Enchantment — Aura
( can be paid with either or .)
When Shielding Plax enters the battlefield, draw a card.
Enchanted creature can't be the target of spells or abilities your opponents control.
Printings View all
|Ultimate Masters (UMA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Shielding Plax Discussion
1 month ago
Hello all, I have been playing with the Oko structure deck, that I updated using Affinity For MTG's youtube video, and just bought the Simic Mutology structure deck as well as the Simic Guild Kit, as well as some booster pack cards. I'm trying to combine them into a 75 card deck, with 15 cards I know to take out for 60. Based off the cards in these 3 decks I'd like to build the deck around a constant flow of powerful monsters through the +1/+1 counters, as well as overloading on mana and drawing a lot. Some of the main points of damage right now are Oko who can just turn everything into a base 10/10 and distribute lots of +1/+1s, vorel who can double somethings counters, zegana who gives trample, galloping lizrog which can take all the +1/+1s and double them onto himself, nylea's forerunner for trample, progenitors mimic and miming slime to make clones, and wild born preserver for reach and his +1/+1s. But I also have things like coiling oracle/fathom mage to draw a lot, and gyre sage/maraleaf pixie for tons of mana. So I'd like to just find a good strategy in this mess lol.
The total card list of everything I will have is: (stuff with "x" seems important to me) Creatures: 1 Oko, the Tricksterx, 1 Vorel of the Hull Cladex, 1 Zegana, Utopian Speakerx, 1 Momir Vig, Simic Visionaryx, 2 Cloudfin Raptor, 4 Coiling Oraclex, 1 Cytoplast Root-Kin, 1 Elusive Krasis, 4 Faerie Vandalx, 1 Fathom Magex, 1 Frilled Mysticx, 1 Galloping Lizrogx, 1 Gyre Sagex, 4 Keeper of Fablesx, 3 Maraleaf Pixiex, 1 Nimbus Swimmer, 1 Nylea's Forerunnerx, 3 Paradise Druid, 2 Plaxmantax, 1 Progenitor Mimicx, 1 Protean Hulkx, 3 Spectral Sailorx, 4 Sphinx of Foresight, 2 Surveilling Sprite, 1 Trygon Predator, 2 Vigean Graftmage, 3 Vigean Hydropon, 1 Wildborn Preserverx, 2 Zameck Guildmagex,
Instants: 1 Applied Biomancyx, 1 Disdainful Strokex, 1 Gift of Strengthx, 2 Oko's Hospitalityx, 3 Optx, 1 Prying Eyes, 1 Quenchx, 1 Radical Ideax, 2 Rapid Hybridization, 1 Return of the Wildspeakerx, 1 Voidslime,
Artifacts: 2 Simic Signet,
2 months ago
Yo Paeldroth, glad ya like it!
My usual go to is usually any type of protection. It's usually Shielding Plax as it gives Tuvasa hexproof and the main way of her dying is usually by exile from a stray Swords or Path. Vanishing or Flickering Ward is my alternative way to protect her with Privileged Position is my last way.
In terms for what I tutor up...it all really depends. She is so versatile that you have answers to any situation. You need unblockable? Steel of the Godhead. You need Trample? Rancor. You need life? Daybreak Coronet. Extra damage? Ancestral Mask or Battle Mastery.
Hope that helps!
2 months ago
Looks like a fun deck to play. I like a lot of the spells you run. If I might offer some suggestions, I think something like Eternal Witness would help you if something gets destroyed or you need an important spell to recast from your graveyard. Using that same line of thinking, Mission Briefing is like a budget Snapcaster Mage. It can let you replay an important spell from the graveyard. Shielding Plax is a good protection enchantment and I think it works well here because it replaces itself by drawing a card. Good luck with your deck!!
3 months ago
So the way I'd go with this is basically a standard Tron commander with a top-end to take advantage of your draws. Chasm Skulker , Consecrated Sphinx , Faerie Vandal , all the Swords (e.g. Sword of Fire and Ice ), Skeleton Key , Colossus Hammer , Fireshrieker , Eel Umbra , Lightning Greaves , Swiftfoot Boots , Shielding Plax , Grafted Exoskeleton , etc. Probably a few counterspells (e.g. Counterspell ), some control like Vendilion Clique , maybe a Thought Sponge . Your higher-end stuff can be Jin-Gitaxias, Core Augur , Sheoldred, the Whispering One, Dragonlord Silumgar , Vilis, Broker of Blood . You want consistent life loss, so Pestilence and similar effects are solid.
5 months ago
You might like these: Vanishing , Flickerform , Heliod's Pilgrim , Unquestioned Authority , Shielding Plax , Eidolon of Blossoms , Sram, Senior Edificer , Mark of Eviction , Seal of Cleansing , Flickering Ward , Broken Fall , Molting Skin , Crystal Chimes , Copy Enchantment , Spark Double
7 months ago
DivineKhaos No problem!
To also answer your question, I purposely made Tuvasa have no counterspells, for my own reasoning, it's 1. Dilutes the deck when you want to draw more enchantments and 2. I'm usually the threat and therefore it's more of a answer this now rather than I'm answering other people. I play in a degenerate meta so I'm often prone to having my board answered quite often, it's mostly play by ear and see what's on the field. If you know that there is a person playing a lot of boardwipes than go grab Shield of the Oversoul , Flickerform , or Hyena Umbra , same with targeted removal. Situations are always conditional and go to move is always to protect Tuvasa, against targeted removal I usually try to go for Shielding Plax or Vanishing . The more you play the more you can kinda expect what to happen but that's also the fun of it! I tuned my deck based on my meta and it reflects on how I play, if you feel like you need to add in counterspells or more protection, go for it! This is just my take on my Tuvasa deck and your free to adjust it as you see fit (major advocate of building your deck to suit your taste and personal preference!).
10 months ago
I agree with Pikobyte on the protection options; they are all pretty great. Another option you could consider in the way of protection is Shielding Plax ; I prefer this over Diplomatic Immunity since it has the option of drawing you a card.
Now, as for making the deck faster, I prefer to [along with the more premium ramp spells] run some includes that synergize with Muldrotha, like Font of Fertility and Wayfarer's Bauble . Also, Burnished Hart can be pretty alright, but may be a little slow (Test it). I would cut Primal Growth and run faster ramp too like Rampant Growth , Farseek and Nature's Lore . I don't think this deck needs the extra card advantage from Cultivate either, so don't run that. The deck also can recur mana dorks if they die, so Llanowar Elves are a great card here, along with their functional reprints.
I like to run Seal of Doom as more redundancy for your removal.
I would upgrade the mana base - doesn't have to be anything too fancy, just some Kaladesh fast lands, check lands, and pain lands in place of Temple of the False God , Dimir Aqueduct , Darkwater Catacombs .
I would also consider adding/replacing mana rocks that can sacrifice themselves for benefits. ( Commander's Sphere , Mind Stone , Hedron Archive ). They will let you dig for your combo faster without giving up much of an opportunity cost.
[As for cuts, Phyrexian Delver feels unnecessary, as does Apprentice Necromancer . I would also try to find a balance between all permanent types (maybe even run some planeswalkers) in order to get the most out of Muldrotha.
1 year ago
I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.
I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.
For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .
Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.
Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.
Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .