Gain
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Basri, Tomorrow's Champion
, , Exert Basri: Create a 1/1 white Cat creature token with lifelink. (An exerted creature won't untap during your next untap step.)
Cycling (, Discard this card: Draw a card.)
When you cycle this card, Cats you control gain hexproof and indestructible until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, Cats you control gain hexproof and indestructible until end of turn.
Legendary Creature - Human Knight

Lifelink
(Ctrl to add secondary)
Ajani Resolute
Whenever you gain life, put a loyalty counter on Ajani.
0: You gain 1 life.
−4: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
−10: You get an emblem with "Creatures you control get +2/+2."
0: You gain 1 life.
−4: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
−10: You get an emblem with "Creatures you control get +2/+2."
Legendary Planeswalker - Ajani

Cleric Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment - Class

Ocelot Pride
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Creature - Cat

Speaker of the Heavens
Vigilance, lifelink (Attacking doesn't cause this creature to tap. Damage dealt by this creature also causes you to gain that much life.)
: Create a 4/4 white Angel creature token with flying. Activate only if you have at least 7 life more than your starting life total and only as a sorcery.
: Create a 4/4 white Angel creature token with flying. Activate only if you have at least 7 life more than your starting life total and only as a sorcery.
Creature - Human Cleric

Voice of the Blessed
Whenever you gain life, put a +1/+1 counter on this creature.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
Creature - Cleric Spirit

Payoffs
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Bulwark Ox
Whenever this creature attacks while saddled, put a +1/+1 counter on target creature.
Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature - Ox Mount

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Protection
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Charitable Levy
Noncreature spells cost more to cast.
Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Enchantment

Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout

Ramp
(Ctrl to add secondary)
Guardian Scalelord
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Creature - Dragon

Reanimation/Recursion
(Ctrl to add secondary)
Ajani, Strength of the Pride
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
Legendary Planeswalker - Ajani

Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Removal and Boardwipes
(Ctrl to add secondary)
Gloryheath Lynx
Lifelink
Whenever this creature attacks while saddled, search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Whenever this creature attacks while saddled, search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature - Cat Mount

Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Tutors
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Heliod Soul Sisters"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Summary"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bracket: "},{"insert":"2-3 (see playability section)\n"},{"attributes":{"bold":true},"insert":"Archetypes: "},{"insert":"Life gain, +1/+1 counters, weenies\n"},{"attributes":{"bold":true},"insert":"Commander Dependence: "},{"insert":"Mid-High\n"},{"attributes":{"bold":true},"insert":"Gameplan: "},{"insert":"use a lot of small life gain effects to make small creatures into big creatures\n"},{"attributes":{"bold":true},"insert":"Infinite Combos: "},{"insert":"None\n"},{"attributes":{"bold":true},"insert":"Logistical Concerns:"},{"insert":" Lots of +1/+1 counters and occasional fiddlyness resulting from that, some tokens.\n\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Arguably my current signature deck, this is a grindy creature heavy "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" +1/+1 counter/life gain deck with a few subthemes including cheap/small creatures, reanimator and benefiting from your opponents doing things. \n\nShort Version"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Play out your cheap creatures, prioritizing hitting land drops and then having ways to gain life, Ideally a soul sister."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play Heliod as soon as possible,"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There is an exception to this. If you have no repeatable lifegain lined up, play draw engines or tutors first to dig for one."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Mid game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Use Heliod to start building up your board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep fuelling and setting up your card draw and life gain engines"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Late game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once you have creatures are big enough, start swinging to force blocks and do damage"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use recursion to bounce back from board wipes or get further ahead"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use one sided wipes, evasion or "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" to push through lethal damage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The primary win condition is to trigger Heliod and similar cards as much as possible to make tiny creatures into big creatures and win through combat damage. "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" and commander damage act as backup win conditions.\n\nThe deck primarily gains life through "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":" effects in addition to lifelinkers and other cards like "},{"insert":{"card-link":"Linden, the Steadfast Queen"}},{"insert":" . Since Heliod is our main payoff for life gain, the goal is quantity over quality for life gain events to maximise counters. these form the core engine of the deck. "},{"insert":{"card-link":"Cleric Class"}},{"insert":" "},{"insert":{"card-link":"Voice of the Blessed"}},{"insert":" "},{"insert":{"card-link":"Exemplar of Light"}},{"insert":" and "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" provide some redundancy. Ideally we don't want to have to activate Heliods ability unless we have mana to spare or we're trying to hit a particular threshold for something like "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":" . \n\nFor Heliod's counters, the priority is roughly\nTriggering "},{"insert":{"card-link":"Dusk Legion Duelist"}},{"insert":" and "},{"insert":{"card-link":"Whiskervale Forerunner"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spreading out counters to try make our creatures more difficult to remove, big enough blockers to discourage attacks and so that they benefit from "},{"insert":{"card-link":"Bulwark Ox"}},{"insert":", "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" and so on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Getting "},{"insert":{"card-link":"Voice of the Blessed"}},{"insert":" to 10 counters"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Getting "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" to about 5 power, that's typically when people stop considering paying."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Making big beaters/blockers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThere's some nuance to choosing how many creatures to make big, which ones and how big to make them. One of the goals is to misdirect away from our lifegain/counter engine. You want your opponents focused on a problem they need to deal with now, not the problem a turn or two from now. As such you generally don't want to load up Heliod or the life gain/draw engines too much (with some exceptions like "},{"insert":{"card-link":"Auriok Champion"}},{"insert":" ,"},{"insert":{"card-link":"Linden, the Steadfast Queen"}},{"insert":" or if you're pivoting to knocking someone out with Heliod). Beyond that you need to balance evasion, triggering on attack triggers , keeping creatures alive and so on. \n\nMaking lifelinkers big is usually a solid choice. while it's still one trigger per hit, there are a couple of cards that care about life total and it means you can shrug off some hits other decks wouldn't. This isn't a deck that's particularly zealous about having a high life total. Even then though keep commander damage in mind.\n\nDraw"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck touches on many of whites main themes (life gain, counters, weenies, attacking) allowing it to take advantage of most of whites repeatable card draw engines. Because the deck is so low to the ground restocking the hand is really important to keep the deck flowing. \n\nWhere possible try to trigger as many of the draw engines as you can. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Instant speed token generators/flash creatures can be used to trigger some of the draw engines on opponents turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sometimes it's worth holding back a small creature spell to guarantee you can trigger draw engines on the next turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAdditionally "},{"insert":{"card-link":"Gloryheath Lynx"}},{"insert":" "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" and "},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":" all allow you to hit land drops every turn which why the deck runs a slightly lower land count. it's usually correct to use these cards at least often enough to avoid missing a land drop.\n\nSubthemes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWeenie Toolbox"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck contains a number of creatures with a Mana Value of 1 which acts as a tool box for "},{"insert":{"card-link":"Ranger-Captain of Eos"}},{"insert":" "},{"insert":{"card-link":"Starfield Shepherd"}},{"insert":"and the more flexible "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":". \n"},{"insert":{"card-link":"Soul Warden"}},{"insert":" "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":" parts of the decks core life gain engines. "},{"insert":{"card-link":"Guide of Souls"}},{"insert":" and "},{"insert":{"card-link":"Spectrum Sentinel"}},{"insert":" are options but usually only preferable if you need the flying or protection (Recruiter can also grab "},{"insert":{"card-link":"Auriok Champion"}},{"insert":" "},{"insert":{"card-link":"Suture Priest"}},{"insert":" and "},{"insert":{"card-link":"Distinguished Conjurer"}},{"insert":" , the last one allowing you to reuse recruiter next turn)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" for card draw. (Recruiter can also grab "},{"insert":{"card-link":"Dusk Legion Duelist"}},{"insert":" ) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Deftblade Elite"}},{"insert":" "},{"insert":{"card-link":"Hopeful Initiate"}},{"insert":" for removal (recruiter can grab "},{"insert":{"card-link":"Solitude"}},{"insert":" and "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" )"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Alseid of Life's Bounty"}},{"insert":" "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" provide protection and evasion (Recruiter can grab "},{"insert":{"card-link":"Bulwark Ox"}},{"insert":" )"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ocelot Pride"}},{"insert":" "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" "},{"insert":{"card-link":"Speaker of the Heavens"}},{"insert":" "},{"insert":{"card-link":"Basri, Tomorrow's Champion"}},{"insert":" all give you bodies."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":" for tutoring out lands (recruiter can grab "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" in a pinch as well as "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" ). Wayfarers main targets are"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lotus Field"}},{"insert":" Sacs lands to reanimate and helps keep the land count below your opponents."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" "},{"insert":{"card-link":"Windswept Heath"}},{"insert":" Can be recurred to ramp"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" a ridiculous bit of mana generation in this deck. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" late game recursion engine"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"War Room"}},{"insert":" "},{"insert":{"card-link":"Minas Tirith"}},{"insert":" Card draw"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":" removal and can be recurred"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nReanimator"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck includes a reanimation package where each of the reanimation pieces can also be grabbed by at least a couple of the other pieces. Combined with a number of incidental sac and discard effects in the deck, this can ramp or generate card advantage mid game or allow the deck to bounce back quickly from late game board wipes. Looping Bulwark Ox and Ranger captain of Eos is a particularly powerful line.\n\n"},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" is included as a low opportunity cost way for the deck to recycle instants, sorceries or tutor targets and it can be grabbed by "},{"insert":{"card-link":"Charitable Levy"}},{"insert":" or "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" \n\nBenefitting from Opponents"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is relatively incidental, most of the cards that fall under this umbrella reward you when opponents take game actions that are hard for them to avoid as opposed to forcing those game actions (with the exceptions of "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":" ). This has a couple of consequences though. Firstly the deck scales somewhat with the pod. Second, it forces you to pay attention to what your opponents are doing.\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Anything that turns off ETBs, life gain or counters severely limits the deck and needs to be dealt with asap, either with removal or, if you're sufficiently set up, throwing everything at the responsible player to try knock them out. Graveyard hate and mass exile can severely limit the reanimator package but sufficient card draw can overcome that. \n\nHeliod himself is relatively important to the game plan but indestructible and the devotion requirement make him difficult to remove and the deck has some protection and redundancy on top of that.\n\nPlayability"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Non games are rare. requires you to pay attention during opponents turns. There's a small amount of token generators and a lot of +1/+1 counters. "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" and "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" can occasionally slow turns down by doing a cathar's crusade impression.\n\nWhile the deck fulfils"},{"attributes":{"italic":true,"bold":true},"insert":" all "},{"insert":"of the conditions of a bracket 2 deck (no game changers, telegraphed wins and typically doesn't win before turn 8 although that can vary, especially since the deck scales with your opponents), it's strong and consistent enough that it's usually better suited for typical bracket 3 games . I would strongly recommend disclosing that in pre game discussions if you decide to present it as a 2.\n\nIndividual Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"While the aim is usually to avoid making Heliod the most obviously scary thing on the board, a 5/5+ indestructible creature is useful. he can help safely trigger cards like "},{"insert":{"card-link":"Horn of the Mark"}},{"insert":" and is a fantastic blocker."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cycling "},{"insert":{"card-link":"Basri, Tomorrow's Champion"}},{"insert":" has some niche uses, there are a couple of cats and he can be reanimated."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Solitude"}},{"insert":" has alot of small synergies in the deck, you can evoke and flicker it with "},{"insert":{"card-link":"Distinguished Conjurer"}},{"insert":" , cast it from the graveyard on another players turn with "},{"insert":{"card-link":"Case of the Uneaten Feast"}},{"insert":" or evoke and reanimate it with "},{"insert":{"card-link":"Celestine, the Living Saint"}},{"insert":" or "},{"insert":{"card-link":"Guardian Scalelord"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Almost always warp "},{"insert":{"card-link":"Starfield Shepherd"}},{"insert":" and if you think you're going to miss a land drop, get a plains."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Warping "},{"insert":{"card-link":"Haliya, Guided by Light"}},{"insert":" usually depends on how much mana you have, triggering her draw is the main concern when sequencing her. Her last ability is "},{"attributes":{"bold":true},"insert":"not"},{"insert":" an intervening if so if an"},{"insert":{"card-link":"Ocelot Pride"}},{"insert":" triggering at the same time lets you hit 3 life, you get the card."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" you can always put the land into your hand if you need a land play that turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMisc Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Honestly the main reason the deck runs 0 game changers is because I don't think the deck particularly wants any of them, It's low to the ground and hungrier for cards then mana so "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" doesn't quite make sense. At the same time it doesn't really want to have to hold up mana making "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" and "},{"insert":{"card-link":"Bulwark Ox"}},{"insert":" better options then "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":" \n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"}]}























































