The ultimate pillow fort deck. Prevent any and all damage that would be dealt to you with spells like Fog and Ethereal Haze, then exile those spells from your graveyard with Sigarda and attack with the resulting tokens.
Excludes + Rationales:
Angelic Overseer/Hamlet Captain/Heron's Grace Champion/Mayor of Avabruck
/Riders of Gavony/Thalia's Lieutenant — Relics from a more Human-centric draft of the deck.
Arachnogenesis — Too expensive cash-wise. Waiting for a reprint before I probably replace Respite or Obscuring Haze with it.
Banisher Priest/Banishing Light/Crib Swap/Fiend Hunter/Intrepid Hero/Journey to Nowhere/Oblivion Ring/Selesnya Charm — Underwhelming as removal and has no particular synergy with the strategy.
Bastion Protector — The deck doesn't need Sigarda to win and this isn't even a great guarantee that she'd stay on the board anyhow.
Bennie Bracks, Zoologist/Wedding Ring — Too expensive cash-wise. Waiting for a reprint before I probably replace Mentor of the Meek with it.
Blighted Woodland — Slow and underwhelming in a deck with no landfall synergies.
Breaker of Armies — Underwhelming while behind and just a generally weaker finisher than Craterhoof Behemoth.
Cast Out/Disenchant/Krosan Grip/Naturalize/Return to Dust/Soul Snare/Sundering Growth — Cut for broader and more synergistic removal.
Champion of Lambholt/Collective Blessing/Elder of Laurels/Shamanic Revelation — Cute while ahead but really bad while behind. Would fit better in a more token-centric deck.
Channel Harm — Too much mana for a card that is only situationally good.
Collective Effort — Each mode is too narrow on its own and even while together is too situational, especially at sorcery speed.
Comeuppance — Too expensive cash-wise.
Cultivate/Explosive Vegetation/Kodama's Reach/Selesnya Keyrune/Selesnya Sanctuary/Selesnya Signet/Worn Powerstone — I felt I had enough ramp in the deck already.
Cut a Deal/Tenuous Truce — I like these but I play this deck in 1v1s way too often.
Gallows at Willow Hill — Just bad in general.
Glare of Subdual/Hope Against Hope/Increasing Devotion/Intangible Virtue/Mirror Entity/Stoneforge Masterwork/Trostani, Selesnya's Voice — Relics from a more token-centric draft of this deck.
Hanweir Militia Captain
/Juniper Order Ranger/Mikaeus, the Lunarch/Shanna, Sisay's Legacy/Wayfaring Temple — Too slow in becoming useful and too weak while behind.
Imposing Sovereign/Warden of the Beyond — IDK why my past self ever thought this was a good include in the deck.
Karn's Sylex — Too slow as a telegraphed wrath, especially when I'm in some of the best removal colors already. The strategies it hoses also aren't guaranteed to pop up in every game.
Knight of Autumn — I ran this for the longest time but the deck honestly doesn't have any major synergies with it and I'll almost always be using it for the removal mode since the other options are really underwhelming in EDH. Replaced with Council's Judgment.
Mangara, the Diplomat — Too inconsistent and too weak. Replaced with Esper Sentinel.
Martyr's Cause — There's a lot of reasons to oppose the inclusion of this card but really it's just the art.
Mystifying Maze — Outclassed by Labyrinth of Skophos.
Owlbear Shepherd — I like it but I suspect it's too slow and a bit win-more.
Palace Jailer — Fun card but the removal is too easy to undo in four-player games.
Palisade Giant/Protector of the Crown — I like these kinds of effects but personally believe they were outclassed by Archon of Coronation. The jury is still out though.
Parallel Lives — Too expensive cash-wise. It's also a little unimpactful when it hits the board and in this deck takes too much work to be effective.
Path of Bravery — Hard to consistently turn on and the payoff is too weak.
Path to Exile — I ran this for a while, and while it's not bad, it's not as broad as Conclave Tribunal and it has this annoying habit of mana fixing for my opponent.
Reduce to Memory — I like broad removal but this is just worse than Generous Gift in basically every way.
Righteous Aura — Requires holding up too much mana during your opponents' turns to be feasible.
Rumor Gatherer/Welcoming Vampire — Fun card draw engines but will usually not be as lucrative as Mentor of the Meek because of the "once per turn" restrictions.
Saffi Eriksdotter — Bad commander protection.
Sarevok's Tome — While my fogs make it easier to retain the Initiative, they also don't gel well with the cascade activated ability. Without that, this is mostly just a conditional Sisay's Ring which attracts more attacks because my opponents will want to steal the Initiative.
Second Harvest — Would be stronger if the deck was more token-centric. Good while ahead but terrible while behind.
Settle the Wreckage — Has a high ceiling of blowing out one particular opponent when they swing all-out, but a lot of times they'll just be attacking with one or two creatures in which case this is an overpriced Path to Exile.
Shaman of Forgotten Ways — Really funny as a finisher but requires 11 mana and jumping through a bunch of hoops. Terrible when behind.
Sigarda, Champion of Light/Sigarda, Host of Herons — Would only run this for thematic reasons, they don't intersect well with the deck's strategies otherwise.
Swiftfoot Boots/Tangle — I need to find space for these.
Yavimaya Elder — The deck lacks a reliable way to kill him when needed and there aren't any synergies with it.
Fogs that didn't make the cut