This is a little something I've been working on for the past few weeks in my head. I'm going to start getting all the pieces, but would like some input from ya'll before I go and sleeve it up.
The deck is designed to function primarily as a combo deck, with the obvious Sharuum combo as well as a few backup plans. I've laid them all out in a fairly easy to follow order.
The Sideboard is set up in case I run into a meta that uses alot of combo hate or is full of voltron beats. Also, if I do end up in a 1v1, I stuck in the Helm/Leyline combo to throw my opponent off game 2-3.
I want to keep my ability to go off down a little for multiplayer political reasons, so I am purposefully staying away from a big artifact theme and leaving out the big tutors.
Dark Depths+Vampire Hexmage/Aether Snap-Pretty obvious what this does. the Hexmage can also kill plainswalkers (:D) as can the Aether Snap with the added bonus of being able to wipe out token armies.
Notable Cards:
Trinket Mage-Can grab a wide spread number of utility artifacts to battle most any situation. Stoneforge Mystic-Tutors up the useful equipment in the deck, most notably acts as Sword of the Meek #2. Auriok Salvagers-Recurs the utility artifacts. Mystical Teachings-Almost all of the non-permanents in this deck are instant speed, and half of the creatures in it have flash, so this card is brutally powerful. Flashback makes it just that much better.
As a fellow Sharuum player, how did it go with your deck against multi and 1v1? Were there any problems when you draw a card and it's completely useless in certain/most scenarios?
How's Zur the Enchanter holding on its own in your deck? He seems random and you don't have that much enchantments to abuse using his abilities.
I had looked at possibly using tutors, but this deck is for multiplayer, and people knowing I'm running tutors in a sharuum deck would make me a much larger threat than if I wasn't, just because the combo is so easy to set up. I'm still considering using Intuition and Beseech the Queen (bossibly Vampiric Tutor as it can be pulled up by teachings if I just have to go off then and there). I don't plan on ever using this deck 1v1 as I know it won't stand up in a situation like that (besides, that's what my Sapling of Colfenor deck is for :D), but in multi it holds up fairly well. Most of the people I run into tend to play lots of "everybody draw" cards, so I typically have 1-2 relevant cards in hand at any one time. I'm still not sold on Zur in the deck, for the reasons I said. I haven't been able to play him out yet though, any suggestions on what to replace him with? I don't really want many fatties in the mainboard. I'll definitely look into adding more tutors if the deck feels like it could use them, but right now it's pretty consistent as-is without being broken like everyone is used to sharuum being.
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"The enemy is getting too close! Quick! Inflate the Toad!"
So its been a month since the last post you had but i noticed your not using much accel at all. Why not cut Zur for at least a piece of accel?
Yeah, I've been busy with some things and haven't been able to get to my comp in a while (joined the Navy), but yeah, I actually did cut Zur the Enchanter and got my hands on a Sol Ring. I'm thinking of possibly adding a signet, but I want to spend more time testing without it. I might cut Debtor's Knell because, well, it's just overkill.
Intuitioning for the Sword, the Foundty and one of the three other combo pieces the turn before you play Sharuum will win you the game.
I like the ideas, idk why that skipped my mind. I'll probably pick up a Time Sieve and a KCI this week. I don't think I want to run all 3 though, might clog my hand if I don't have that combo.
The deck is designed to function primarily as a combo deck, with the obvious Sharuum combo as well as a few backup plans. I've laid them all out in a fairly easy to follow order.
The Sideboard is set up in case I run into a meta that uses alot of combo hate or is full of voltron beats. Also, if I do end up in a 1v1, I stuck in the Helm/Leyline combo to throw my opponent off game 2-3.
I want to keep my ability to go off down a little for multiplayer political reasons, so I am purposefully staying away from a big artifact theme and leaving out the big tutors.
1 Sharuum the Hegemon
Plan A
1 Sculpting Steel
1 Disciple of the Vault
1 Glassdust Hulk
Plan A: Part Deux
1 Sword of the Meek
1 Thopter Foundry
Pland B
1 Reveillark
1 Body Double
1 Highway Robber
Plan C
1 Sovereigns of Lost Alara
1 Eldrazi Conscription
1 Celestial Mantle
Plan D
1 Vampire Hexmage
1 Dark Depths
1 Aether Snap
The Toolbox
1 Stoneforge Mystic
1 Sword of Fire and Ice
1 Umezawa's Jitte
1 Trinket Mage
1 Auriok Salvagers
1 Engineered Explosives
1 Tormod's Crypt
1 Relic of Progenitus
1 Pithing Needle
1 Sensei's Divining Top
1 Expedition Map
1 Executioner's Capsule
1 Dispeller's Capsule
1 Aether Spellbomb
The Lesson
1 Mystical Teachings
1 Muddle the Mixture
1 Perplex
1 Clutch of the Undercity
1 Trapmaker's Snare
1 Whiplash Trap
1 Archive Trap
1 Ravenous Trap
1 Mindbreak Trap
1 Aven Mindcensor
1 Teferi, Mage of Zhalfir
1 Venser, Shaper Savant
1 Voidmage Husher
1 Diabolic Edict
1 Doom Blade
1 Hurkyl's Recall
1 Hinder
1 Rend Flesh
1 Thirst for Knowledge
1 Esper Charm
1 Pulse of the Fields
1 Punish Ignorance
1 Cryptic Command
1 Pact of Negation
1 Slaughter Pact
1 Path to Exile
1 Temporal Isolation
1 Dralnu, Lich Lord
1 Dimir House Guard
1 Sadistic Hypnotist
1 Crucible of Worlds
1 Phyrexian Altar
1 River Kelpie
Land
1 Volrath's Stronghold
1 Academy Ruins
1 Miren, the Moaning Well
1 Tolaria West
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Bojuka Bog
1 Boseiju, Who Shelters All
1 Reliquary Tower
1 Dust Bowl
1 Strip Mine
1 Celestial Collonade
1 Kor Haven
1 Calciform Pools
1 Dreadship Reef
1 Arcane Sanctum
1 Dromar's Cavern
1 Flagstones of Trokair
1 Flooded Strand
1 Marsh Flats
1 Polluted Delta
1 Godless Shrine
1 Hallowed Fountain
1 Scrubland
1 Tundra
1 Underground Sea
1 Vivid Creek
1 Swamp
1 Swamp
1 Swamp
1 Swamp
1 Plains
1 Plains
1 Island
1 Island
1 Island
1 Island
1 Iona, Shield of Emeria
1 Maze of Ith
1 Helm of Obedience
1 Leyline of the Void
1 Magister Sphinx
1 Linvala, Keeper of Silence
1 Crovax, Ascendant Hero
1 Sphinx of the Steel Wind
1 Tidespout Tyrant
1 Tendrils of Agony
The Combos:
Sharuum the Hegemon+Sculpting Steel+Glassdust Hulk/Disciple of the Vault-Infinitely big (unblockable) Hulk or infinite amounts of life loss.
Sword of the Meek+Thopter Foundry+Glassdust Hulk/Disciple of the Vault-Really big (unblockable) Hulk or large amounts of life drain. Not nearly as brutal as the Sharuum combo, but gains you life in the process.
Reveillark+Body Double+Highway Robber+Sac Outlet-The Reveillark Engine. Can Go infinite life drain with the Robber. With River Kelpie in play, can create absurd amounts of card advantage.
Dark Depths+Vampire Hexmage/Aether Snap-Pretty obvious what this does. the Hexmage can also kill plainswalkers (:D) as can the Aether Snap with the added bonus of being able to wipe out token armies.
Notable Cards:
Trinket Mage-Can grab a wide spread number of utility artifacts to battle most any situation.
Stoneforge Mystic-Tutors up the useful equipment in the deck, most notably acts as Sword of the Meek #2.
Auriok Salvagers-Recurs the utility artifacts.
Mystical Teachings-Almost all of the non-permanents in this deck are instant speed, and half of the creatures in it have flash, so this card is brutally powerful. Flashback makes it just that much better.
"The enemy is getting too close! Quick! Inflate the Toad!"
Works in Progress
Vintage
WUBVault & StuffBUW
Legacy
UBDDTBU
EDH
BGSaplingGBWBGDoran the DBGBW
WBGTeneb's WrathGBW
Brainstorming
URGIntet [EDH]
Out
Sovereigns of Lost Alara
Eldrazi Conscription
Archive Trap
Whiplash Trap
Trapmaker's Snare
In
Zur the Enchanter
Oblivion Ring
Followed Footsteps
Debtor's Knell
Cast Through Time
"The enemy is getting too close! Quick! Inflate the Toad!"
Works in Progress
Vintage
WUBVault & StuffBUW
Legacy
UBDDTBU
EDH
BGSaplingGBWBGDoran the DBGBW
WBGTeneb's WrathGBW
Brainstorming
URGIntet [EDH]
Beseech the Queen
Demonic Tutor
Diabolic Tutor
Enlightened Tutor
Fabricate
Intuition
Mystical Teachings
As a fellow Sharuum player, how did it go with your deck against multi and 1v1? Were there any problems when you draw a card and it's completely useless in certain/most scenarios?
How's Zur the Enchanter holding on its own in your deck? He seems random and you don't have that much enchantments to abuse using his abilities.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
"The enemy is getting too close! Quick! Inflate the Toad!"
Works in Progress
Vintage
WUBVault & StuffBUW
Legacy
UBDDTBU
EDH
BGSaplingGBWBGDoran the DBGBW
WBGTeneb's WrathGBW
Brainstorming
URGIntet [EDH]
Sig and Avvy by Heroes of the Plane Studios
Ninjas
Fish
Dredge
EDH
Sharuum
Intuitioning for the Sword, the Foundty and one of the three other combo pieces the turn before you play Sharuum will win you the game.
B Lover Since '09 ~
Standard:
meh.
Modern:
Urzatron GR
Vintage:
Contol-Slaver UBR
EDH:
Drana B
Jhoira UR
Savra BG
Turned into:
Adun Oakenshield BGR
Sharuum BUW
Turned into:
Memnarch U
KiKi-Jiki R
Turned into:
Godo R
Turned into:
Aurelia RW
The Mimeoplasm UBG
Rasputin Dreamweaver UW
Turned into:
Geist of Saint Traft -French 1v1 UW
Nekusar UBR
Yeah, I've been busy with some things and haven't been able to get to my comp in a while (joined the Navy), but yeah, I actually did cut Zur the Enchanter and got my hands on a Sol Ring. I'm thinking of possibly adding a signet, but I want to spend more time testing without it. I might cut Debtor's Knell because, well, it's just overkill.
I like the ideas, idk why that skipped my mind. I'll probably pick up a Time Sieve and a KCI this week. I don't think I want to run all 3 though, might clog my hand if I don't have that combo.
Out
Cast Through Time
Flagstones of Trokair
In
Time Sieve
Krark-Clan Ironworks
I'll test out these changes and let you know if it helps. Thanks for the great suggestions!
EDIT: Forgot to update that I have already replaced Followed Footsteps with Intuition. The card just never did what I expected from it.
"The enemy is getting too close! Quick! Inflate the Toad!"
Works in Progress
Vintage
WUBVault & StuffBUW
Legacy
UBDDTBU
EDH
BGSaplingGBWBGDoran the DBGBW
WBGTeneb's WrathGBW
Brainstorming
URGIntet [EDH]