4/5 stars. This card is a little expensive, but the effect is amazing. As is the art and flavor.
Being able to sac a creature to gain control of a creature turns your chump blockers into...well you can steal your opponent's creatures and have them fight it out...get the winning creature of the fight and swing with it next turn.
Note that if you use this on a creature after its declared itself an attacker, you will have a creature you control attacking you.
I like using two or more of these to sac an opponents creature to gain control one of their other creatures, helps clear the opponents army off the board.
nammertime
★★★☆☆ (3.5/5.0)(1 vote)
This card can really control the board in EDH.
The_Cheat420
★★★★☆ (4.0/5.0)(1 vote)
I absolutely love this card. Colorless creature snatching for what was then not a high CMC. Great card.
kiseki
★★★★★ (5.0/5.0)(1 vote)
@ kitsunewarlock: From the rules: "506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it's a planeswalker that's being attacked and stops being a planeswalker, or if it's an attacking or blocking creature that regenerates (see rule 701.11) or stops being a creature."
This card should be used in one of two ways: A) gain control of a creature so powerful that by itself will be game winning (unreliable) B) In combination with a way to sacrifice the creatures you take Otherwise, you are paying the ridiculous price of one creature and 6 mana to gain control of a creature until this is naturalized. This is slow and expensive if you can't untap it every turn. The power of the helm is to seize a creature EVERY turn (and of course instant speed). As bhunji42 stated, it satisfies condition B by itself, but that requires you take only one creature per two helms for each untap phase that you have. Better is to have some expendible creatures like Dragon Fodder tokens or Mitotic Slime This also curves nicely into an Act of Treason effect plus activation. Decks with this card should have repeatable sacrifice like Magmaw or Ashnod's Altar
umumwhatshisname
★★★★☆ (4.0/5.0)(1 vote)
activate the power, respond with twiddle, activate it again. Gain control of 2 creatures for as long as its tapped
Justice1337
☆☆☆☆☆ (0.0/5.0)
Awesome card. In EDH or other multiplayer FFA, the lurking threat of it makes it virtually impossible to attack you. There will generally always be multiple creatures on the board, and being able to snatch any untapped ones to gain a blocker will ensure that you're not the one on the table being attacked. In this position, you don't need to worry abount constantly supplying it with fodder, because it's the threat and not the activation itself that keeps you safe. And if a profitable trade ever does present itself, you activate and simply untap with it, putting more token fodder in play and leaving the Helm ready to defend you against any aggression through the next orbit as well. Combine this with something like Bitterblossom or Goblin Assault to repeat the effect, and you truly rule the board.
Of course, that's not even mentioning the most obvious use as a repeatable Control Magic. The only thing separating it from that is the need to supply it with sacrificial fodder. If the only creatures in your deck are 6+ cmc dragons, you might want to pass, but decks with Trinket Mages and Wood Elfs, not to mention Sacred Mesas, explode with this in play.
Kirbster
☆☆☆☆☆ (0.0/5.0)
The helm's pretty cool. Colourless, lasts essentially forever and not too expensive. Yes, you need to funnel a creature into it, but typically you'll take something better.
What might be the most interesting thing about it the helm, however, is that it in fact combos with creature theft. It's true! Naturally you drop a Mark of Mutiny (orsomeother, similareffect) to take an opponent's creature and get an attack out of it. Then, sacrifice it to the helm to conveniently take another one of his creatures - this one, permanently! A much nicer outcome than 1 damage or a bit of mill.
Comments (13)
Being able to sac a creature to gain control of a creature turns your chump blockers into...well you can steal your opponent's creatures and have them fight it out...get the winning creature of the fight and swing with it next turn.
Note that if you use this on a creature after its declared itself an attacker, you will have a creature you control attacking you.
But you can use that to your advantage with cards like Reconnaissance or Delif's Cone.
From the rules:
"506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it's a planeswalker that's being attacked and stops being a planeswalker, or if it's an attacking or blocking creature that regenerates (see rule 701.11) or stops being a creature."
This card should be used in one of two ways:
A) gain control of a creature so powerful that by itself will be game winning (unreliable)
B) In combination with a way to sacrifice the creatures you take
Otherwise, you are paying the ridiculous price of one creature and 6 mana to gain control of a creature until this is naturalized. This is slow and expensive if you can't untap it every turn. The power of the helm is to seize a creature EVERY turn (and of course instant speed). As bhunji42 stated, it satisfies condition B by itself, but that requires you take only one creature per two helms for each untap phase that you have.
Better is to have some expendible creatures like Dragon Fodder tokens or Mitotic Slime
This also curves nicely into an Act of Treason effect plus
Decks with this card should have repeatable sacrifice like Magmaw or Ashnod's Altar
Of course, that's not even mentioning the most obvious use as a repeatable Control Magic. The only thing separating it from that is the need to supply it with sacrificial fodder. If the only creatures in your deck are 6+ cmc dragons, you might want to pass, but decks with Trinket Mages and Wood Elfs, not to mention Sacred Mesas, explode with this in play.
What might be the most interesting thing about it the helm, however, is that it in fact combos with creature theft. It's true! Naturally you drop a Mark of Mutiny (or some other, similar effect) to take an opponent's creature and get an attack out of it. Then, sacrifice it to the helm to conveniently take another one of his creatures - this one, permanently! A much nicer outcome than 1 damage or a bit of mill.