- Commander Nexus
- Archetypes
- Pillowfort
Pillowfort
decks make attacking you so costly or unappealing that opponents attack each other instead. Cards like Ghostly Prison make a player pay mana for every creature that attacks you, buying time for your own plan.
- KindArchetype
- Cards159
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You play cards that make attacking you a bad idea: each creature that attacks you costs its owner mana, or deals damage back, or cannot attack you at all. Cards like Ghostly Prison are the walls of the fort. Behind them you set up a slow, steady win.
How it wins
Late, once opponents have worn each other down. The fort buys you time; the win usually comes from a big spell, a , or a slow drain of life.
What beats it
Cards that destroy enchantments, since most walls are enchantments. Damage that does not come from attacking, like spells or drain effects, walks right through the fort.
If this is your first deck
A second deck. It teaches you a lot about the politics of a four-player game, but it wins slowly and you need a plan for when the walls come down.
Commanders to Start With
The most played commanders where Pillowfort is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryBurnSpells that deal damage straight to a player or a creature, most of them red. A burn deck aims that damage at its opponents' life totals instead of attacking with creatures.
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