Our EDH metagame here is extremely competitive, which means I'm always updating Sharuum to make it better. My plan:
This is essentially a combo deck. The deck doesn't want to draw anything that isn't a combo piece or extremely efficient on it's own. I know some of the card choices seem poor, mainly in the mana base, but their due to a limited collection and I'm currently in the process of getting what I need to make the replacements (my current planned replacements will be listed at the end).
This deck is currently tuned for both 1v1 and multiplayer, and works extremely well with very few of my draws being dead cards.
ANY SUGGESTIONS WOULD BE AWESOME!!
All changes, both the ones I'm currently getting the cards for and any that are suggested that I like in the deck will be listed below in a spoiler until they make there way in.
My Sharuum deck is tuned to be exceptionally competitive as well -- although I take a more control into combo route (I'm a Vintage player at heart, what can I say?).
I found the best win conditions for Sharuum are, in order of effectiveness:
I don't play #7, #8, #9, #10, or #11. Magister's Sphinx (#7) is in my sideboard -- I bring it in against decks that don't play blue (so they can't Bribery it).
I don't consider Glassdust Hulk, Arcbound Crusher or Disciple of the Vault + Sculpting Steel to be good enough to play (if I did, these would be #12-14, infinite mana combos would be farther down than swinging with random dudes).
The more random combos that require like 3 or 4 cards PLUS Sharuum aren't worth playing in my opinion. Not only do they take up more space in your deck than they need to (making lots of your draw dead), but they are more easily disrupted because the require multiple things in play to work.
I've found swinging with damage with random dudes is bad compared to the plans I have listed, especially as they make your Wraths and Counterspells much worse (counterspells are up more often when you don't tap out for some giant guy).
However, swinging with dudes that have relevant abilities is still better than playing multiple combos, in my opinion. Sure, you don't just randomly luck into wins, but if your opponents are not playing permission and don't kill you quickly, you can probably win with a variety of strategies and don't need the pseudo-speed of infinite combo pieces.
Benefits of playing a more controlling role with low win conditions:
1) More effective wraths
2) More slots to play business rather than things that affect life totals
3) You beat combo decks because you can play way more permission
4) You have a much better matchup against opposing control decks, as their permission hurts you much less
5) Far more consistency in opening hands, match playouts, and just in general
Detriments of going more controllish:
1) Lower percentage of "I win" hands
As far as I see it, that's pretty much it. I'd like to say there are more detriments, but I don't see a lot of them. The fact that you are able to play more controlling cards like 5-7 Wraths (including Oblivion Stone and Nevinyrral's Disk) and are able to tutor for them without fear of burning your tutor on a combo piece is just awesome. It helps your game against both aggro and combo, as combo relies on permanents to win (with the exception of a few, obviously), and your permission will stop those other few. Aggro just folds to wrath, and wraths are needed to stop ridiculous tokens and utility creatures which can be combos in and of themselves.
...Let alone the mystery you have to deal with when you have all your combo pieces lined up but have to guess whether your opponent has Krosan Grip or a counterspell. This is the thing that I think pulls me away from balls to the walls combo the most.
-----------------------------------------
I have not tested Venser, the Sojourner. He actually seems like he would be very good at recurring Mindslaver -- I might have to give him a go.
I played ~25 games with Venser in the deck and was only happy to see him once. Three players were left (myself included) and I was going to just stall the board with Moat and ultimate him, but he took infinite long and someone bounced him + won a counter war when he was at 9 counters.
Blinking Mana Vault was cute, but did relatively nothing because I couldn't use the mana right away, and Sharuum blinking never took off.
I replaced him with Magister's Sphinx, a card I'm much happier with for now. I'm still going to be testing other stuff -- I have a tournament this Saturday that I can get a lot of practice in as well.
Our EDH metagame here is extremely competitive, which means I'm always updating Sharuum to make it better. My plan:
This is essentially a combo deck. The deck doesn't want to draw anything that isn't a combo piece or extremely efficient on it's own. I know some of the card choices seem poor, mainly in the mana base, but their due to a limited collection and I'm currently in the process of getting what I need to make the replacements (my current planned replacements will be listed at the end).
This deck is currently tuned for both 1v1 and multiplayer, and works extremely well with very few of my draws being dead cards.
ANY SUGGESTIONS WOULD BE AWESOME!!
All changes, both the ones I'm currently getting the cards for and any that are suggested that I like in the deck will be listed below in a spoiler until they make there way in.
Out: Mistvein Borderpost
In: Hallowed Fountain
Out:Fieldmist Borderpost
In: Godless Shrine
I think you'll find that a lot of these cards will get cut (Open the Vaults, Filligree Angel, Sword of the Meek/Thopter/Ironworks is weak). I worked in permission instead and have had a lot of success.
@Evenpence: I am very surprised you found Extractor Demon to be more effective than Disciple. I have used Demon exactly once for a win and it is the next card which will get cut; Disciple is my favorite option. I generally play it and keep a counter on hand; and it is so cheap that it can come more quickly if my opponents who play blue are tapped out.
This is essentially a combo deck. The deck doesn't want to draw anything that isn't a combo piece or extremely efficient on it's own. I know some of the card choices seem poor, mainly in the mana base, but their due to a limited collection and I'm currently in the process of getting what I need to make the replacements (my current planned replacements will be listed at the end).
1x Sharuum, the Hegemon
MANA:
1x Evolving Wilds
1x Terramorphic Expanse
1x Esper Panorama
1x Marsh Flats
1x Reflecting Pool
1x Glimmervoid
1x Arcane Sanctum
1x Ancient Spring
1x Watery Grave
1x Jwar Isle Refuge
1x Creeping Tar Pit
1x Sejiri Refuge
1x Celestial Colonnade
1x Ancient Den
1x Seat of the Synod
1x Vault of Whispers
1x Darksteel Citadel
5x Plains
5x Island
5x Swamp
1x Academy Ruins
1x Mishra's Factory
1x Fieldmist Borderpost
1x Mistvein Borderpost
1x Dreamstone Hedron
1x Darksteel Ingot
1x Mox Opal
1x Sol Ring
1x Venser, the Sojourner
1x Tezzeret the Seeker
1x Tezzeret, Agent of Bolas
WRATHS:
1x Wrath of God
1x Damnation
1x Day of Judgment
1x Contagion Engine
1x Scourglass
1x Ratchet Bomb
TIME WALKS:
1x Time Stop
1x Time Stretch
1x Time Warp
1x Beacon of Tomorrows
TUTORS:
1x Treasure Mage
1x Sphinx Summoner
1x Reshape
1x Grim Tutor
REANIMATION:
1x Junk Diver
1x Oven the Vaults
1x Roar of Reclamation
COMBO PIECES:
1x Krark-Clan Ironworks
1x Ethersworn Adjudicator
1x Steel Overseer
1x Voltaic Key
1x Filigree Angel
1x Riddlesmith
1x Copper Gnomes
1x Lux Cannon
1x Sculpting Steel
1x Spine of Ish Sah
1x Thopter Foundry
1x Disciple of the Vault
1x Magister Sphinx
1x Magistrate's Scepter
1x Sword of the Meek
1x Duplicant
1x Mirrorworks
1x Myr Welder
1x Thopter Assembly
1x Mycosynth Golem
1x Time Sieve
1x Prototype Portal
1x Lodestone Golem
1x Etched Champion
1x Blightsteel Colossus
1x Sphinx Sovereign
1x Sensei's Divining Top
1x Memnarch
1x Tempered Steel
1x Ensnaring Bridge
1x Enigma Sphinx
1x Indomitable Archangel
1x Wurmcoil Engine
1x Platinum Emperion
1x Darksteel Forge
1x Master of Etherium
1x Ethersworn Canonist
1x Platinum Angel
1x Darksteel Colossus
This deck is currently tuned for both 1v1 and multiplayer, and works extremely well with very few of my draws being dead cards.
ANY SUGGESTIONS WOULD BE AWESOME!!
All changes, both the ones I'm currently getting the cards for and any that are suggested that I like in the deck will be listed below in a spoiler until they make there way in.
Out: Mistvein Borderpost
In: Hallowed Fountain
Out:Fieldmist Borderpost
In: Godless Shrine
http://forums.mtgsalvation.com/showthread.php?p=9203201#post9203201
http://forums.mtgsalvation.com/showthread.php?p=9203201#post9203201
I found the best win conditions for Sharuum are, in order of effectiveness:
1) Bitter Ordeal + Sculpting Steel (uncounterability = awesomeness)
2) Mindslaver + Master Transmuter
3) Mindslaver + Tawnos's Coffin
4) Mindslaver + Academy Ruins
5) Tezzeret, the Seeker ultimate (surprisingly easy)
6) Jace, the Mind Sculptor ultimate (not easy, kills only one player)
7) Magister's Sphinx beatdown (only kills one player, Bribery can hurt)
8) Memnarch + a ton of mana (can randomly be amazing, Bribery can REALLY hurt)
9) Time Sieve + Thopter Assembly (takes up two cards, both are mediocre on their own)
10) Extractor Demon + Sculpting Steel (Eldrazi make this combo not work and it needs to be in the graveyard, which makes it easier to disrupt)
11) Leyline of the Void + Helm of Obedience (Leyline is useful, but not recurrable, and it requires double black, Helm isn't bad on it's own, but isn't good either)
12) Thopter Foundry + Sword of the Meek (takes up two cards, both are BAD on their own, AND it doesn't outright win the game)
I don't play #7, #8, #9, #10, or #11. Magister's Sphinx (#7) is in my sideboard -- I bring it in against decks that don't play blue (so they can't Bribery it).
I don't consider Glassdust Hulk, Arcbound Crusher or Disciple of the Vault + Sculpting Steel to be good enough to play (if I did, these would be #12-14, infinite mana combos would be farther down than swinging with random dudes).
The more random combos that require like 3 or 4 cards PLUS Sharuum aren't worth playing in my opinion. Not only do they take up more space in your deck than they need to (making lots of your draw dead), but they are more easily disrupted because the require multiple things in play to work.
I've found swinging with damage with random dudes is bad compared to the plans I have listed, especially as they make your Wraths and Counterspells much worse (counterspells are up more often when you don't tap out for some giant guy).
However, swinging with dudes that have relevant abilities is still better than playing multiple combos, in my opinion. Sure, you don't just randomly luck into wins, but if your opponents are not playing permission and don't kill you quickly, you can probably win with a variety of strategies and don't need the pseudo-speed of infinite combo pieces.
Benefits of playing a more controlling role with low win conditions:
1) More effective wraths
2) More slots to play business rather than things that affect life totals
3) You beat combo decks because you can play way more permission
4) You have a much better matchup against opposing control decks, as their permission hurts you much less
5) Far more consistency in opening hands, match playouts, and just in general
Detriments of going more controllish:
1) Lower percentage of "I win" hands
As far as I see it, that's pretty much it. I'd like to say there are more detriments, but I don't see a lot of them. The fact that you are able to play more controlling cards like 5-7 Wraths (including Oblivion Stone and Nevinyrral's Disk) and are able to tutor for them without fear of burning your tutor on a combo piece is just awesome. It helps your game against both aggro and combo, as combo relies on permanents to win (with the exception of a few, obviously), and your permission will stop those other few. Aggro just folds to wrath, and wraths are needed to stop ridiculous tokens and utility creatures which can be combos in and of themselves.
...Let alone the mystery you have to deal with when you have all your combo pieces lined up but have to guess whether your opponent has Krosan Grip or a counterspell. This is the thing that I think pulls me away from balls to the walls combo the most.
-----------------------------------------
I have not tested Venser, the Sojourner. He actually seems like he would be very good at recurring Mindslaver -- I might have to give him a go.
Blinking Mana Vault was cute, but did relatively nothing because I couldn't use the mana right away, and Sharuum blinking never took off.
I replaced him with Magister's Sphinx, a card I'm much happier with for now. I'm still going to be testing other stuff -- I have a tournament this Saturday that I can get a lot of practice in as well.
I think you'll find that a lot of these cards will get cut (Open the Vaults, Filligree Angel, Sword of the Meek/Thopter/Ironworks is weak). I worked in permission instead and have had a lot of success.
@Evenpence: I am very surprised you found Extractor Demon to be more effective than Disciple. I have used Demon exactly once for a win and it is the next card which will get cut; Disciple is my favorite option. I generally play it and keep a counter on hand; and it is so cheap that it can come more quickly if my opponents who play blue are tapped out.
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi