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Legendary Enchantment Creature — God
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.) Other creatures you control have vigilance. {2}{W}{W}: Create a 2/1 white Cleric enchantment creature token.
“Go wide with white tokens while Heliod grants vigilance and pumps out Clerics.”
Heliod, God of the Sun is a mono-white engine that pumps out Cleric tokens while granting your team vigilance. Your game plan is to build devotion to white—stacking permanents with white mana symbols—so Heliod becomes a creature and a 5/6 indestructible threat. Once active, you're creating 2/1 tokens repeatedly and swinging with a vigilant army, grinding out damage while staying defended.
The deck wants cheap white permanents that add devotion and synergize with tokens: enchantment-based creatures, life gain payoffs, and cards that reward you for going wide. You're not trying to kill anyone in one swing—instead, you're establishing board pressure, triggering token synergies, and using Heliod's vigilance to attack without fear while building an army. Cards like Intrepid Adversary, Luminarch Aspirant, and Anointed Procession turn your token generation into explosive turns.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey dual lands; basic Plains and colorless utility lands work fine in mono-white. Replace expensive token doublers like Parallel Lives with budget options like Doubling Season's cheaper cousins or simply jam more token generators.
Inclusion = % of Heliod, God of the Sun decks running this card. +lift = percentage-point boost over the format average.
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