About the Deck
Well here she is in all her glory... Sharuum V3.0! I've been running her for about a year now. I've changed her a bit from her first incarnation and I consider her to be a S-Tier competitive tournament deck. I've literally built her from the ground up and no decklists or anything and this is my pride and joy Well enough of my serious and problematic love for this deck on to what it does and how it wins.
Well from looking at this deck it probably might not look like much but it is very refined and tuned for a turn 2 - 5 win... My local store Drom's Comics and Cards in Davis, CA is home of some of the most competitive magic players in the country and many of us pour tons and tons of money into decks even casual ones like EDH so expect a high level of power. LSV running Dralnu, Riki Hayashi running Experiment Kraj-Mas & Azami Lady of Scrolls and our regular Power Tournament winners and top placers running Rofellos Lanowar Emmisary, Ertai Wizard Adept, Reaper King, Venser, Shaper Savant, Isamaru Hound of Konda and Zur the Enchanter. All of these are powerful decks run by former magic competitors and vintage players so expect very strong foes.
I had to build this deck mainly to stand up against Rofellos and Zur both having quick 1 to 3 plays that can cripple players easily so I focused on Tempo and what I call (MTS) Multi-Threat strategy which by definition means to try to tire your opponent out with multiple threats and spells that if you allow them to resolve can quickly get out of hand. Afterward I try to finish the game with a "closer" before my opponent has the chance to regroup.
I tried to build it so virtually any opening hand is keepable and against some decks an aggresive mulligan is necessary which the new Brittany Mulligan facilitates a more versatile starting hand for me.
Early game as of late I try to tutor ROFL-thopter early as to force my opponent to over extend to kill me because I can go off on turn 3 and take infinite turns. If the opponent stops that combo they must then immediately remove my graveyard from the game or it will quickly come back to bite you in the @** later on. If thats stopped I usually try to play creatures large enough on turn 4 or 5 that force you to use further artifact hate or removal or even create a tempo problem because of most EDH decks lack of flyers. So I cast Sphinx Summoner and tutor Sanctum Gargoyle because together they facilitate a versatile creature tutoring force. At this point when I procede to look for a closer to scare you you either have to wrath or prevent me from attacking or dealing damage for the rest of the game or youll lose like 8 to 12 damage a turn.
If this is some how stopped I procede to Tutor or Intuition a lock down or a do or die game resolving spell. Magister Sphinx or Crucible Strip Lock or even Twist you for your hand. By now my opponent has probably run out of options for a closer which is usually Mindslaver Lock, Memnarch, or Teferi or even sometimes Enigma Sphinx or Akroma Sphinx to further extend my field advantage or life advantage.
The deck does lots more stuff but thats a general outline of how most of my games go. If they make it past turn 5 it usually involves a really long and drawn out game where you end up either being really frustrated at how you seem to be losing your army and my army does not change. Or if youve played against it enough where you know you are going to lose. This is the reality of war and how serious EDH is at our store lol... Hope yall enjoy ;]
Well here she is in all her glory... Sharuum V3.0! I've been running her for about a year now. I've changed her a bit from her first incarnation and I consider her to be a S-Tier competitive tournament deck. I've literally built her from the ground up and no decklists or anything and this is my pride and joy Well enough of my serious and problematic love for this deck on to what it does and how it wins.
Well from looking at this deck it probably might not look like much but it is very refined and tuned for a turn 2 - 5 win... My local store Drom's Comics and Cards in Davis, CA is home of some of the most competitive magic players in the country and many of us pour tons and tons of money into decks even casual ones like EDH so expect a high level of power. LSV running Dralnu, Riki Hayashi running Experiment Kraj-Mas & Azami Lady of Scrolls and our regular Power Tournament winners and top placers running Rofellos Lanowar Emmisary, Ertai Wizard Adept, Reaper King, Venser, Shaper Savant, Isamaru Hound of Konda and Zur the Enchanter. All of these are powerful decks run by former magic competitors and vintage players so expect very strong foes.
I had to build this deck mainly to stand up against Rofellos and Zur both having quick 1 to 3 plays that can cripple players easily so I focused on Tempo and what I call (MTS) Multi-Threat strategy which by definition means to try to tire your opponent out with multiple threats and spells that if you allow them to resolve can quickly get out of hand. Afterward I try to finish the game with a "closer" before my opponent has the chance to regroup.
I tried to build it so virtually any opening hand is keepable and against some decks an aggresive mulligan is necessary which the new Brittany Mulligan facilitates a more versatile starting hand for me.
Early game as of late I try to tutor ROFL-thopter early as to force my opponent to over extend to kill me because I can go off on turn 3 and take infinite turns. If the opponent stops that combo they must then immediately remove my graveyard from the game or it will quickly come back to bite you in the @** later on. If thats stopped I usually try to play creatures large enough on turn 4 or 5 that force you to use further artifact hate or removal or even create a tempo problem because of most EDH decks lack of flyers. So I cast Sphinx Summoner and tutor Sanctum Gargoyle because together they facilitate a versatile creature tutoring force. At this point when I procede to look for a closer to scare you you either have to wrath or prevent me from attacking or dealing damage for the rest of the game or youll lose like 8 to 12 damage a turn.
If this is some how stopped I procede to Tutor or Intuition a lock down or a do or die game resolving spell. Magister Sphinx or Crucible Strip Lock or even Twist you for your hand. By now my opponent has probably run out of options for a closer which is usually Mindslaver Lock, Memnarch, or Teferi or even sometimes Enigma Sphinx or Akroma Sphinx to further extend my field advantage or life advantage.
The deck does lots more stuff but thats a general outline of how most of my games go. If they make it past turn 5 it usually involves a really long and drawn out game where you end up either being really frustrated at how you seem to be losing your army and my army does not change. Or if youve played against it enough where you know you are going to lose. This is the reality of war and how serious EDH is at our store lol... Hope yall enjoy ;]
Here ya go, now clickable. A combo i love in my Sharuum deck is Darksteel Forge & Nevinyrral's Disk... not super comp.. but loads of fun. A Pithing Needle might help depending on the generals/planeswalers you play against.
Thx... I have Forge/Disk in the sideboard for Zur and Rofellos... My Side board is primarily spot removal within the first 3 turns and I usually board out a win condition or two and focus on just beating the crap out of Those 2 or 3 pesky 1 mana or 2 mana generals.
Yeah but I usually never have problems with mana... The Candelabra is good but I think its better in Control decks than in my case. Trickbind and Stifle are great cards but alittle too situational. Most of my spells are either designed to remove a threat all together or stop it from ever happening or to get card advantage. I did use Merchant Scroll in 2.0 but its sorcery speed I dont have any more room for tutors. I usually dont cast spells often because of the MTS Value each turn provides. If I tried to go off I would be in the same situation I am forcing my opponent into and thats over extension.
I usually dont cast spells often because of the MTS Value each turn provides. If I tried to go off I would be in the same situation I am forcing my opponent into and thats over extension.
Sorry, what does MTS Value stand for?
Have you tried running Disciple of the Vault combo over the Thopter combo?
It is harder to tutor for, but saves 2 deck spots. Time Sieve and Thopter foundry I always found sub-par on their own, let alone Sword of the Meek.
Artificer's Intuition, I am crazy about this card in my Sharuum list. Turns your late game artifacts into mana acceleration, creates targets for Sharuum, and acts as a shuffle outlet to super-charge your diving top (which it tutored for).
MTS is a term I coined that means "Multi Threat Strategy" The value is assigned by how a single card or a group of cards work well to attain card advantage so I give the card Sphinx Summoner normally a crappy card in a normal deck a 1 or a 2 depending on deck type... My deck has it assigned it a 4 or 5 depending on mana or under optimal conditions.
EG: If I Cast Sphinx Summoner on turn 3 and tutor Enigma Sphinx It is implied on that following turn If I am able to cast the sphinx That is 3 Targets on the board an opponent has to deal with. I am assuming this because my deck is mostly tutors and mana accel I can reasonably expect I will draw a Threat or a Tutor for a threat thust leaving my opponent a vision of dealing with a 3/3 flier, a 5/4 flier and a free spell in this case giving it a value of 3 In this scenario but due to how the deck is built it is very likely I wont choose this because when I choose other cards it can go up or down. Intuition is rated exactly the same number in my deck where in other decks it could be rated much higher or lower.
I dont like the Disciple combo much because its 3 cards that dont work well on their own. Sword of the Meek is not so bad alone where Cards like Vedalken Engineer need a little boost in Power and Toughness. as well as Animating Blinkmoth Nexus to have a free 2/3 "Ornithopter" It has its uses... and alone it doesnt look that threatening. Would you waste a spell blowing up the sword? Ive found that with my decks ability to recur things Time Sieve is effective for getting an extra turn sometimes even sacing itself. I think doing it on their turn taking 2 turns in a row is crucial. Thopter Foundry is pretty mediocre but sometimes its cool to have an artifact that has multiple uses. Like to gain some life when someone wraths or is about to destroy a creature. Sometimes I need a sac outlet to get rid of Sharuum to recast her, Sometimes I sac its self to block a Zur or a beater for a turn. It isnt as bad a card as it seems.
Artificer's Intuition is not a bad card but if I drew into that card when I had all of my single mana or less artifacts in play it would seem like a dead card. As a Discard outlet I would rather cast the spell seeing as how most of my spells would be of better use to me if I used it twice instead of once.
"I don't like the Disciple combo much because its 3 cards that don't work well on their own."
Wait are we talking about the same combo?
Sharuum + Sculpting Steel + Disciple of the Vault
Sorry if I wasn't more clear. You are already running 2/3rds of the combo in your list. I figure running 1x Disciple (mediocre on his own) might be better than running 3 mediocre cards.
I highly recommend you try testing Artificer's Intuition. I realize if you have already drawn all of the following:
Sensei's Diving Top
Sol Ring
Mana Crypt
Mana Vault
Artifact Lands
Then yes, it might be a dead draw. Also it allows you to run a bit of a 1cc toolbox, namely:
Pithing Needle
Dispellers Capsule
Executioners Capsule (meta dependent, bad vs zur, good vs rofelos, arcum etc)
Meekstone (again, meta dependent, good vs Uril)
We are talking about the same combo. I dont like it its too easy to disrupt and it requires 2 creatures. Now the combo doesnt work anymore anyway. The new rules change makes generals die when copys come into play. Those 3 cards are not really as weak as people think. Thats why I used the examples above.
Sword of the Meek boosts my 1/1s to help them block Isamaru and Annoying low cost generals. As well as Animating Blinkmoth Nexus to have a free 2/3 "Ornithopter"
Time Sieve is effective for getting an extra turn sometimes even sacing itself. I think doing it on their turn taking 2 turns in a row is crucial.
Thopter Foundry is pretty mediocre but sometimes its cool to have an artifact that has multiple uses. Like to gain some life when someone wraths or is about to destroy a creature. Sometimes I need a sac outlet to get rid of Sharuum to recast her, Sometimes I sac itsself to block a Zur or a beater for a turn
Artificer's Intuition gets me those solid cards and it does thin my deck but if you look at my list almost all of my artifacts benifit me more on the field than in the graveyard. Dumping combo pieces into the Graveyard is extremely volatile unless you are going to go off immediately as a result. There are too many instant speed graveyard hate cards. It would be silly to dump something like Mindslaver to get a top and lose a powerful card like that just to Scry. Id rather cast it... see if it gets blown up or countered then cast Sharuum the following turn. Those other toolbox cards like Pithing Needle have lost their appeal to me because in most cases when I Pithing Needle a target it does little for me there after. It is in the board for certain decks but I dont think it warrants being in my deck main deck. The capsules and meekstone dont seem as good in this deck. Something tells me you picked them so you can tutor them and recur them with Sharuum. I have removal on a stick I can tutor easily instead of discarding a powerful card to get a removal spell, then cast it and later waste 8 mana to kill a creature. It seems really loopy and slow. Rofellos and Arcum AND Zur need to be removed immediately Plain and Simple. My side board consists of nothing but spot removal and toolbox cards. I found that Zurs weakness is blowing up everything every turn and I have 2 ways to do that. The same thing can be said about Rofellos but I have spot removal for him too. Arcum is easy to deal with because hes not a Control Mono Blue deck... he is a combo deck. LOL who the hell plays Uril? hahah he seems like a lame general. So he cant be targeted so you put something bigger in the way or wrath.
The combo still works with the new rules, you just use the sculpting steel's Sharuum Trigger to animate the real Sharuum, and continue from there. Your point about the Disciple combo being vulnerable to creature removal is a valid one. If I can find a Sword of the Meek I may have to test yours out.
My meta is very casual so certain cards will shine that don't do much in other metas. Meekstone is a powerful efficient card, that unfortunatly doesnt affect alot of top decks (zur, rof, arcum etc).
I was pretty sure Sharuum had to resolve for her Ability to trigger? If thats the case wont they both die? Sculpting Steel comes into play as an exact copy then they both die then ummm It would seem like you would have to stack the abilities hmmm I dunno... It could still work... Ill have to ask. I suppose it will work if it was done in Block Constructed.
The combo still works with the new rules, you just use the sculpting steel's Sharuum Trigger to animate the real Sharuum, and continue from there.
This is correct, and the combo still works with the "new" General rule; the "General Rule" trigger is a state-based effect, which is checked when a player is given priority. In this case, Sharuum is in play, Sculpting steel comes in, the SS trigger hits the stack, resolves and turns into Sharuum #2, adding the Sharuum trigger to the stack.
At this point, the General rule has something to work on, so SBEs are checked, both Sharuums head to the bin, and the Sculpting Steel Sharuum trigger hits. Target the original Sharuum, get the trigger, target Steel with it, rinse, and repeat.
Your point about the Disciple combo being vulnerable to creature removal is a valid one. If I can find a Sword of the Meek I may have to test yours out.
Extractor Demon is better yet, as you can send it to the bin at any point and just Unearth it. In fact, it becomes fantastic on the back of Intuition; Demon, Lotus Bloom, Sculpting Steel wins you the game.
That is an interesting alternative to Disciple. Minimum 3 mana, but useful as discard fodder. I suppose its advantage scales with the amount of discard sources you run.
Question tho, why in the above Intuition package did you include Lotus Bloom? Unless you plan to combo out 3 turns from now I fail to see how it would be used.
That is an interesting alternative to Disciple. Minimum 3 mana, but useful as discard fodder. I suppose its advantage scales with the amount of discard sources you run.
I don't run any other discard at all. It's simply a tutorable combo win in this deck; running the Sculpting Steel combo with this in play unchecked will mill the entire table. Of course, it's not an instant win like Disciple, but you can find it easier, and it ends up playing out just as effectively in the long run for the most part, barring Blessing schenanigans.
Question tho, why in the above Intuition package did you include Lotus Bloom? Unless you plan to combo out 3 turns from now I fail to see how it would be used.
It's just another mana source that can immediately pay for the Demon's Unearth cost when Sharuum-ed in if needed. Gilded Lotus works as well in this situation, and really, nothing in the third slot is essential; it can just help make your life easier. More often than not, you end up with a Demon in hand off this pile; really, the only other thing that matters is having the Steel somewhere.
This is my 3rd EDH deck featuring Sharuum, the Hegemon as my General.All my decks are geared to MULTIPLAYER, but easy to transformed with a few changes for 1v1 at the same time.
As most of you might know, Sharuum abuses her efective way to get back any artifact from the yard into play. AWESOME!
I had this list for a long time, but i never posted before because i wasnt confortable with what i had before. After alot of play-testing i came up with this list that i can say is very close to be a solid MULTIPLAYER EDH deck.
Basiclyy this deck has explosive starts with the artifact mana aceleration. So in turn 3 or 4 im planing to cast a spell worth for turn 6 or 7 like, Stroke of genius(wich i have to find a slot for it), Planar Portal, Triskilion. Something really good but not very powerfull that will put me in the eye of the sorm. You get the point.
After this, go get the bombs...Mindslaver and the like, to get peolpes' frawns.
I also carry the little Artificer's intuition/trinkermage packege that helps in many ways.
Things that i need to improve:
A little bit more card drawing. I know there are some cards that can safely be cut, but i need good replacemet sugestions to do so. PLEASE, dont hesitate to post anything, positive or negative
EDIT 01-06-2010
I started by adding mana fixing with the M10 and zendikar lands. It helped alot!
I also added more mana artifacts to have more explotion early in the game...and spells to dump the mana ramp explotion like:
This is my 3rd EDH deck featuring Sharrum, the Hegemon as my General.All my decks are geared to MULTIPLAYER, but easy to transformed with a few changes for 1v1 at the same time.
As most of you might know, Sharrum abuses her efective way to get back any artifact from the yard into play. AWESOME!
I had this list for a long time, but i never posted before because i wasnt confortable with what i had before. After alot of play-testing i came up with this list that i can say is very close to be a solid MULTIPLAYER EDH deck.
A little bit more card drawing. I know there are some cards that can safely be cut, but i need good replacemet sugestions to do so. PLEASE, dont hesitate to post anything, positive or negative
After some itterations and a lot of reading/getting inspired on this forum I came to the following decklist.
The list is somewhat on a budget, no cards above €6 unless I got them from a booster. I play EDH casually so it might not be the most optimized list, and I purposly left out any LD and Prison style stuff. This list is mainly about having fun, having answers and ofcourse (but not primarily) winning.
After the list I will explain some of the interactions in the deck.
Roflthopter:Sword of the Meek + Thopter Foundry form a loop that for and sacrificing the sword gives you a 1/1 flying thopter token and gets the sword back, rince and repeat. Together with Krark-Clan Ironworks you have infinite mana, Blasting Station let's you do infinite damage. Combine Skullclamp with the Thopter tokens and you get quite a lot of draw. combining it with Time Sieve will give you turn after turn.
Finding answers: Finding answers when you need them is another points of this deck. Simply by using the tutors, using Arcum Daggson to trade tokens for utility artifacts or pinging Sphinx Summoner.
Basically this gives me a fun deck that has some control, big beaters, some nice combos, lifegaining, card draw, recursion, extra turns and tutoring. It gives me a very nice and complete toolbox to do something different in every game (fun!!) and is quite competitive in my casual meta.
Still any suggestions or thought on my decklist are very welcome. Improving your deck is part of the fun. I will also try to answer questions you might have about my decklist.
I am looking for a few suggestions on the list.
- A mild form a OPTIONAL LD and a way to bounce back from LD.
- A way to filter the mana generated by Krark-Clan Ironworks into coloured mana.
- What are the weak cards in my list?
The best way for you to fight LD is to run Crucible of Worlds, if you shop around you should be able to get one for ~$8. Crucible also gives some nice synergy with Strip Mine and the fetch lands if you decide to sink a little money into the deck. Here are some cards I love in my Sharuum deck:
Memory Jar: I would add this in a heartbeat. Lets you draw 7, lets you power up your GY, and you can recur it with Sharuum. It's amazing. Karn, Silver Golem: Animates all my non-creature arti's and combos nicely w/ Mycosynth Lattice for ridiculous LD. Mycosynth Lattice: As mentioned above, this combos nicely w/ Karn, makes Memnarch's job a lot easier, and allows you to run the Darksteel Forge/Lattice/Nevinyrral's Disk combo. Also goes nicely with Sen Triplets. Tawnos's Coffin: Absolutely amazing in this deck, It goes with every CITP guy you run and can be used to lock out annoying creatures. It can also take the place of Mistmeadow Witch/Voyager Staff. You should be able to find one for ~$8. Artificer's Intuition: I would run this over Trinket Mage. You can activate it multiple times and it lets you fill up your GY for Sharuum. Tormod's Crypt: GY hate is always good.
After doing some playtesting I am looking for some more advice. I want to make this deck a bit more competitive. Part of this is getting the possibility of LD and surviving LD into the deck by making the changes in the list below.
Next to that I am thinking about adding a suit of efficient counterspells. This is where I would like some advice. Is this a good idea? How many counterspells do I need? Which counterspells should I look for? What to cut?
If I can make a suggestion. If you buy only one expensive card, make it Memory Jar.
Even in the full budget $1000 decks it is one of the most important cards, before you get Karn or Crucible or Lattice, get the Jar.
On Lattice, I don't think its worth it in the deck unless you have Tolarian Academy, even then it doesn't really do much on its own.
@ Voyager Staff, it is NOT weak. Here is what it does in a Sharuum Deck:
- Creates an un-killable Sharuum (reanimate staff back with her ability)
- Reanimates anything in your deck for {3} mana with sharuum in play.
- Becomes a better Toromonds Crypt with Salvaging Station in play.
- Makes your non-shroud creatures immune to Bribery, Control Magic, Wrath of God.
- In a pinch you can exile an opponents creature to buy some time.
1 Sharuum, The Hegemon
Creatures
1 Memnarch
1 Trinket Mage
1 Ethersworn Adjudicator
1 Magister Sphinx
1 Sphinx Summoner
1 Ethersworn Cannonist
1 Sanctum Gargoyle
1 Master of Etherium
1 Inkwell Leviathan
1 Sphinx of the Steel Wind
1 Enigma Sphinx
1 Teferi, Mage of Zhalfir
1 Sen Triplets
1 Copper Gnomes
1 Master Transmuter
1 Draining Whelk
Instants
1 Rewind
1 Mystical Teachings
1 Counterspell
1 Capsize
1 Momentary Blink
1 Cryptic Command
1 Mystical Tutor
1 Hinder
1 Oppurtunity
1 Thirst of Knowledge
1 Vampiric Tutor
1 Intuition
1 Enlightend Tutor
1 Misdirection
1 Fact or Fiction
1 Force of Will
1 Mindbreak Trap
1 Vindicate
1 Chainer's Edict
1 Beseech the Queen
1 Demonic Tutor
1 Ancestral Vision
1 Yawgmoth's Will
1 Mind Twist
1 Damnation
1 Austere Command
1 Fabricate
Enchantments
1 Take Possesion
1 Phyrexian Arena
Planeswalkers
1 Jace Beleren
1 Tezzeret, the Seeker
Artifacts
1 Grim Monolith
1 Mana Vault
1 Time Sieve
1 Mana Crypt
1 Lightning Greaves
1 Cruicible of Worlds
1 Guilded Lotus
1 Sol Ring
1 Mindslaver
1 Sculpting Steel
1 Scourglass
1 Expedition Map
1 Khalni Gem
1 Thopter Foundry
1 Sensei's Divining Top
1 Sword of the Meek
1 Voltaic Key
Lands
1 Strip Mine
1 Wasteland
1 Island
1 Flooded Strand
1 Vesuva
1 Vault of Whispers
1 Minamo, School at Water's Edge
1 Godless Shrine
1 Urza's Factory
1 Sunken Ruins
1 Tolaria West
1 Seat of the Synod
1 Mishra's Factory
1 Mystic Gate
1 Glimmervoid
1 Watery Grave
1 Reflecting Pool
1 Boseiju, Who Shelters All
1 Swamp
1 Blinkmoth Nexus
1 Magosi, the Waterveil
1 Underground Sea
1 Plains
1 Ancient Tomb
1 Urborg, Tomb of Yawgmoth
1 Hallowed Fountain
1 Polluted Delta
1 Marsh Flats
1 Tundra
1 Scrubland
1 Ancient Den
1 Fetid Heath
1 Academy Ruins
1 Tolarian Academy
1 Arcane Sanctum
Cuts:
Vedalken Engineer
Desertion
Spelljack
Hurkyl's Recall
Dimir Signet
Coalition Relic
Orzhov Signet
Lotus Bloom
Darksteel Citadel
Exotic Orchard
Dimir Aqueduct
Esper Panorama
Bloodstained Mire
Mishra's Workshop
Oboro, Palace in the Clouds
Changelog:
December 7, 2009 - Sharuum Version 4.0
About the Deck
Well here she is in all her glory... Sharuum V3.0! I've been running her for about a year now. I've changed her a bit from her first incarnation and I consider her to be a S-Tier competitive tournament deck. I've literally built her from the ground up and no decklists or anything and this is my pride and joy Well enough of my serious and problematic love for this deck on to what it does and how it wins.
Well from looking at this deck it probably might not look like much but it is very refined and tuned for a turn 2 - 5 win... My local store Drom's Comics and Cards in Davis, CA is home of some of the most competitive magic players in the country and many of us pour tons and tons of money into decks even casual ones like EDH so expect a high level of power. LSV running Dralnu, Riki Hayashi running Experiment Kraj-Mas & Azami Lady of Scrolls and our regular Power Tournament winners and top placers running Rofellos Lanowar Emmisary, Ertai Wizard Adept, Reaper King, Venser, Shaper Savant, Isamaru Hound of Konda and Zur the Enchanter. All of these are powerful decks run by former magic competitors and vintage players so expect very strong foes.
I had to build this deck mainly to stand up against Rofellos and Zur both having quick 1 to 3 plays that can cripple players easily so I focused on Tempo and what I call (MTS) Multi-Threat strategy which by definition means to try to tire your opponent out with multiple threats and spells that if you allow them to resolve can quickly get out of hand. Afterward I try to finish the game with a "closer" before my opponent has the chance to regroup.
I tried to build it so virtually any opening hand is keepable and against some decks an aggresive mulligan is necessary which the new Brittany Mulligan facilitates a more versatile starting hand for me.
Early game as of late I try to tutor ROFL-thopter early as to force my opponent to over extend to kill me because I can go off on turn 3 and take infinite turns. If the opponent stops that combo they must then immediately remove my graveyard from the game or it will quickly come back to bite you in the @** later on. If thats stopped I usually try to play creatures large enough on turn 4 or 5 that force you to use further artifact hate or removal or even create a tempo problem because of most EDH decks lack of flyers. So I cast Sphinx Summoner and tutor Sanctum Gargoyle because together they facilitate a versatile creature tutoring force. At this point when I procede to look for a closer to scare you you either have to wrath or prevent me from attacking or dealing damage for the rest of the game or youll lose like 8 to 12 damage a turn.
If this is some how stopped I procede to Tutor or Intuition a lock down or a do or die game resolving spell. Magister Sphinx or Crucible Strip Lock or even Twist you for your hand. By now my opponent has probably run out of options for a closer which is usually Mindslaver Lock, Memnarch, or Teferi or even sometimes Enigma Sphinx or Akroma Sphinx to further extend my field advantage or life advantage.
The deck does lots more stuff but thats a general outline of how most of my games go. If they make it past turn 5 it usually involves a really long and drawn out game where you end up either being really frustrated at how you seem to be losing your army and my army does not change. Or if youve played against it enough where you know you are going to lose. This is the reality of war and how serious EDH is at our store lol... Hope yall enjoy ;]
Here ya go, now clickable. A combo i love in my Sharuum deck is Darksteel Forge & Nevinyrral's Disk... not super comp.. but loads of fun. A Pithing Needle might help depending on the generals/planeswalers you play against.
Current Generals:
GWU Jenara WUB Sharuum WUB Zur
WB Ghost Council RGW Uril RB Wort GU Kraj
Yeah but I usually never have problems with mana... The Candelabra is good but I think its better in Control decks than in my case. Trickbind and Stifle are great cards but alittle too situational. Most of my spells are either designed to remove a threat all together or stop it from ever happening or to get card advantage. I did use Merchant Scroll in 2.0 but its sorcery speed I dont have any more room for tutors. I usually dont cast spells often because of the MTS Value each turn provides. If I tried to go off I would be in the same situation I am forcing my opponent into and thats over extension.
Sorry, what does MTS Value stand for?
Have you tried running Disciple of the Vault combo over the Thopter combo?
It is harder to tutor for, but saves 2 deck spots. Time Sieve and Thopter foundry I always found sub-par on their own, let alone Sword of the Meek.
Artificer's Intuition, I am crazy about this card in my Sharuum list. Turns your late game artifacts into mana acceleration, creates targets for Sharuum, and acts as a shuffle outlet to super-charge your diving top (which it tutored for).
EG: If I Cast Sphinx Summoner on turn 3 and tutor Enigma Sphinx It is implied on that following turn If I am able to cast the sphinx That is 3 Targets on the board an opponent has to deal with. I am assuming this because my deck is mostly tutors and mana accel I can reasonably expect I will draw a Threat or a Tutor for a threat thust leaving my opponent a vision of dealing with a 3/3 flier, a 5/4 flier and a free spell in this case giving it a value of 3 In this scenario but due to how the deck is built it is very likely I wont choose this because when I choose other cards it can go up or down. Intuition is rated exactly the same number in my deck where in other decks it could be rated much higher or lower.
Artificer's Intuition is not a bad card but if I drew into that card when I had all of my single mana or less artifacts in play it would seem like a dead card. As a Discard outlet I would rather cast the spell seeing as how most of my spells would be of better use to me if I used it twice instead of once.
Wait are we talking about the same combo?
Sharuum + Sculpting Steel + Disciple of the Vault
Sorry if I wasn't more clear. You are already running 2/3rds of the combo in your list. I figure running 1x Disciple (mediocre on his own) might be better than running 3 mediocre cards.
I highly recommend you try testing Artificer's Intuition. I realize if you have already drawn all of the following:
Sensei's Diving Top
Sol Ring
Mana Crypt
Mana Vault
Artifact Lands
Then yes, it might be a dead draw. Also it allows you to run a bit of a 1cc toolbox, namely:
Pithing Needle
Dispellers Capsule
Executioners Capsule (meta dependent, bad vs zur, good vs rofelos, arcum etc)
Meekstone (again, meta dependent, good vs Uril)
Artificer's Intuition gets me those solid cards and it does thin my deck but if you look at my list almost all of my artifacts benifit me more on the field than in the graveyard. Dumping combo pieces into the Graveyard is extremely volatile unless you are going to go off immediately as a result. There are too many instant speed graveyard hate cards. It would be silly to dump something like Mindslaver to get a top and lose a powerful card like that just to Scry. Id rather cast it... see if it gets blown up or countered then cast Sharuum the following turn. Those other toolbox cards like Pithing Needle have lost their appeal to me because in most cases when I Pithing Needle a target it does little for me there after. It is in the board for certain decks but I dont think it warrants being in my deck main deck. The capsules and meekstone dont seem as good in this deck. Something tells me you picked them so you can tutor them and recur them with Sharuum. I have removal on a stick I can tutor easily instead of discarding a powerful card to get a removal spell, then cast it and later waste 8 mana to kill a creature. It seems really loopy and slow. Rofellos and Arcum AND Zur need to be removed immediately Plain and Simple. My side board consists of nothing but spot removal and toolbox cards. I found that Zurs weakness is blowing up everything every turn and I have 2 ways to do that. The same thing can be said about Rofellos but I have spot removal for him too. Arcum is easy to deal with because hes not a Control Mono Blue deck... he is a combo deck. LOL who the hell plays Uril? hahah he seems like a lame general. So he cant be targeted so you put something bigger in the way or wrath.
My meta is very casual so certain cards will shine that don't do much in other metas. Meekstone is a powerful efficient card, that unfortunatly doesnt affect alot of top decks (zur, rof, arcum etc).
This is correct, and the combo still works with the "new" General rule; the "General Rule" trigger is a state-based effect, which is checked when a player is given priority. In this case, Sharuum is in play, Sculpting steel comes in, the SS trigger hits the stack, resolves and turns into Sharuum #2, adding the Sharuum trigger to the stack.
At this point, the General rule has something to work on, so SBEs are checked, both Sharuums head to the bin, and the Sculpting Steel Sharuum trigger hits. Target the original Sharuum, get the trigger, target Steel with it, rinse, and repeat.
Extractor Demon is better yet, as you can send it to the bin at any point and just Unearth it. In fact, it becomes fantastic on the back of Intuition; Demon, Lotus Bloom, Sculpting Steel wins you the game.
--->DJ
Question tho, why in the above Intuition package did you include Lotus Bloom? Unless you plan to combo out 3 turns from now I fail to see how it would be used.
I don't run any other discard at all. It's simply a tutorable combo win in this deck; running the Sculpting Steel combo with this in play unchecked will mill the entire table. Of course, it's not an instant win like Disciple, but you can find it easier, and it ends up playing out just as effectively in the long run for the most part, barring Blessing schenanigans.
It's just another mana source that can immediately pay for the Demon's Unearth cost when Sharuum-ed in if needed. Gilded Lotus works as well in this situation, and really, nothing in the third slot is essential; it can just help make your life easier. More often than not, you end up with a Demon in hand off this pile; really, the only other thing that matters is having the Steel somewhere.
--->DJ
As most of you might know, Sharuum abuses her efective way to get back any artifact from the yard into play. AWESOME!
I had this list for a long time, but i never posted before because i wasnt confortable with what i had before. After alot of play-testing i came up with this list that i can say is very close to be a solid MULTIPLAYER EDH deck.
Anyways, here is the list:
1Trickster Mage
1Vedalken Engineer
1Scarecrone
1Trinket Mage
1Esperzoa
1Master Transmuter
1Solemn Simulacrum
1Sanctum Gargoyle
1Lumengrid Augur
1Leonin Abunas
1Sphinx Summoner
1 Aeon Chronicler
1Condemn
1Swords to Plowshares
1Dispeller’s Capsule
1Executioner’s Capsule
1Pithing Needle
1 Engineered Explosives
9 Islands
6 Swamps
6 Plains
How does it work:
Basiclyy this deck has explosive starts with the artifact mana aceleration. So in turn 3 or 4 im planing to cast a spell worth for turn 6 or 7 like, Stroke of genius(wich i have to find a slot for it), Planar Portal, Triskilion. Something really good but not very powerfull that will put me in the eye of the sorm. You get the point.
After this, go get the bombs...Mindslaver and the like, to get peolpes' frawns.
I also carry the little Artificer's intuition/trinkermage packege that helps in many ways.
Things that i need to improve:
A little bit more card drawing.
I know there are some cards that can safely be cut, but i need good replacemet sugestions to do so. PLEASE, dont hesitate to post anything, positive or negative
EDIT 01-06-2010
I started by adding mana fixing with the M10 and zendikar lands. It helped alot!
I also added more mana artifacts to have more explotion early in the game...and spells to dump the mana ramp explotion like:
- Stroke of Genius" target="blank">Stroke of Genius
- Aeon Chronicler
" target="blank">Aeon ChroniclerAnd other draw spells
This is def out of my EDH deck the one that need more testing. I need also suggestion if you have one.
fixd
Do you have a link for your deck?
The list is somewhat on a budget, no cards above €6 unless I got them from a booster. I play EDH casually so it might not be the most optimized list, and I purposly left out any LD and Prison style stuff. This list is mainly about having fun, having answers and ofcourse (but not primarily) winning.
After the list I will explain some of the interactions in the deck.
1 Sharuum the Hegemon
Planeswalker (1):
1 Tezzeret the Seeker
Artifact Creatures (19):
1 Memnarch
1 Magister Sphinx
1 Sphinx Sovereign
1 Sharding Sphinx
1 Grim Poppet
1 Master Transmuter
1 Ethersworn Adjudicator
1 Ethersworn Canonist
1 Sen Triplets
1 Sphinx Summoner
1 Filigree Angel
1 Inkwell Leviathan
1 Sanctum Gargoyle
1 Duplicant
1 Faerie Mechanist
1 Solemn Simulacrum
1 Arcbound Crusher
1 Triskelavus
1 Scarecrone
Non-Artifact Utility Creatures (8):
1 Vedalken Engineer
1 Arcanis the Omnipotent
1 Vesuvan Shapeshifter
1 Trinket Mage
1 Mistmeadow Witch
1 Arcum Dagsson
1 Ertai, the Corrupted
1 Sakashima the Impostor
1 Reshape
1 Fabricate
1 Diabolic Tutor
1 Planar Portal
Draw (3):
1 Mind's Eye
1 Skullclamp
1 Fact or Fiction
Removal (4):
1 Scourglass
1 Dispeller's Capsule
1 Executioner's Capsule
1 Day of Judgment
1 Oblivion Stone
Utility (1):
1 Rite of Replication
Utility Artifacts (18):
1 Darksteel Forge
1 Soul Foundry
1 Sculpting Steel
1 Time Sieve
1 Thousand-Year Elixir
1 Journeyer's Kite
1 Voyager Staff
1 Salvaging Station
1 Summoning Station
1 Neurok Stealthsuit
1 Minion Reflector
1 Eldrazi Monument
1 Crystal Shard
1 Erratic Portal
1 Thopter Foundry
1 Krark-Clan Ironworks
1 Sword of the Meek
1 Blasting Station
1 Obelisk of Esper
1 Darksteel Ingot
1 Gilded Lotus
1 Thran Dynamo
1 Kor Haven
1 Darksteel Citadel
1 Esper Panorama
1 Tolaria West
1 Minamo, School at Water's Edge
1 Temple of the False God
1 Academy Ruins
1 Reliquary Tower
1 Boreal Shelf
1 Dimir Aqueduct
1 Azorius Chancery
1 Orzhov Basilica
1 Arcane Sanctum
1 Seat of the Synod
1 Ancient Den
1 Vault of Whispers
1 Sejiri Refuge
7 Island
6 Plains
6 Swamp
Recent changes
17-10-2009
- Hanna's Custody, Pentavus, Lightning Greaves (proxy) + Tezzeret the Seeker, Oblivion Stone, Neurok Stealthsuit
Changes I want to make
Crucible of Worlds
Karn, Silver Golem
Mycosynth Lattice
Tormod's Crypt
Possible cuts: 2 basic lands, Soul Foundry, Scourglass
Interactions
Roflthopter: Sword of the Meek + Thopter Foundry form a loop that for and sacrificing the sword gives you a 1/1 flying thopter token and gets the sword back, rince and repeat. Together with Krark-Clan Ironworks you have infinite mana, Blasting Station let's you do infinite damage. Combine Skullclamp with the Thopter tokens and you get quite a lot of draw. combining it with Time Sieve will give you turn after turn.
CITP Abilities: A lot of the artifact creatures, including the general, have a nice CITP ability. Pinging or copying those creatures with Erratic Portal, Crystal Shard, Minion Reflector, Rite of Replication, Voyager Staff, Sakashima the Impostor, Vesuvan Shapeshifter and Mistmeadow Witch can get quite fun and powerfull. The CITP abilities help you tutoring for artifact creatures (Sphinx Summoner) and recurring stuff from the graveyard (Sharuum the Hegemon and Sanctum Gargoyle). Other stuff is possible too.
Finding answers: Finding answers when you need them is another points of this deck. Simply by using the tutors, using Arcum Daggson to trade tokens for utility artifacts or pinging Sphinx Summoner.
Control: Countering stuff by sacrificing tokens to Ertai, the Corrupted, clearing the board with Day of Judgment or the infinite damage loop or destroying stuff with Ethersworn Adjudicator and Duplicant.
Basically this gives me a fun deck that has some control, big beaters, some nice combos, lifegaining, card draw, recursion, extra turns and tutoring. It gives me a very nice and complete toolbox to do something different in every game (fun!!) and is quite competitive in my casual meta.
Still any suggestions or thought on my decklist are very welcome. Improving your deck is part of the fun. I will also try to answer questions you might have about my decklist.
I am looking for a few suggestions on the list.
- A mild form a OPTIONAL LD and a way to bounce back from LD.
- A way to filter the mana generated by Krark-Clan Ironworks into coloured mana.
- What are the weak cards in my list?
WUB Sharuum the Hegemon: Toolbox!
RGW Mayael the Anima: Fatties everywhere!
GW Rhys the Redeemed: Token mayhem.
RW Brion Stoutarm: Catch this!
Casual Decks:
WRU Upkeep Abuse
GUW Bant Exalted
BG Golgari Fungus
W Kithkin Tribal
RB Destroy!
WU Level Up
Memory Jar: I would add this in a heartbeat. Lets you draw 7, lets you power up your GY, and you can recur it with Sharuum. It's amazing.
Karn, Silver Golem: Animates all my non-creature arti's and combos nicely w/ Mycosynth Lattice for ridiculous LD.
Mycosynth Lattice: As mentioned above, this combos nicely w/ Karn, makes Memnarch's job a lot easier, and allows you to run the Darksteel Forge/Lattice/Nevinyrral's Disk combo. Also goes nicely with Sen Triplets.
Tawnos's Coffin: Absolutely amazing in this deck, It goes with every CITP guy you run and can be used to lock out annoying creatures. It can also take the place of Mistmeadow Witch/Voyager Staff. You should be able to find one for ~$8.
Artificer's Intuition: I would run this over Trinket Mage. You can activate it multiple times and it lets you fill up your GY for Sharuum.
Tormod's Crypt: GY hate is always good.
As far as cards I would drop: Minion Reflector, Thousand-Year Elixir, Soul Foundry, Faerie Mechanist (if you add memory jar) and Voyager Staff seem weak here.
-Mimeoplasm GUB
-Chainer B
I might go for Karn and Mycosynth Lattica anyway right now. More options = good.
WUB Sharuum the Hegemon: Toolbox!
RGW Mayael the Anima: Fatties everywhere!
GW Rhys the Redeemed: Token mayhem.
RW Brion Stoutarm: Catch this!
Casual Decks:
WRU Upkeep Abuse
GUW Bant Exalted
BG Golgari Fungus
W Kithkin Tribal
RB Destroy!
WU Level Up
Next to that I am thinking about adding a suit of efficient counterspells. This is where I would like some advice. Is this a good idea? How many counterspells do I need? Which counterspells should I look for? What to cut?
Changes I want to make
Crucible of Worlds
Karn, Silver Golem
Mycosynth Lattice
Tormod's Crypt
Possible cuts: 2 basic lands, Soul Foundry, Scourglass
The crucible is up in the air because I hear a lot of talk about it getting banned.
WUB Sharuum the Hegemon: Toolbox!
RGW Mayael the Anima: Fatties everywhere!
GW Rhys the Redeemed: Token mayhem.
RW Brion Stoutarm: Catch this!
Casual Decks:
WRU Upkeep Abuse
GUW Bant Exalted
BG Golgari Fungus
W Kithkin Tribal
RB Destroy!
WU Level Up
Even in the full budget $1000 decks it is one of the most important cards, before you get Karn or Crucible or Lattice, get the Jar.
On Lattice, I don't think its worth it in the deck unless you have Tolarian Academy, even then it doesn't really do much on its own.
@ Voyager Staff, it is NOT weak. Here is what it does in a Sharuum Deck:
- Creates an un-killable Sharuum (reanimate staff back with her ability)
- Reanimates anything in your deck for {3} mana with sharuum in play.
- Becomes a better Toromonds Crypt with Salvaging Station in play.
- Makes your non-shroud creatures immune to Bribery, Control Magic, Wrath of God.
- In a pinch you can exile an opponents creature to buy some time.
Lattice would be for use in combination with Sen Triplets.
What makes Memory Jar so special? I still have problems sometimes with valueing cards and seeing their potential.
For this purpose I have Mistmeadow Witch, Erratic Portal, Crystal Shard and Voyager Staff.
WUB Sharuum the Hegemon: Toolbox!
RGW Mayael the Anima: Fatties everywhere!
GW Rhys the Redeemed: Token mayhem.
RW Brion Stoutarm: Catch this!
Casual Decks:
WRU Upkeep Abuse
GUW Bant Exalted
BG Golgari Fungus
W Kithkin Tribal
RB Destroy!
WU Level Up