This five-color Enduring Ideal (EI) deck, led by Esika, God of the Tree   is built to stall, stabilize, and then dominate through powerful enchantments. The deck thrives on patience and resilience, rewarding careful sequencing and strategic decision-making. I wanted to make sure the game would not immediately end once Enduring Ideal is cast, so the deck is designed to be beatable with smart plays and the correct answers. Though there is one exception. Having Hive Mind out before Enduring Ideal goes off ends the game in most cases, since your opponents will no longer be able to cast spells.

Esika’s mana-generating ability acts as a guaranteed ramp spell, while the rest of the deck focuses on digging for the game-defining Enduring Ideal. Once Enduring Ideal is cast, the deck shifts into full lockdown mode, fetching a sequence of oppressive enchantments to control the battlefield. Removal effects like Aura of Silence, Planar Collapse and Aura Fracture can neutralize threats, while Solitary Confinement or Web of Inertia + Rest in Peace make it difficult to swing into you. War's Toll, Manabarbs and Price of Glory turn every decision opponents need to make into a painful one. Arcane Laboratory and Rule of Law stall out spell slingers and storm decks. Combining any of these with Privileged Position or Avacyn, Angel of Hope make interacting with your side of the board nearly impossible.

The only sorceries in the deck are tutors and Enduring Ideal, opening the option to Possibility Storm into Enduring Ideal. Hitting another tutor lets you tutor a tutor to try again. This is a weirdly consistent way to dodge most counterspells, since any counter cast will also get Possibility Stormed!

Paradox Haze has the obvious function of getting two Enduring Ideal's per turn, but it also allows "At the beginning of your upkeep" effects to trigger on the turn that the card enters. (Defense of the Heart, Planar Collapse, etc.)

Defense of the Heart (if someone has enough creatures) is used to get Avacyn, Angel of Hope out, or as an alternative Go-Shintai of Life's Origin and another Shrine creature to quickly get four shrines on the field.

Victory comes through inevitability:

  • Shrines snowball value over time, draining life, generating tokens, and dealing damage.
  • Nyxborn Behemoth becomes a colossal threat that’s difficult to remove.
  • Genju of the Realm serves as another stubborn threat, putting pressure on opponents by being able to attach to an indestructible land.

Some cards may need to be replaced to better fit your play group. Additionally, it is difficult to get Esika, God of the Tree   out of the command zone if Enduring Ideal has gone off. It is possible by using Command Beacon to get her into your hand, discarding her with Solitary Confinement or during cleanup, and recurring her as an enchantment with Go-Shintai of Life's Origin or Anikthea, Hand of Erebos. Though it's probably much easier to just cast her before EI, and if she dies just let her exist in the graveyard.

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90% Casual

Competitive

Revision 1 See all

(4 days ago)

-1 Aegis of Honor main
-1 Aegis of the Gods main
-1 Agent of Erebos main
-1 Aggravated Assault main
-1 Ancestral Knowledge main
-1 Animate Dead main
-1 Archetype of Endurance main
-1 Assemble the Legion main
-1 Back to Basics main
-1 Blind Obedience main
-1 Bountiful Promenade main
-1 Calix, Guided by Fate main
-1 Careful Cultivation main
-1 City of Brass main
+1 Command Beacon main
-1 Copy Enchantment main
-1 Cruel Tutor main
-1 Dark Ritual main
-1 Decree of Silence main
-1 Demonic Collusion main
and 72 other change(s)
Date added 4 days
Last updated 4 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

58 - 0 Rares

26 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.53
Tokens Copy Clone, Shrine, Spirit 1/1 C
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