
Pippin, Guard of the Citadel
The Commander
Vigilance, ward
: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)
Guide
Gameplan
Pippin is a cheap, durable enabler for a Voltron or evasion-aggro plan in UW: pick a single threat, then tap Pippin each turn to grant protection from creatures (unblockable + can't be blocked), spells (uncounterable, untargetable), or sorceries/instants to dodge removal. You build mana early, deploy a beater, and use protection to push damage through and shield it from interaction while playing a controlling backbone.
Strengths
- Repeatable, flexible protection that beats both combat and targeted removal each turn
- Cheap two-mana body with vigilance and ward 1 makes Pippin hard to remove and a fine attacker himself
- Protection from "creature" makes any attacker effectively unblockable for the turn
- Slots perfectly into Voltron, blink, and tempo shells in resilient UW colors
Weaknesses
- Only protects one creature per turn and requires the tap, so it's slow against go-wide boards
- Board wipes and edicts (which don't target) blow past protection from a specific type
- If Pippin is removed or tapped down, your protection engine collapses
- Doesn't generate card or board advantage on its own, so it can run out of gas
Key Cards
- Swiftfoot Boots — Hexproof plus haste stacks with Pippin's tap-protection to make a beater nearly untouchable.
- Rogue's Passage — Backup unblockable when you'd rather save Pippin's tap for protection from removal.
- Sword of Fire and Ice — Card draw, damage, and its own protections turn one Pippin-shielded creature into a game-ending threat.
- Thassa, Deep-Dwelling — Untaps Pippin each turn so you can protect twice and keeps your threats safe.
- Inkmoth Nexus — A protectable, evasive infect threat that closes games fast under Pippin's umbrella.
- Teferi's Protection — The catch-all for the board wipes and edicts Pippin can't stop.
Upgrade Path
Lean into a tight Voltron core with the best equipment (the Mirran swords, Batterskull) and protection backups like Teferi's Protection and Heroic Intervention so wraths don't undo your plan. Add untappers (Thassa, Deep-Dwelling; Kiora's Follower) to double Pippin's activations, and improve card flow with Esper Sentinel, Smothering Tithe, and cantripping cantrips to avoid running dry. Tighten the manabase and curve so you reliably deploy and protect a threat by turn three or four.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Connecting with an equipped/enchanted Voltron threat made unblockable by Pippin
- ▸Poison-out with a protected infect creature like Inkmoth Nexus or Blighted Agent
- ▸Commander damage stacked across protected swings
- ▸Grinding control plus evasive threats over a long game
Archetypes
- Voltron — Pippin makes a single suited-up creature unblockable and immune to targeted removal turn after turn.
- Tempo/Control — Vigilance and protection let your few threats both attack and defend while you hold up interaction.
- Infect/Poison — Granting protection from creatures pushes infect damage through unblocked for fast lethal poison counters.
- Blink — UW blink shells reuse ETBs while Pippin keeps the key payoff creature alive and connecting.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (UW), by popularity.

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