Enchantment — Aura
Shroud (This permanent can't be the target of spells or abilities.)
Enchanted creature has shroud.
Printings View all
|Mercadian Masques (MMQ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Diplomatic Immunity occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Diplomatic Immunity Discussion
1 week ago
@bl4ckb0l7 well, once flicker decks have their value engines up, the other players have to work together to dismantle it. If it's 1v1, mulligan for countermagic and keep it up. You can patiently build a wall while keeping mana up to counter the engine or the payoff and win in one big attack. Or switch out some of the buff spells for something like Heroic Intervention, Asceticism, Diplomatic Immunity and the likes. Also a slow and steady value engine naturally is a terrible matchup for an aggro/midgrange deck, so it's rarely gonna be easy against decks like Brago, King Eternal, the one you mentioned, Roon of the Hidden Realm and the likes..
1 week ago
3 weeks ago
Heya, I got around 110-120 games with my Xyris so far. After a few games I moved away from the grouphug stuff since that doesn’t work too well. I would add Battle Hymn since that one goes infinite with any red discard wheel and underworld breach. Same is true for Phyrexian Altar but that one goes also infinite with your blue discard wheels. You should also add more protection in form of Diplomatic Immunity or Spellskite since Xyris is quite a good target for removal. Instant protection doesn’t work well here really because you can’t save them up in your hand for the moment you need it. Tidal Barracuda stops removals and counters during your turn, Whirlpool Warrior is another nice and cheap wheel to play. Teferi's Ageless Insight is quite helpful for drawing into another wheel. If you reach a critical amount of wheel effects (around 12-14) the deck really starts to take off and wins the turn after Xyris hits the field. My deck plays Xyris frequently turn 3, turn 2 of you’re lucky and wins the turn after if if you got one of the 5 cards that allow you to produce mana for your creatures, or any tutor to get them into your hand. Feel free to take a look at my list, it looked a lot like yours first but has changed a lot during extensive testing
1 month ago
Baclash - I don't have a deck guide written, but I'll talk a bit about it here.
What keeps this deck interesting is the toolbox factor. Generally you want Zur on the table and then you simply grab the tools required at the time. If there's no immediate threats, I tend to get all of my protection pieces in place first, e.g. Diplomatic Immunity, Greater Auramancy & whatever other protection pieces I may need/want (hexproof, indestructibility etc.). From there you conquer by either controlling the table into submission or throwing auras on Zur for commander damage slaps. I'm not running a competitive insta-win build by design, but there are some decent card pairings that help steer Zur to victory (e.g. Necropotence + Solitary Confinement . Probably not the in depth guide you seek, but if you look at the card categories I've listed you'll start to get a picture of what this deck is capable of.
1 month ago
I have a Mizzix deck that I adore. Tall Mizzix'd Cocktail With A Sidecar. Most people know the deck is very commander-centric so you will see her removed A LOT.
I would highly recommend Darksteel Plate, Lightning Greaves, Swiftfoot Boots, and maybe things like Mirror Shield, Alexi's Cloak, Whispersilk Cloak, Mask of Avacyn, Hammer of Nazahn, Diplomatic Immunity, etc. The auras have the normal aura problems but at least Alexi's Cloak can surprise someone and act like a counterspell. Counterspells can keep Mizzix sfe too but I find I often tap out to cast spells so your mileage may vary. It all depends on your budget.
2 months ago
It seems like you're running burn as your wincon.
Here are some cards that might help.
Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.
For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.
With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.
An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.
I would also just add Underworld Breach because its straight up insane.
You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.
Dack Fayden is both a ramp card and a way to dump cards into your graveyard.
Some cards I see that you could also try cutting/changing are:
Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.
I would consider Ral, Izzet Viceroy a bit too slow.
Long live our Overlord Sevinne
3 months ago
The legality of a target is checked twice, once while casting/activating and once when resolving. For your first question, you're Seedborn Muse will still die as the Doom Blade would not "fizzle" until it tries to resolve. Your Muse is a legal target after Shalai dies, so Doom Blade will properly resolve.
Only aura spells target. Once an aura/equipment is attached, neither hexproof nor shroud can remove it. So, your Muse in the second question would still be attached with the Pasifism after Shalai enters the battlefield. A great example of this interaction (or lack there of) is the card Diplomatic Immunity, which gives the enchanted creature shroud. If an aura unattached itself due to hexproof/shroud, this card would do next to nothing.
One quick sidenote for the second question, note that hexproof and shroud are very different from protection. A creature that is given protection for Pacifism will have Pacifism removed after it gets protection.
Hope this helps!!
3 months ago
Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!
That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.
The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.
Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.
Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!
Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.
Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.