Instant (1)

Enchantment (1)

Altered Cards A are miscuts/misprints of those editions listed

"I never thought I'd spend my life fighting. I'm a maker, not a destroyer."

On a ship, a chartroom is a small room attached to the navigation bridge that is the Navigator's office. It has their pencils, pens, chart correction kit, sextant, dividers, rulers, triangles, compasses, a small toolbox, sometimes a sofa, a GPS, the radio suite, books and manuals and guides, a computer and printer and charts of course (of the paper and electronic kinds), and most importantly the coffee maker. She was my first general, and will always be my favorite. I put more money every year into the deck, it is my pride and joy. The Chartroom is a semi-competitive EDH deck, with a strong Enchantment Toolbox Prison/Lock-Combo/Control theme.
The Chartroom plays best against creature-heavy decks, or decks that rely on combat damage to win due to several anti-creature strategies. It is best at slowing the game down and playing tap-out control with permanent based disruption.

Being a big slow control deck, it needs time to assemble the lock pieces and resources will be wasted if you are forced to expend them too early. Fast combo decks can win before the deck has had a chance to stabilize and control the game. Decks with a strong planeswalker focus can overwhelm the deck's limited options for planeswalker removal. Has no way to recur non enchantment/artifact spells, so sequence your plays and resources most effectively!
Play if:
You like playing defensively, crafting the perfect hand and board with a diverse toolbox until you can take control of the game and lock everyone else out from playing Magic. Play if you like to interfere with other's ability and enjoyment of playing the game and force them to play on your terms. Play if you think spells and enchantments are more interesting than creatures and combat. Also if you like a deck that doesn't rely on its Commander to win. Hanna plays a very important role in generating card advantage and providing redundancy but she is not necessary most games. You know how Humility works.

Don't Play if:
You like attacking with big scary creatures! Don't play if you are not capable of presenting the appearance of a minimal threat to the rest of the board, and subtly manipulating them into focusing on each other until it is too late. This deck is not 'draw-go' control. Built your pillowfort and craft the perfect sequence of plays to drop each lock piece into place. Don't play if you don't like long games with many obstacles to create and challenges to overcome. You don't know how Humility works.
Early game is for building your hand and lands. Turns 1-3 you may want to consider holding removal and permission up to counter singular threats that risk ending the game before your other opponents are better able to deal with a threatening player. Like any control deck, you want to hit a land drop every turn. Play passive defense, be non-threatening. Key cards: Ponder, Preordain, Land Tax, Mystic Remora, Sensei's Divining Top.
Time to start building the pillow fort and generating virtual or real card advantage. Add layers of defense to possible attacks while starting to play disruptive lock pieces through turns 4-9. You have two goals in this phase - defend against aggression, and make it harder for your opponents to land threats and break out from under your tightening noose. Initially, seeing it as being more difficult and less profitable to attack you, you will be mostly ignored and your opponents will focus on each other. Then as you start to restrict their options, they will be faced with a difficult choice - use limited resources to attack you, or try to break out from under the locks? Every failure will only place them further behind. So long as you are maximizing your advantage through mass removal and by restricting your opponent's paths to victory, it's ok to start using resources such as tutors and card draw to find missing lock pieces and additional answers. Key cards: Maze of Ith, The Tabernacle at Pendrell Vale, Supreme Verdict, Frozen Aether, Moat, Solitary Confinement, Cyclonic Rift, Meekstone, Narset Transcendent, Trinket Mage
Your opponents are cowering in fear, racking their minds as to what could be their only remaining answer in their decks, ground to a nothing board state, holding full hands of useless cards. Time to put them out of their misery. Finish the lockdown, end the game. Its very likely that given enough time your opponents will be able to wiggle out of your trap. That is why the deck is set up to be capable of answering a wide range of threats and controlling a diverse set of conditions and board states, and having multiple ways of closing games out quickly (Rest in Peace/Helm of Obedience) or incrementally (Jace, the Mind Sculptor). Key Cards: Replenish, Decree of Silence, Humility, Mindslaver, Capsize
Fragile and unnecessary to win, Hanna offers great value through recursion of your artifacts and enchantments, invalidating most of your opponent's removal and generating card advantage at a minimal cost. I normally keep her in reserve until I need her. She's generally not important enough to protect, as she can easily be recast a few times. Bit of a Nonbo with RIP and Humility, but if you sequence your plays right Hanna will no longer be necessary once you have those cards out anyways. Key interactions:

Minamo, School at Water's Edge: Multiple Recursion

Aura of Silence: EoT Sac, Recur, Replay

Decree of Silence: Expensive advantage. Good for keeping someone locked down late-game.

Mystic Remora: Excellent card draw engine.

Solitary Confinement: Excellent pillowfort with Hanna. Sac during upkeep, draw, recur and replay during main phase. Just be aware, does not stop creatures from attacking your planewalkers or loss of life.

Mindslaver: Combo lock piece with .

Decree of Silence/Starfield of Nyx: How about NO?

Moat/Humility: Thats a nice commander you've got there. Wouldn't it be nice if it did anything at all?

Energy Field/Rest in Peace: Can't touch this.

Rest in Peace/Helm of Obedience: In your upkeep...

Academy Ruins/Mindslaver: I think I'll play your deck...

Copy Enchantment and Aura of Silence or Ghostly Prison or card:Propoganda or Sphere of Safety but really good with Rhystic Study or Nevermore or Starfield of Nyx and with Greater Auramancy gives all your enchantments shroud.
Tolaria West: Tutors for: Pact of Negation, The Tabernacle at Pendrell Vale, Maze of Ith, Serra's Sanctum, Academy Ruins, Reliquary Tower, Celestial Colonnade

Brainstorm: The longer you don't play it the better it gets.

Enlightened Tutor: Necessary to find silver bullets and combo pieces.

Land Tax: Theres nothing a control deck likes better than to make land drops. Great for deck-thinning and shuffle effects too!.

Mystic Remora: Excellent advantage/disruption generator, 'drawback' is negated by Hanna's ability.

Mystical Tutor: Instant/Sorcery tutor.

Ponder: 5/5

Preordain: 4/5

Sensei's Divining Top: Good old top. Nothing beats top.

Muddle the Mixture: Permission and generic tutor all in one! Finds the following: Snapcaster Mage, Energy Field, Rest in Peace, Luminarch Ascension, Greater Auramancy, Lightning Greaves, Cyclonic Rift, Mana Drain, Pull from Tomorrow, etc...

Pull from Tomorrow: Fantastic card draw, 'drawback' is anything but.

Snapcaster Mage: Recurs 25% of the deck. Blocks in a pinch.

Idyllic Tutor: Great enchantment tutor.

Intuition: I really could write an entire article about how to play this card. Knowing how to build Intuition piles and sequence Humility layers is key to playing this deck well.

Rhystic Study: Generic, but excellent card advantage.

Sphinx's Revelation: Only source of lifegain in the deck.

Trinket Mage: There is a little Trinket Mage package in the deck, consisting of: Ancient Tomb, Seat of the Synod, Mana Vault, Sol Ring, Mox Diamond, card:Meek Stone, Sensei's Divining Top and Pithing Needle.

Academy Rector: Rectum? Damn near killed em! Finds Humility 90% of the time. Also good for getting Decree of Silence out.

Fact or Fiction: EOT, FoF.

Jace, the Mind Sculptor: Sitting behind a pillow fort, brainstorming every turn is where I want to be. Can be a wincon in a pinch, particularly if you have a 'fate' counter on it an an Academy Ruins/O-Stone lock on the field.

Narset Transcendent: Double wraths are a great way to buy a few turns, plus her ultimate is game-over for most decks.

Replenish: Knowing when to play, and how to play into (set-up) a game ending Replenish is another step to master in playing this deck. Too late, and your opponents may see it coming and prepare by holding up permission or removing your graveyard. Too early, and you run the risk of not getting enough value out of it. Decide to shift to Rest in Peace halfway to playing replenish, and you can shoot yourself in the foot.

Starfield of Nyx: Great for alot of things, but can leave you vulnerable to creature removal if you turn it 'on'. Contraindicated with RIP.
Whereas 'Disruption' type effects interfere with your opponent's game plan and act as semi-removal 'virtual card advantage' by keeping cards off the table and slowing down the game, 'Pillowfort' cards help protect your own strategy.

Kor Haven: The slower Maze of Ith, but produces mana, which is nice.

Maze of Ith: Almost always worth the land drop.

Lightning Greaves: "These boots were made for walking..."

Energy Field: Less good without RIP, but can pull it's own in a pinch.

Greater Auramancy: Good by itself, great with Copy Enchantment

Ghostly Prison: The white Propaganda.

Propaganda: The blue Ghostly Prison.

Solitary Confinement: Takes some planning, but a solid pillow fort piece that can protect you for many turns.

Leyline of Sanctity: You would be surprised at how many strategies and cards this just completely blanks.

Moat: Best with Humility, still strong by itself.

Sphere of Safety: Additional cost worth it to protect Jace and Narset.

'Disruption' type effects interfere with your opponent's game plan and act as semi-removal 'virtual card advantage' by keeping cards off the table and slowing down the game.

The Tabernacle at Pendrell Vale: Completely bricks creature-swarm and token strategies.

Meekstone: Old school 'GooFY'. Uber combo with Frozen Aether.

Pithing Needle: Deals with pesky, problematic permanents with activated abilities. Man-lands, planeswalkers, combo pieces.

Aura of Silence: Note that the card has received power-level errata (thanks Wizards!) changing 'target opponent' to 'ALL OPPONENTS'.

Nevermore: Keeps problematic commanders off the table (here's looking at you, Narset), as well as any of your opponent's 'outs' or wincons.

Narset Transcendent: Her ultimate takes some work (4 turns), but it is utterly devastating. Particularly if you have Humility already ruining people's day.

Frozen Aether: The blue Kismet. Highly underrated disruption.

Humility: See 'A word on Humility' tab.

Decree of Silence: In this tab instead of 'Permission' due to it's recursion possibilities and extremely deleterious effect on table morale. As an enchantment, can counter Krosan Grip.

Celestial Colonnade: Good for removing or managing planeswalkers.

Path to Exile: Pathetic.

Swords to Plowshares: Send 'em farming.

Cyclonic Rift: Let's Play Twister!

Aura of Silence: Artifacts and Enchantments

Oblivion Stone: Slow and can take some mana investment to get value out of, but if you are sitting in the fort you may have the time.

Capsize: Buyback is SUCH a dirty mechanic.

Supreme Verdict: Uncounterable...

Wrath of God: WoG

Jace, the Mind Sculptor: Rarely used to bounce creatures, but don't forget that the ability is there.

Cryptic Command: They let Harold McNeill draw cards again?

Descend upon the Sinful: Exiles, strictly better than Final Judgement

Pact of Negation: 0% down, pay later.

Swan Song: Cheap, wins counter wars, almost no drawback.

Mana Drain: Big Daddy Drain

Muddle the Mixture: And it counters stuff too?

Negate: Could be Counterspell, but we have so many ways of dealing with creatures already.

Cryptic Command: It's a swastika. Really.

Force of Will: Two-for one-ing yourself in a multiplayer game is REALLY BAD. Especially when you are a control deck and really need that spell you were just forced to pitch. But sometimes, rarely, a 'free' counterspell is required.

Academy Ruins: Good with Oblivion Stone, great with Mindslaver.

Ancient Tomb: Hurts so good.

Celestial Colonnade: Can be a sneaky win or surprise block, also good for keeping planeswalkers in check.

Kor Haven/Maze of Ith: Pillowfort. Maze of Ith 1/2 lands that don't produce mana.

Minamo, School at Water's Edge: Good with Hanna, amazing with Serra's Sanctum.

Reliquary Tower: We will often have full hands.

Seat of the Synod: Recurrable land, just wish they made enchantment lands.

Serra's Sanctum: 20 enchantments? You bet this is going in here.

Temple of Enlightenment: Card selection beats ETBT.

The Tabernacle at Pendrell Vale: Theres a reason why it costs over $1200. 2/2 land that doesn't tap for mana.

Tolaria West: See above. I've heard a rumor it taps for mana, this is unconfirmed.

(10) Shock, ABUR Dual, 4 fetches, Painland, Filterland, Checkland, Command Tower the usual for a binary deck.

(12) Basics 8/5

Mox Diamond: Not much of a downside if you can pitch an artifact land.

Sol Ring: N O R I N G

Mana Vault: Good for getting the larger pillowfort pieces out earlier.

Grim Monolith: 2-3-4

Talisman of Progress: Better than Azorious Signet.

Gilded Lotus: Helps power out big spells.

Enchanted Evening: It's sometimes in, sometimes not. Has some interesting interactions.

Jester's Cap: A possible addition for a combo-heavy meta.

Nevinyrral's Disk: Too slow.

Mana Crypt/Chrome Mox/Mox Opal: There is a trade-off between speed and utility, this cost is in some cases too much to justify. Like 1.5 damage a turn in a slow control deck.

Invoke Prejudice: Get that Blu Klux Klan shit outta here. The mana cost is surprisingly hard to achieve.

Strip Mine: I've yet to see a land that threatens my game plan substantially, if you think of one let me know!

Scroll Rack: Flavor points for having Hanna in the art, but it's too slow and requires a shuffle effect to be most effective.
While this build is not budget-friendly, there are some alternatives for those who wish to go that route in building this deck. This deck is my first, oldest EDH deck and I've been steadily 'pimping' it out with foiled or expensive versions of the cards, but at no time has cost been a factor in card choice. Since you are replacing the 'best' option in the deck with a suboptimal card, you will be by definition weakening the deck.

Omissions: You can easily remove Tundra, the fetches, Ancient Tomb, Serra's Sanctum, Force of Will and some other lands and you can replace Mana Crypt and Grim Monolith with other mana rocks.

Replacements: The Tabernacle at Pendrell Vale >>> Pendrell Mists Moat >>> Magus of the Moat Mana Drain >>> Counterspell Try to replace with like cards if possible. Experiment! Thats half the fun. Like any control deck, there is no 'right' build. It can be very meta dependent, so feel free to throw some specific hate in if you think its necessary. Card images and versions in the deck list match the physical cards with the following exceptions: 1) The Gilded Lotus is a Magic-backed foil M15 Test Print, and 2) the Rhystic Study is severely miscut (down-shifted) and displays a portion of Devastate.

Humility is one of the strangest cards in Magic. It's also one of the most difficult to play with. You must become very familiar with exactly how the card works before you can know the best time to play it. ===Panel:What Humility Does: -When Humility enters play, it blanks the text box on creature cards in play, and modifies their base power and toughness to 1/1. It will also do this to all creatures entering play while Humility is on the field. -Humility removes all static, triggered and activated abilities from creatures on the battlefield. Static abilities are things that always exist on a creature in play - such as Flying, Shroud and Deathtouch. They are also known as KEYWORD abilities and new ones come out all the time, such as Megamorph. Triggered abilities come into effect when a certain condition is met and use modifier words such as 'if', 'when', 'as' and cause a trigger to go on the stack, such as 'Enter the Battlefield' triggers. Activated abilities are effects that a creature's controller can use anytime they have priority. They are written (cost) : (effect). You will always see a colon (:) symbol and many times a (tap) symbol. Anyways, Humility gets rid of all that silly stuff on creatures and replaces it with: { }. Whole lot of nothing. -Humility modifies a creature's base power and toughness to 1/1. This can be changed later, see below 'Layer Cake'.
-Humility does not change the CMC, name, creature type, color, or other base attributes of the creature card. -Humility does not have any effect on creature spells, only creatures on the battlefield. Spells that have abilities that say 'When this spell is cast', or 'As you cast this spell' or 'As this creature enters the battlefield'...still trigger. Humility only applies to creature cards on the battlefield as creatures.
Layers. The bane of Magic Judges. You must know how Humility interacts with layers. In, out and upside-down-backwards. If you need a primer, better than I care to explain, look here: 1) The Rules 2) From the Mothership 3) Humble Pie. Replace [card:Opalescence] in article with [card: Starfield of Nyx]'s triggered ability in this deck.
[card: Hanna, Ship's Navigator]: Yes, Humility completely blanks your commander. And everyone else's. So be sure you want to pull Humility back out of the yard or that the risk of getting rid of Hanna's ability doesn't outweigh the benefits when you play it. [card: Celestial Colonnade]: Did you know that Humility does not stop man-lands? That's right. All of your opponent's creatures will be ones with nothing and you will have a 4/4 vigilant, flying beatstick. Goes both ways though... [card: Luminarch Ascension] You can make as many 1/1s with no abilities as you want, with 4 counters on it. [card: Starfield of Nyx]: From the article quoted earlier, 'A Lesson in Humility';

Humility then Starfield of Nyx – Starfield of Nyx will be applied in Layer 4, turning all other non-auras into creatures In layer 6, Humility will remove all of their abilities, including its own, and in Layer 7b, Humility will make itself a 1/1, because it has the oldest timestamp and then Starfield of Nyx will make Humility a 4/4 creature.

Starfield of Nyx then Humility – Once again, Starfield of Nyx will happen in Layer 4 but this time, in layer 7b, Starfield of Nyx will make Humility a 4/4 but because it has the older timestamp, Humility will overwrite that and make itself a 1/1.

When [card: Replenish] is added into this mix, it shouldn't complicate things too much, because as we touched upon earlier, when multiple permanents enter the battlefield at the same time, the active player is able to choose the timestamp order that he likes the most. Hint, Humility first. [card: Academy Rector], [card: Snapcaster Mage], [card: Trinket Mage]: Humility removes all of these card's ETB and LTB triggers.


Updates Add

27/100 Misprint/Miscut

Upgrade Priority order low to high:

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Need to upgrade: -Danse of the Manse -Mana Vault -Counterbalance -Leyline of Sanctity -Mirrormade


Date added 5 years
Last updated 4 weeks

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

51 - 0 Rares

15 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 2.49
Tokens 1/1 Bird
Folders Decks worth running, Hanna
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