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Y'shtola's Pillow Fort

Commander / EDH WUB (Esper)

VinterCain


Include 10-15 card draw effects. The “core 10” should usually either be recurrent effects or draw 2+ cards.

  • Greed
  • Phyrexian Arena
  • Underworld Connections
  • Ophidian Eye
  • Curiosity
  • Sygg, River Cutthroat
  • Black Market Connections
  • Helm of the Ghastlord
  • Archmage Emeritus

4 Board Wipes

Ideally, should be 6 or less mana.

  • Aetherspouts
  • Black Sun Zenith
  • Merciless Eviction
  • Austere Command
  • Cleansing Nova
  • Akroma's Vengeance
  • Final Act

6 Spot Removal

Each should be 3 or less mana, but can be more if synergies with the decks strategy.

  • Void Rend
  • Complicate
  • Convolute
  • Rethink
  • Anguished Unmaking
  • Utter End
  • Legion to Ashes

5-10 Other Interaction

Make sure between this and spot removal you include 4+ cards that can remove graveyards and artifacts / enchantments.

  • Unwind
  • Psychic Strike
  • Geistlight Snare
  • Confounding Riddle
  • Calculated Dismissal
  • Cancel
  • Snuff Out
  • Vraka's Fall
  • Vraska's Contempt
  • Consuming Ashes
  • Offering to Asha

Should be 8-12 cards that ramp how much mana you have. These cards should produce half the mana they cost to play (example: pay 4 for an artifact that taps for 2). The “core 8” should be 2-3 mana each.

  • Arcane Signet
  • Azorius Signet
  • Dimir Signet
  • Orzhov Signet
  • Talisman of Dominance
  • Talisman of Progress
  • Talisman of Hierarchy
  • Sol Ring

Bonus Ramp (can be 4+ mana if you are running high mana cost cards)

  • Obelisk of Esper
  • Commander's Sphere
  • Chromatic Lantern
  • Darksteel Ingot

You should have between 35-42 lands in your deck, though it is HIGHLY recommended you stick to 38 until you play test the deck many times.

Untapped lands

Roughly 2/3 of your lands should enter untapped. For 38 lands, that’s roughly 25(+/-4). This includes basic lands.

Mana lands (Focused on color mana production. Basic Lands here.)

  • Command Tower
  • Darkwater Catacombs
  • Skycloud Expanse
  • Desolate Mire
  • Island x 5
  • Swamp x 5
  • Plains x 5

Utility lands (Avoid having more than 10 total that don’t produce colored mana)

  • Volatile Fault (land hate)
  • Field of Ruin (land hate)
  • Tectonic Edge (land hate)
  • Scavenger Grounds (graveyard removal)

Tapped Lands

Mana Lands - Arcane Sanctum - Drowned Catacomb - Glacial Fortress - Isolated Chapel - Dimir Aqueduct - Azorius Chancery - Orzhov Basilica - Temple of Deceit - Temple of Enlightenment - Temple of Silence

Utility Lands (some may produce color)

  • Pit of Offerings (graveyard removal)
  • Bojuka Bog (graveyard removal)
  • Secluded Steppe (cycling)
  • Castle Vantress (scrying)
  • Arcane Lighthouse (anti-hexproof)

This is the roughly ~29 cards left for the decks strategy. While you should try to fill the above slots with cards that synergies with the deck, these last cards are far less restricted. If you want one of these effects consistently, run 7-10 versions of the same effect to reliably get it.

Mana Cost Reduction

  • Cloud Key
  • Semblance Anvil
  • Stenn, Paranoid Partisan
  • Jace's Sanctum
  • Urza, Lord Protector
  • Primal Amulet
  • Starnheim Courser
  • Lyse Hext

Cost to Attack Me

  • Ghostly Prison
  • Windborn Muse
  • Baird, Steward of Argive
  • Norn's Annex
  • Archangel of Tithes
  • Archon of Absolution
  • Propaganda

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94% Casual

Competitive