You know, because you put the opponent in prison?! Am I right fellas?! Though crowd.
Gameplan
If I said that Pillow Fort's gameplan was to be as annoying as possible, I wouldn't be too far off. Its goal is to stop the opponent from playing the game, to then wait until it draws its win conditions.
The deck does that by
putting weight
and in some cases even
stopping
what the opponent
tries to do
, meanwhile
exiling
his main threats. Once the opponent is more or less immobilized,
win conditions
that synergize with the rest of the deck quickly finish the match.
My version is a little different because of its
ramp
and
creatures
(the green splash). The
cancer
is still there though, so don't worry about it.
I've also made a more classic take on the pillow fort strategy that can be found here. I find this "hybrid" version more quick and versatile though, but maybe I just sucked at making the other deck.
Modern Meta
This deck is not meant to win in the current (or any) modern meta, and the sideboard makes it pretty clear. In my tries however the deck performed decently even against the top tiers, so with a few tweeks it should become competitive enough.
This deck is worth looking at if you want a more competitive version of mine. I don't like some of his card choices, but he almost surely has more experience than I do.
If you are looking for a competitive version of the classic pillow fort formula, then this deck might be worth a look. Again I don't like some of his cards, but it's still my favorite out of all the pillow fort decks I've found out there. Also he's got the same Family Guy meme I do!
Card Choices
-
Ghostly Prison
: Often forces aggressive and midrange decks to decide between not attacking or staying a turn behind. I'm fine with both.
-
Oblivion Ring
: Removal. Not much to say here.
-
Journey to Nowhere
: Cheaper removal only limited to creatures. The first thing to take out game 2 if the opponent is playing control or combo.
-
Runed Halo
: Super versatile card. It can stop some combo decks or act as some sort of light removal. The devotion is pretty good also.
-
Utopia Sprawl
: Ramp. This deck is faster than it looks, but it could still use a little push.
-
Sphere of Safety
: Once the board is developed this card will assure you won't get attacked ever again.
-
Sigil of the Empty Throne
: The main win condition and one of my favorite cards in the entire game.
-
Herald of the Pantheon
: Probably the best creature in the deck as it gives a lot of acceleration, and the life gain isn't bad either. Unfortunately it's not an enchantment, so it doesn't trigger other cards in the deck like
Sigil of the Empty Throne
.
-
Eidolon of Blossoms
: A bit expensive, but it replaces itself, and so will do more than half the deck once it hits play.
-
Courser of Kruphix
: A big body that gains life, meaning a huge help against aggressive decks. Synergizes well with the Eidolon.
-
Heliod, God of the Sun
: Just a good card and an occasional win condition.
-
Forest
s and
Plains
: They come on the battlefield untapped without having to lose life. Broken. There are more Forests than Plains because of
Utopia Sprawl
, which is also the reason the deck doesn't have any copy of
Temple of Plenty
.
-
Windswept Heath
: Selesnya fetch lands, nothing special.
-
Temple Garden
: Selesnya shock lands, again nothing special.
-
Sunpetal Grove
: Selesnya check lands. I almost never see any deck running those, weird as I find them extremely easy to have enter the battlefield untapped.
-
Nykthos, Shrine to Nyx
: The green devotion in this deck is pretty good early game, but this card is here for the white devotion late game. Cards like
Eidolon of Blossoms
and
Heliod, God of the Sun
can really shine with a Nykthos in play.
-
Greater Auramancy
is kinda hard to replace.
Privileged Position
is a little less expensive, but it changes so little that it's not even worth it.
- Lands can be replaced with any cheaper lands, as long as
Utopia Sprawl
has a target somewhat consistently.
Ramp and Lands Show
-
Abundant Growth
: Not only it replaces itself and helps mana fixing, but it also adds an enchantment trigger. This deck is really short on 1-mana drops, so it's worth considering.
-
Arbor Elf
: Great synergy with
Utopia Sprawl
, but I really like my enchantment theme.
-
Temple of Plenty
: Great in this deck, expecially turn 1.
Utopia Sprawl
can't target them however, so it takes some consistency away.
"By the law of Avacyn, the following thoughts, words, and deeds are henceforth disallowed."