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Tuvasa Pillow Fort

Commander / EDH GWU (Bant)

IzzWizz


Maybeboard


This deck started as GW Karametra, God of Harvests Enchantress Deck based on Melissa's from The Command Zone Game Knights #5. With the Release of Commander 2018, and the printing of Tuvasa the Sunlit, I'm excited to port it over to bant. Our shiny new commander gives us both easy access to another enchantress effect (admittedly a limited one) which we can repeatably cast and blue. Both of which are awesome. I'm still unsure if tuvasa is going to be a better commander, or if Estrid, the Masked with a bunch of the green enchant land cards to ramp very quickly is going to be better. We're going to try both and make awesome things happen.

You can find my original G/W Karametra build here if you're interested.

I'm cutting sol ring for this build. It's a nonbo with stony silence and powering out Karametra on turn 3 is no longer a concern. I'm replacing it with Weirding Wood, which will probably be cut for something better latter.

  • We aren't running any artifacts in this deck and Stony Silence is why. This is a very powerful way to stop your opponents ramp cold.

  • Aura of Silence another powerful card that sets our opponents ramp back by 2 turns. Can serve as spot removal in bind as well. I've used this half to destroy my own Opalescence in response to a board wipe more often than I'm willing to admit.

  • Solemnity even though this combos with several other cards in our list to establish powerful locks, it's worth running on its own. This is going to stop Meren of Clan Nel Toth, Mizzix of the Izmagnus and Atraxa, Praetors' Voice dead in their tracks. Infect isn't going to be happy about it either.

  • Ground Seal might seem like an odd choice, but it's been nearly as effect at stopping Meren than the above mentioned Solemnity. I prefer this over Rest in Peace since it leaves our own graveyard intact. Which is important for Replenish and Eternal Witness. We're running the targeted recursion, because eventually the reanimator decks will find and answer for Ground Seal. Which lets the recursion grab it right back.

  • Authority of the Consuls slows our opponents down a turn and gets us some incremental life gain. Stops some creature based infinite combos from killing us. I like this over Blind Obedience because it costs less mana, the life gain takes no investment latter, and we already have some artifact hate. I can see swapping if you play a few more 1 drops though.

  • Crackdown Turns off most big creature decks. Green go big in particular is always sad to see this.

  • Sigarda, Host of Herons is going to depend on the kind of decks you expect to play against. Token based aristocrat strategies that run Grave Pact and Dictate of Erebos to make everyone sacrifice their whole board are really going to struggle to deal with her.

  • Sterling Grove protects our enchantments from spot removal. Holding up 1 colorless in response to whatever removal your opponents use to get rid of it is fairly easy as well.

  • Privileged Position is not currently in my list and certainly should be. It's on my short list of 'why the hell didn't I pick this up 6 months ago?'

  • Ghostly Prison, Propaganda and Sphere of Safety are great at keeping attacks off of us as the tax can quickly get too high to pay. Collective Restraint is also an option I've considered, but am opting leave out for now. It will probably be added later.

  • Karmic Justice threatens retribution for any targeted removal pointed our way. And Holy Vengeance against anyone foolish enough to cast mass removal into it (destroy that fools lands).

  • Solitary Confinement and Glacial Chasm will let us bring up the heavy shields if things get too hot. Teferi's Protection accomplishes the same thing, though it's only a single shot at it.

  • Worhsip can keep us from dying to most things if we can keep a creature on the field. Won't stop loss of life, so watch out for those effects.

  • Decree of Silence + Solemnity = Counter every spell your opponents cast for the rest of the game. If this sticks and they can't deal with this with cards they already have in play, there are very few ways to get out of this lock. Can't be countered cards will still ruin your day.

  • Phyrexian Unlife or Glacial Chasm + Solemnity = we can't lose the game.

  • We're running 5 enchant land effects, Serra's Sanctum, Burgeoning and Explorationfor our ramp package. It's lighter than most EDH decks, but our enchantresses keep the cards coming, which ensures we rarely miss a land drop.

  • I need to pick up a copy of Exploration. It's likely Land Tax should make the cut too, but I'm not entirely sold on it.

  • Knight of the Reliquary is sort of pseudo ramp, since it can find Serra's Sanctum or Nykthos, Shrine to Nyx which can both net of oodles of mana.

  • Mirari's Wake can land mid-game to get us an extra mana from each of our lands.

  • Our draw package consists solely of Mystic Remora plus our 7 enchantresses. With an enchantress in the command zone, our card draw is now absurdly consistent. I've cut some of the creature tutors I was running in the GW build, since using them to fetch out an early enchantress is no longer as critical. If you happen to get an early tutor, either in your opening 7 or your early draws, it's still worth firing off for an enchantress. Outside the instance of 'I need a hate piece to stop someone from comboing off right the hell now' that is.

  • Enchanted Evening + Mirari's Wake + Opalescence = one sided land destruction. Evening + Opalescence will turn all lands into creatures with power/toughness equal to their CMC, which is zero. Just make sure you have Wake down first to pump your lands to 1/1's

  • Enchanted Evening + Calming Verse = Board wipe that destroys everything (including lands), but doesn't effect your own permanents. Could also run Cleansing Meditation for redundancy

  • Enchanted Evening + Aura Thief = Steal everything on the board (yeas lands too). We need a way to reliable sacrifice the aura thief, so we're running High Market. I'm currently running a knight of reliquary as a way to find the Market. Other options to get it include Crop Rotation and Sylvan Scrying

  • Opalescence or Starfield of Nyx + Parallax Wave = Exile all opposing creatures. Target a creature, hold priority, exile wave to itself. I recommend targeting 1 creature at a time so you can protect both pieces. I am electing NOT to play this combo. You can see a longer explanation of my reasoning for excluding this combo in the link above, but it basically boils down 'this is really unfun to play against, and it doesn't close out the game immediately'. Additionally, Parallax Wave is a nonbo with Solemnity.

  • Decree of Silence + Solemnity = Counter every spell your opponents cast for the rest of the game. Mentioned above, very few ways to deal with this if it resolves, but be wary of player removal.

  • Squirrel Nest + Earthcraft = unlimited squirrel power. This will end with all the squirrels tapped and will give your opponents an entire turn cycle to respond. Still, it's one of the best combos for this deck.

  • Attunement + Omniscience = mill yourself out, then put all enchantments into play. You will need at least one of your Enchantress (not Tuvasa) in play and a decent hand size (3 at least, but 4+ is better). Keep Replenish and any counterspells that you find. You can fire off any enchantment tutors that you to spend things up if you wish. We're looking for the earthcarft + squirrel nest combo. Solemnity + decree of silence will help protect it, and Enchanted Evening + Aura Shards will destroy all your opponents permanents while the combo is going off.

Cuts:

  • Search for Azcanta   was not impactful enough. We don't typically want to be putting cards in our graveyard as it can be awkward to get them back. This was cut, but I'm trying it back out again with Cleansing Meditation and the Attunement + Replenish package.

  • Commune with the Gods has been straight gas for me in the GW build. Still, now that we've added a color, we have got cut out the fat. I have cut this.

  • Aura Shards is great... when you get to trigger it often. We aren't running enough creatures or ways to generate them anymore so it's been cut. However, when used in conjunction with Enchanted Evening, we can destroy any problematic permanent whenever a creature enters the battlefield. Heliod, God of the Sun and Sigil of the Empty Throne are repeatable sources to trigger for this effect. I used to run Kjeldoran Outpost in the GW build, but the bant mana base is too greedy for stuff like this. I've actually added this back in recently with Enchanted Evening as a way to protect the squirrel craft combo.

  • Courser of Kruphix was taken out for Dryad of Ilysan Grove. The life gain doesn't matter enough and giving your opponents information is never good. I'd rather have the extra land drop and color fixing from Dryad.

  • Knight of the Reliquary has been cut for Crop Rotation. Having a repeatable effect was nice, but having to wait a turn to use the ability was just too slow.

  • Sigarda, Host of Herons is another good card that was a victim of tightening up the list for competitive games. I would run still run this if I expect to be up against black decks with a bunch of edict effects.

  • Ghostly Prison and Propaganda have both been cut. They don't do enough in competitive games and have been cut for more relevant hate cards.

  • Land Tax has been cut since it doesn't trigger as often now that I'm running Burgeoning, Exploration, and Dryad of the Ilysian Grove

  • Starfield of Nyx "...each other enchantment you control..." kills this one for me. We're trying to blow up our opponents lands here.

  • Aegis of the Gods put in a lot of work for me in GW build, but it doesn't make the cut for bant.

  • Shalai, Voice of Plenty is another card I'm sad to see go, but this doesn't do much in competitive metas.

  • Heliod, God of the Sun got the ax at the same time as aura shards. The enchantment creature only triggers Eidolon of Blossoms, which was good enough in GW, but not in Bant.

  • Nylea, God of the Hunt is no long necessary. The trample used to be fairly relevant, but is no longer needed now that we have several ways to blow up everything.

  • Nylea's Colossus is overkill and win more. But holy shit is that text sweet. Pretty sure this a slam dunk include in the voltron version of Tuvasa, where you're trying to kill with commander damage.

  • Chord of Calling I cut this for Idyllic tutor and I'm starting to think that was a mistake. There have been times where I wished War Gate was chord instead too, but finding our Enchanted Evening or Omniscience is very important.

  • Decree of Silence was too slow to assemble, doesn't win the game on the spot, and draws a massive target on your back. I've lost more than once after assembling this combo and decided to cut it. Our Enchanted Evening and Parallax Wave combos are much stronger. It's also expensive. For just 2 more mana you can cast omniscience and win the game.

  • Hanna, Ship's Navigator was too slow. It often died before I got to untap with her and getting more than one activation was difficult too.

  • Crackdown can either be great or terrible. It won't help against white, and you can still die from a single alpha strike. This might be better off as a Collective Restraint. This was cut when I added Attunement and put Search for Azcanta   back in.

  • Oblivion Ring was taken out for better removal.

  • Sigarda, Host of Herons was a difficult cut. There isn't a good replacement for her effect of 'you can't sacrifice permanents, so I can see adding her back in if I start seeing more of those effects again. She doesn't fit in with the rest of the decks game plan though.

  • Solitary Confinement was also a difficult cut. It's a great pillow fort piece, but the downsides just proved to be too great.

  • Karmic Justice was a difficult cut. Mass removal isn't rampant enough to warrant this over something like Attunement

  • Worship pretty weak protection effect, and I don't run enough creatures anymore for this to be reliable. cut.

  • Sigil of the Empty Thronw I'm going for combo wins and closing out the game with commander damage now. At this point, the Angels are win more and we're more likely to deck ourselves trying to get there with them.

  • Overgrowth I took this out for Wolfwillow Haven. I'm trying to keep the ramp package for this deck at 2 CMC or lower. Still, out of all the 3 CMC enchant land spells, this is the only one I would consider playable. I may bring this back in at some point.

  • Glacial Chasm I really want to find away to keep this in my list, but I cut it for a variety of reasons. With the addition of Hall of Heliod's Generosity and Deserted Temple, I had to cut some utility lands. I've also been slowly cutting enchantments for more interaction (counter spells and removal) and it's important that lands at least produce mana. Lastly, I've trimmed a land, down to 36 from 37. This was something I considered a spell slot so it was the easiest to ax. I might add it back later.

  • Burgeoning I'm considering cutting this, but it's still in for now.

Adds:

  • Academy Rector should have been purchased months ago. I know I need one.

  • Privileged Position and Greater Auramancy look like great cards that I somehow have not picked up in the last year or so of playing GW enchantress. These would be redundant copies of Sterling Grove. Grove is better, and I'm not convinces either of these are needed. Greater Auramancy is still on my radar as a possible include.

  • Exploration is pretty much an auto include, better even than burgeoning. For whatever reason, I don't have a copy yet. Along the same lines, Land Tax is probably good enough to include, especially if your in meta with a bunch of green decks that run Cultivate effects to ramp.

  • Supreme Verdict and Cyclonic Rift didn't make the initial list for the sole reason that I couldn't figure out what I wanted to cut for them. Supreme Verdict has made it's way into the 99, but I haven't added Cyclonic Rift. We have 4 'board wipes' already if you include the Enchanted Evening combos, so I'm not in any hurry to add more. At some point, I'll cut something for this.

  • Energy Field can likely be brought in as an additional pillow for effect if search and commune get the ax.

  • Femeref Enchantress didn't make the initial cut, but has since been added. I've even won a game by cloning this guy and intentionally blowing up my own enchantments to draw a pile of cards.

  • Rhystic Study has been added. I count this as a tax effect instead of draw, since that's how your opponents should be playing against it. Still it's great a doing what we need it to do, and that's slowing everyone else down enough to pull out ahead.

  • Parallax Wave made it back into the deck. I had pulled this because it took too long to close out the game after establishing the lock. It can take a while to win after assembling this, but it's less rude than Enchanted Evening shenanigans and much faster than Decree of Silence.

  • Eternal Witness has been included in place of Hanna, Ship's Navigator. Hanna died too many times before I ever got to use her ability, so I took her out.

  • Elephant Grass is one of the iffier pillow fort pieces, but I have been playing against enough back to warrant its inclusion.

  • Idyllic Tutor extra tutor effect for out combo pieces.

  • Crop Rotation is a faster Knight of the Reliquary. It's most often used to tutor out Serra's Sanctum

  • If you're tuning this deck for cEDH you need some counter spells. I'm not tuning for competitive (yet) so I left counter spells out intentionally. At a minimum, I would start with Swan Song, Counterspell and Disallow.

  • Carpet of Flowers it's blank cardboard if no one in the pod is running blue, but the upside is so strong it's worth the risk. Even if this only ramps you 1 mana, it's above rate of a signet or Rampant Growth. When you're getting 2+ it's ridiculous.

  • Attunement This does several things, it helps us combo off. We can flip our deck into the yard with Omniscience out until we find Replenish and hopefully have assembled a combo. It helps smooth our engine, but turning lands or excess creatures into more gas. Sometimes when you start chaining your enchantments to draw you get the wrong half of your deck and just fizzle out. This is insurance against that. It also guarantees enchantress triggers if you need it.

  • Compost I'm considering this.

  • Open the Vaults Expensive (CMC wise) and can help our opponents too, but now that I've added attunement I like adding another Replenish effect. I'm still considering this too.

New Toys (adds):

  • Setessan Champion more enchantress effects are always good. This one can double as a win con after we blow up everyone's everything very nice.

  • Destiny Spinner obstructs our opponents game plan and serves as a win con. It's also an enchantment to trigger our draws. It's very good.

  • Protean Thaumaturge easy to trigger and clones our best enchantress or our opponents best creature. But it can be a blank if don't have any good targets, which is why I'm still iffy on this guy.

  • Starfield Mystic cost reducer for all our enchantments with a slight upside. The +1/+1 counters haven't made the difference in any of my games yet, but it is nice.

  • Dryad of the Ilysian Grove it's an enchantment that helps us ramp. Once our card draw starts to snowball this is very good.

  • Imprisoned in the Moon clean answer to several problematic card types that fits into our game plan. Might get cut for something a little better later.

  • Confounding Conundrum trap card do not run.

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Date added 5 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

60 - 0 Rares

14 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.63
Tokens Angel 4/4 W, Bird 2/2 U, Spirit Cleric */* W, Squirrel 1/1 G, Timeless Witness 4/4 B, Wolf 2/2 G
Folders Tuvasa, EDH
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