This is my take on a Enduring Ideal/Pillow Fort deck. For those who don't know how this works; it's a deck that primarily uses enchantments to lock the opponent out of the game, by rendering everything they do useless.
1. Winconditions
The namesake card of the deck. The whole point is to be able to live until turn 7 where you can cast it. Upon resolution you try to get the combo of Form of the Dragon and Phyrexian Unlife for the kill with Dovescape as protection. Form of the Dragon means that infinite life combo's don't mean that it's game over for you.
If left unchecked, it can take over the game. It's a god, what did you expect?
Turns your enchantments into beatsticks AND lets you return enchantments that have been removed from your hand/battlefield back to BATTLEFIELD. Damn brah, good card.
2. Removal
Cheapest removal in the deck. When expecting decks like zoo, infect, death's shadow aggro or other hyper aggressive strategies: use more.
Can get rid of multiple NON-LAND permanents, useful.
3. Disruption
All star, always run 4
Another all star: disrupts so many things...
F*ck discard and burn
A skillful card, name what you're most afraid to see (e.g: Fracturing Gust). This doesn't prevent creatures entering the battlefield through Through the Breach, Collected Company or Aether Vial. Name the card that gets stuff into play, not the creature itself.
Free wins against storm (Grapeshot) and Ad Nauseam (Lightning Storm). Also prevents Tarmogoyf beatdown and stuff.
More Ghostly Prisons :3
More Protection!
Protect your sh*t
The only artifact in the deck! Slows opponents down a lot (except for Affinity perhaps)
4. Draw Power
Gets rid of extra copies of Enduring Ideal. Also lets you reshuffle Form of the Dragon into your deck. You can't cast it, and it needs to enter the battlefield...
Looks could on paper, but might die too quickly; suit yourself.
Both modes are relevant, however the first card filtering is probably the best. It's because of this card that cards as Wheel of Sun and Moon and Mistveil Plains are in the deck.
5. DONTS
A list of cards you best don't include in the deck when building your own version of it. Basically these all nonbo with Suppression Field