LimaFin
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Commander
Size: 100Est cost: $380.09Salt sum: 51.2
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{"ops":[{"insert":"Ceasefire"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"War is expensive. Here, it's simply unaffordable.\""},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Ceasefire is an Esper pillowfort and enchantment-control deck built around one simple philosophy: "},{"attributes":{"bold":true},"insert":"if nobody can attack you, you've already won half the game."},{"insert":"\nRather than racing opponents or overwhelming the table with creatures, Ceasefire establishes a fortress of enchantments, taxes, and restrictions that slowly grind the game to a halt. Every attack becomes costly. Every spell becomes inconvenient. Every decision becomes a difficult one.\nWhile opponents struggle through layers of bureaucracy and defensive measures, the deck quietly assembles its own victory.\nGame Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first few turns are spent developing mana and establishing defenses.\nPriority is given to:\nMana rocks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protective enchantments"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Early taxation effects"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The goal isn't to look threatening—it's to become the least attractive player to attack.\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once several enchantments are established, the battlefield begins to shift.\nOpponents now have to ask questions like:\nIs attacking worth the mana?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can I even cast multiple spells this turn?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Should I waste removal on a pillowfort piece?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is where Ceasefire shines.\nEvery resource spent breaking your defenses is a resource not spent advancing their own board.\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Eventually the table reaches a point where combat is inefficient and resources are stretched thin.\nWith the battlefield under control, Ceasefire transitions from surviving to winning through carefully selected finishers while opponents struggle to rebuild.\nVictory rarely comes through explosive turns.\nInstead, it comes because everyone else slowly runs out of options.\nWinning the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ceasefire isn't designed to eliminate players quickly.\nIt wins by creating an environment where opponents simply cannot execute their own game plans.\nOnce control has been established, the deck closes the game using its chosen finishers while maintaining enough protection to prevent opponents from recovering.\nPatience wins more games than aggression.\nPolitics"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of Ceasefire's strongest cards isn't found in the decklist.\nIt's politics.\nAvoid becoming the table's first enemy.\nEncourage opponents to attack elsewhere.\nOffer temporary peace when it benefits you.\nSometimes allowing one opponent to pressure another is far stronger than casting another spell.\nThe deck performs best when everyone else is fighting each other while your fortress continues to grow.\nStrengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Extremely resilient board state."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Difficult to attack efficiently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong long-game value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent against creature-heavy strategies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flexible answers through Zur's enchantment toolbox."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rewards careful sequencing and political play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Can become the table's primary target if established too quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vulnerable to mass enchantment removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fast combo decks may ignore the pillowfort entirely."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires patience; the deck rarely wins quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ceasefire isn't about preventing people from playing Magic.\nIt's about making every action a deliberate decision.\nEvery attack has a cost.\nEvery spell has a consequence.\nEvery mistake is punished.\nPeace is achieved not through diplomacy…\n"},{"attributes":{"bold":true},"insert":"…but through overwhelming bureaucracy."},{"insert":"\n"}]}
Commander
Oloro, Ageless Ascetic
At the beginning of your upkeep, you gain 2 life.
Whenever you gain life, you may pay . If you do, draw a card and each opponent loses 1 life.
At the beginning of your upkeep, if Oloro is in the command zone, you gain 2 life.
Whenever you gain life, you may pay . If you do, draw a card and each opponent loses 1 life.
At the beginning of your upkeep, if Oloro is in the command zone, you gain 2 life.
Legendary Creature - Soldier Giant

Commander
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Anthem
Aminatou, the Fateshifter
+1: Draw a card, then put a card from your hand on top of your library.
−1: Exile another target permanent you own, then return it to the battlefield under your control.
−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
−1: Exile another target permanent you own, then return it to the battlefield under your control.
−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
Legendary Planeswalker - Aminatou

Enigma Sphinx
Flying
When this creature is put into your graveyard from the battlefield, put it into your library third from the top.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
When this creature is put into your graveyard from the battlefield, put it into your library third from the top.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature Artifact - Sphinx

Merieke Ri Berit
Merieke Ri Berit doesn't untap during your untap step.
: Gain control of target creature for as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves the battlefield or becomes untapped, destroy that creature. It can't be regenerated.
: Gain control of target creature for as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves the battlefield or becomes untapped, destroy that creature. It can't be regenerated.
Legendary Creature - Human

The Key to the Vault
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip
Equip
Legendary Artifact - Equipment

Anthem
(CTRL to add secondary)
Artifact
Dreadhorde Invasion
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Enchantment

Tinybones, Bauble Burglar
Whenever an opponent discards a card, exile it from their graveyard with a stash counter on it.
During your turn, you may play cards you don't own with stash counters on them from exile, and mana of any type can be spent to cast those spells.
, : Each opponent discards a card. Activate only as a sorcery.
During your turn, you may play cards you don't own with stash counters on them from exile, and mana of any type can be spent to cast those spells.
, : Each opponent discards a card. Activate only as a sorcery.
Legendary Creature - Skeleton Rogue

Artifact
(CTRL to add secondary)
Creature
Creature
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Land
Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Removal
Nevinyrral, Urborg Tyrant
Hexproof from artifacts, creatures, and enchantments
When Nevinyrral enters, create a tapped 2/2 black Zombie creature token for each creature that died this turn.
When Nevinyrral dies, you may pay . When you do, destroy all artifacts, creatures, and enchantments.
When Nevinyrral enters, create a tapped 2/2 black Zombie creature token for each creature that died this turn.
When Nevinyrral dies, you may pay . When you do, destroy all artifacts, creatures, and enchantments.
Legendary Creature - Wizard Zombie

Removal
(CTRL to add secondary)
Tokens
Daxos the Returned
Whenever you cast an enchantment spell, you get an experience counter.
: Create a white and black Spirit enchantment creature token. It has "This creature's power and toughness are each equal to the number of experience counters you have."
: Create a white and black Spirit enchantment creature token. It has "This creature's power and toughness are each equal to the number of experience counters you have."
Legendary Creature - Soldier Zombie

Tokens
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Ceasefire"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"War is expensive. Here, it's simply unaffordable.\""},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Ceasefire is an Esper pillowfort and enchantment-control deck built around one simple philosophy: "},{"attributes":{"bold":true},"insert":"if nobody can attack you, you've already won half the game."},{"insert":"\nRather than racing opponents or overwhelming the table with creatures, Ceasefire establishes a fortress of enchantments, taxes, and restrictions that slowly grind the game to a halt. Every attack becomes costly. Every spell becomes inconvenient. Every decision becomes a difficult one.\nWhile opponents struggle through layers of bureaucracy and defensive measures, the deck quietly assembles its own victory.\nGame Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first few turns are spent developing mana and establishing defenses.\nPriority is given to:\nMana rocks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protective enchantments"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Early taxation effects"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The goal isn't to look threatening—it's to become the least attractive player to attack.\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once several enchantments are established, the battlefield begins to shift.\nOpponents now have to ask questions like:\nIs attacking worth the mana?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can I even cast multiple spells this turn?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Should I waste removal on a pillowfort piece?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is where Ceasefire shines.\nEvery resource spent breaking your defenses is a resource not spent advancing their own board.\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Eventually the table reaches a point where combat is inefficient and resources are stretched thin.\nWith the battlefield under control, Ceasefire transitions from surviving to winning through carefully selected finishers while opponents struggle to rebuild.\nVictory rarely comes through explosive turns.\nInstead, it comes because everyone else slowly runs out of options.\nWinning the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ceasefire isn't designed to eliminate players quickly.\nIt wins by creating an environment where opponents simply cannot execute their own game plans.\nOnce control has been established, the deck closes the game using its chosen finishers while maintaining enough protection to prevent opponents from recovering.\nPatience wins more games than aggression.\nPolitics"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of Ceasefire's strongest cards isn't found in the decklist.\nIt's politics.\nAvoid becoming the table's first enemy.\nEncourage opponents to attack elsewhere.\nOffer temporary peace when it benefits you.\nSometimes allowing one opponent to pressure another is far stronger than casting another spell.\nThe deck performs best when everyone else is fighting each other while your fortress continues to grow.\nStrengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Extremely resilient board state."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Difficult to attack efficiently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong long-game value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent against creature-heavy strategies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flexible answers through Zur's enchantment toolbox."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rewards careful sequencing and political play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Can become the table's primary target if established too quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vulnerable to mass enchantment removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fast combo decks may ignore the pillowfort entirely."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires patience; the deck rarely wins quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ceasefire isn't about preventing people from playing Magic.\nIt's about making every action a deliberate decision.\nEvery attack has a cost.\nEvery spell has a consequence.\nEvery mistake is punished.\nPeace is achieved not through diplomacy…\n"},{"attributes":{"bold":true},"insert":"…but through overwhelming bureaucracy."},{"insert":"\n"}]}


















































































