Aravan is a human planeswalker who wields white and blue magic. His magic focuses on replicating the properties of a special ore called carmot, melding metal and flesh in a particularly aesthetic way.
A former member of the Vectis Senate of Esper, Aravan resigned after failing to convince the magocracy that the Conflux had indeed happened, and Esperite society would no longer be maintainable as is. By the time he returned to Esper with solid evidence of a reunited Alara, it was too late--the invasion had already happened, and Esper was nowhere near prepared. The zombies' alchemy corroded Esper's etherium structures at an alarming rate, radiation spreading through her major cities. Few people survived, and traversing the districts was a death sentence.
The de facto ruler of Esper, Sharuum, saw the amount of extraplanar research Aravan had done to find new sources of carmot ore. Little did he know at the time that he would be the one to explore the Multiverse, the desperation of his home country's situation making him aware that he was capable of traveling between planes on his own. Once his Spark ignited, he kept assuring himself that there was a way to return Esper to her former glory. There had to be.
---
"She leads her people through the unforeseeable. She has led her people through the Mending of the Shards. She has led her people through the Carmot Crisis. She has led her people through a zombie invasion that brought Vectis to her knees. She has led Esper through a brush with the apocalypse. And now, she continues to lead Esper even in the aftermath of radioactive dispersion over both the human capital Vectis and the vedalken capital Palandius. She is the great Esper sphinx, Sharuum. There is no being in Alara who is wiser than her."
Update: Some pretty big changes have been made to the deck. The mana has been smoothed out some, and Stolen Identity seems insanely powerful. Other strong artifact creatures have been added.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Why does this Sharuum deck look so different than many of the other Sharrum decks in the database? Is it more of an Esper control versus a combo heavy list? Are there any combos in this list?
Why does this Sharuum deck look so different than many of the other Sharrum decks in the database? Is it more of an Esper control versus a combo heavy list? Are there any combos in this list?
It's more of an artifact-focused control list. There are intentionally no infinite combos to make it more interactive (and less obnoxious) to play against. It does play S.Steel/Metamorph, but it has nothing to abuse the triggers with.
I like the look of the list. Might sound silly, but it looks efficient. I also like the fact that I have 85% of the cards already. Is it pretty competitive even without the combos?
I like the look of the list. Might sound silly, but it looks efficient. I also like the fact that I have 85% of the cards already. Is it pretty competitive even without the combos?
Where Wort, Rafiq, and Skittles are a 10 on the competitiveness scale, I'd give this about a 7. It can explode into lots of mana fast, and Trinket/Treasure let it have lots of narrow answers.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
But I get your point. It's pretty narrow unless you've got SP running amok and/or if there's Birthing Pod shenanigans.
It gets any Strip Mine effect too. There are enough things that target lands. Also when people know you have it, it's a rattlesnake for people pointing things at your Academy Ruins.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Aravan, Esper Radical
Aravan is a human planeswalker who wields white and blue magic. His magic focuses on replicating the properties of a special ore called carmot, melding metal and flesh in a particularly aesthetic way.
A former member of the Vectis Senate of Esper, Aravan resigned after failing to convince the magocracy that the Conflux had indeed happened, and Esperite society would no longer be maintainable as is. By the time he returned to Esper with solid evidence of a reunited Alara, it was too late--the invasion had already happened, and Esper was nowhere near prepared. The zombies' alchemy corroded Esper's etherium structures at an alarming rate, radiation spreading through her major cities. Few people survived, and traversing the districts was a death sentence.
The de facto ruler of Esper, Sharuum, saw the amount of extraplanar research Aravan had done to find new sources of carmot ore. Little did he know at the time that he would be the one to explore the Multiverse, the desperation of his home country's situation making him aware that he was capable of traveling between planes on his own. Once his Spark ignited, he kept assuring himself that there was a way to return Esper to her former glory. There had to be.
---
"She leads her people through the unforeseeable. She has led her people through the Mending of the Shards. She has led her people through the Carmot Crisis. She has led her people through a zombie invasion that brought Vectis to her knees. She has led Esper through a brush with the apocalypse. And now, she continues to lead Esper even in the aftermath of radioactive dispersion over both the human capital Vectis and the vedalken capital Palandius. She is the great Esper sphinx, Sharuum. There is no being in Alara who is wiser than her."
-- Aravan, former Vectis Senator
1 Sharuum the Hegemon
Land: 37
1 Arcane Sanctum
1 Command Tower
1 Glimmervoid
1 Tundra
1 Underground Sea
1 Scrubland
1 Flooded Strand
1 Polluted Delta
1 Marsh Flats
1 Hallowed Fountain
1 Watery Grave
1 Godless Shrine
1 Adarkar Wastes
1 Underground River
1 Caves of Koilos
1 Azorius Chancery
1 Dimir Aqueduct
1 Orzhov Basilica
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Bojuka Bog
1 Academy Ruins
1 Ancient Tomb
1 Blinkmoth Nexus
1 Buried Ruin
1 Darksteel Citadel
1 Mishra's Factory
1 Mishra's Workshop
1 Phyrexia's Core
1 Reliquary Tower
1 Strip Mine
1 Urza's Factory
1 Plains
2 Island
1 Swamp
1 Azorius Signet
1 Darksteel Ingot
1 Dimir Signet
1 Gilded Lotus
1 Orzhov Signet
1 Solemn Simulacrum
1 Thran Dynamo
Trinkets: 9
1 Brittle Effigy
1 Dispeller's Capsule
1 Everflowing Chalice
1 Executioner's Capsule
1 Mox Diamond
1 Mox Opal
1 Pithing Needle
1 Sol Ring
1 Tormod's Crypt
Treasures: 8
1 Colossus of Akros
1 Duplicant
1 Filigree Angel
1 Inkwell Leviathan
1 Magister Sphinx
1 Sphinx of the Steel Wind
1 Spine of Ish Sah
1 Staff of Nin
Draw: 6
1 Blue Sun's Zenith
1 Memory Jar
1 Mind's Eye
1 Scroll Rack
1 Sphinx's Revelation
1 Thirst for Knowledge
Tutors: 8
1 Demonic Tutor
1 Fabricate
1 Increasing Ambition
1 Sphinx Summoner
1 Tezzeret the Seeker
1 Treasure Mage
1 Trinket Mage
1 Tunnel Vision
1 Austere Command
1 Oblivion Stone
Counters: 7
1 Counterspell
1 Cryptic Command
1 Force of Will
1 Hinder
1 Mana Drain
1 Spell Crumple
1 Teferi's Response
The Rest: 15
1 Cranial Plating
1 Ethersworn Adjudicator
1 Forcefield
1 Master Transmuter
1 Mirrorworks
1 Open the Vaults
1 Phyrexian Metamorph
1 Roar of Reclamation
1 Scroll Rack
1 Sculpting Steel
1 Sen Triplets
1 Shimmer Myr
1 Stolen Identity
1 Tezzeret, Agent of Bolas
1 The Abyss
Your typical artifact deck--run out as many artifacts as possible.
Emille, Seven-Sting Dancer Shalin Nariya
I am not personally a fan of allowing my opponents to draw extra cards, so I would cut the Howling Mine effects for something that only drew me cards.
Copy Artifact should probably be something else. The fact it is not an artifact significantly reduces its playability.
Mindlock orb seems bad, you want to be searching your deck a lot.
Conjurer's Closet is a lot of fun with this type of deck too.
Talrand, Sky Summoner
Darien and his Loyal Army
Marrow-Gnawer tribal rats
Elesh Norn / Sharuum / Damia - Retired
Emille, Seven-Sting Dancer Shalin Nariya
It's more of an artifact-focused control list. There are intentionally no infinite combos to make it more interactive (and less obnoxious) to play against. It does play S.Steel/Metamorph, but it has nothing to abuse the triggers with.
Emille, Seven-Sting Dancer Shalin Nariya
Where Wort, Rafiq, and Skittles are a 10 on the competitiveness scale, I'd give this about a 7. It can explode into lots of mana fast, and Trinket/Treasure let it have lots of narrow answers.
Emille, Seven-Sting Dancer Shalin Nariya
Emille, Seven-Sting Dancer Shalin Nariya
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
It seems like a pretty sweet response to Sylvan Primordial if it's rampant in your meta.
stuff
...but so would counterspell *shrug*
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Not if they make it uncounterable or cheat it in without casting it.
Plus, Counterspell doesn't have a Divination stapled onto it :teach:.
But I get your point. It's pretty narrow unless you've got SP running amok and/or if there's Birthing Pod shenanigans.
stuff
It gets any Strip Mine effect too. There are enough things that target lands. Also when people know you have it, it's a rattlesnake for people pointing things at your Academy Ruins.
Emille, Seven-Sting Dancer Shalin Nariya