I am the confluence of flesh and steel. The merging of metal and bone. I am the evolution of life itself into a higher state of being, yet you annoy me with these trivial, mortal concerns? - Sharuum the Hegemon
Vorthos - Esper. In this world of wind and wave, control is the guiding force. Cut off from the chaos of red and green mana, Esper has become a magocracy. Enigmatic sphinxes counsel powerful wizards and seers. Everything here is observed and controlled. The forces of high magic rule supreme.
This is the current build of my Sharuum the Hegemon EDH deck. It's provides for some really varied and interesting card interactions/combos. I play it when I really feel like a mental challenge, as it can be very mentally taxing. There's just a seemingly endless supply of interesting card interactions. It has more ways to win a game, or lose a game than I can even go into.
Mostly for multiplayer, it still does fine in duels. As long as it has a few turns to get some board presence, it's pretty brutal. It is not however, meant to be super competitive, just fun with the potential to be good.
Agreed on both points, but I don't have a dissipate (it will go in when I do) and the top is on a 1v1 banned list. Even though this is mainly a multiplayer build, I do get into a lot of duels and don't want any eyebrows raised.
Edit: Sorry I missed Glassdust Hulk on 1st look. Still u could use more focus on that interaction. Perhaps add Vesuvan Doppelganger, Vesuvan Shapeshifter for more ways to get the loop, and Glaze Fiend and Deathgreeter to make sure the loop is actually useful.
Edit: Sorry I missed Glassdust Hulk on 1st look. Still u could use more focus on that interaction. Perhaps add Vesuvan Doppelganger, Vesuvan Shapeshifter for more ways to get the loop, and Glaze Fiend and Deathgreeter to make sure the loop is actually useful.
I would like more focus on the combo, but I'm finding it hard to make cuts now without taking away from other functionalities. I'd certainly entertain suggestions for that.
I had Grim Poppet in for a while, but I always seemed to be targeting another more important (at the moment) artifact creature to bring back with scarecrone. I'd call poppet an ongoing consideration though. Part of my cutting him was to try and get some more early game defense (like strix), as I play against a lot of decks that put on early pressure, and I was having trouble holding them off.
Since your're running sculpting steel, how come you aren't running disciple of the vault?
I originally had him in.
Just lack of space at this point. I've got Dire Undercurrents and Glassdust Hulk in to take advantage of the combo. There's quite a bit of aggro in my meta, so I don't want to put too many resources into the combo that aren't good on their own. I decided to keep the Hulk since he's an artifact and much more fetchable/recurrable than the others, and I kept Undercurrents because it's harder to get rid of than a creature, and it's card draw and mild disruption on it's own.
I like, and use the combo, but I have to try and keep the deck really strong without it and just kinda leave it at a "combo of opportunity".
Thoughtcast seems kind of narrow, as you can only use it once. Maybe use Vedalken Archmage Instead? Or you could use Infiltration Lens/Mask of Riddles. Things that have the potential to be used multiple times.
Quote:
Originally Posted by GundamGuy View Post
I think you should run the Bitter Ordeal Combo. No one expects it the first time.
I have a personal rule about not searching my opponents library. It may be disadvantageous, but I don't like doing it.
You really dont have to search your opponents decks, bitter ordeal wins with the sculpting steel combo and is harder to stop than both a creature and an enchantment.
I see that you run Thousand-Year Elixir. What targets is this card in here for? Utility-wise, I see Master Transmuter (the best card ever printed in my opinion...for its art) and Scarecrone. Anything else other than pseudo-vigilance?
Reason why I ask is because I'm filtering through the cards in my Sharuum deck (see link) and am trying to justify all cards present to maximize the decks potential. I'll be using Thousand-Year Elixir to abuse Steel Overseer, Master Transmuter, and Ethersworn Adjudicator (and I'll probably be adding in Scarecrone)...but is 4 cards worth it for the addition?
I see that you run Thousand-Year Elixir. What targets is this card in here for? Utility-wise, I see Master Transmuter (the best card ever printed in my opinion...for its art) and Scarecrone. Anything else other than pseudo-vigilance?
Reason why I ask is because I'm filtering through the cards in my Sharuum deck (see link) and am trying to justify all cards present to maximize the decks potential. I'll be using Thousand-Year Elixir to abuse Steel Overseer, Master Transmuter, and Ethersworn Adjudicator (and I'll probably be adding in Scarecrone)...but is 4 cards worth it for the addition?
I have Transmuter, Scarecrone, and Adjudicator that it gives ability haste to, but don't forget about the "untap target creature" ability that comes in handy sometimes too. I'd probably run it even for just it's untap ability and Transmuter.... she's that good, and she rarely survives to my next turn because people recognize the threat. So I would say yes, imo, even with only 4 creatures that it's primary ability affects, it's still worth it.
Out of curiosity, how has Courier's Capsule been working for you? Is it actually a reliable way to draw cards?
Kinda meh really. I wouldn't call it "reliable" card draw. I'd ditch it in a second if either Mulldrifter or Consecrated Sphinx were artifacts. Even without being an artifact, I should probably put the Sphinx in. Probably the only reason I keep it is for keeping my artifact count up (transmuter swap, metalcraft, esperzoa target if there isn't anything else to use)
I am the confluence of flesh and steel. The merging of metal and bone. I am the evolution of life itself into a higher state of being, yet you annoy me with these trivial, mortal concerns? - Sharuum the Hegemon
Vorthos - Esper. In this world of wind and wave, control is the guiding force. Cut off from the chaos of red and green mana, Esper has become a magocracy. Enigmatic sphinxes counsel powerful wizards and seers. Everything here is observed and controlled. The forces of high magic rule supreme.
This is the current build of my Sharuum the Hegemon EDH deck. It's provides for some really varied and interesting card interactions/combos. I play it when I really feel like a mental challenge, as it can be very mentally taxing. There's just a seemingly endless supply of interesting card interactions. It has more ways to win a game, or lose a game than I can even go into.
Mostly for multiplayer, it still does fine in duels. As long as it has a few turns to get some board presence, it's pretty brutal. It is not however, meant to be super competitive, just fun with the potential to be good.
1 Sharuum the Hegemon
Mana Lands:
7 Island
5 Swamp
6 Plains
1 Jwar Isle Refuge
1 Arcane Sanctum
1 Vivid Creek
1 Vivid Meadow
1 Marsh Flats
1 Godless Shrine
1 Caves of Koilos
1 Sejiri Refuge
1 Glacial Fortress
Utility & Artifact Lands:
1 Kor Haven
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Darksteel Citadel
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Phyrexian Tower
1 High Market
1 Boseiju, Who Shelters All
1 Shizo, Death's Storehouse
Artifact Mana & Fetch:
1 Coalition Relic
1 Darksteel Ingot
1 Obelisk of Esper
1 Expedition Map
1 Armillary Sphere
1 Azorius Signet
1 Sol Ring
1 Glassdust Hulk
1 Dire Undercurrents
1 Sculpting Steel
Beaters:
1 Sphinx of the Steel Wind
1 Ethersworn Adjudicator
1 Memnarch
1 Inkwell Leviathan
1 Wurmcoil Engine
Utility Creatures
1 Glen Elendra Archmage
1 Master Transmuter
1 Scarecrone
1 Indomitable Archangel
1 Mistmeadow Witch
1 Azorius Guildmage
1 Magister Sphinx
1 Sen Triplets
1 Ethersworn Shieldmage
1 Esperzoa
1 Clone
1 Tidehollow Strix
1 Etherium Sculptor
1 Sanctum Gargoyle
1 Dimir Doppelganger
1 Wall of Denial
Planeswalkers:
1 Tezzeret the Seeker
Tutoring:
1 Enlightened Tutor
1 Dimir House Guard
1 Trinket Mage
1 Hindering Light
1 Soul Manipulation
1 Counterspell
1 Hinder
1 Stoic Rebuttal
1 Time Stop
Card Draw/Smoothing:
1 Thirst for Knowledge
1 Crystal Ball
1 Courier's Capsule
1 Dire Undercurrents
1 Thoughtcast
Other Spells:
1 Argivian Restoration
1 Momentary Blink
1 Scourglass
1 Beacon of Unrest
1 Path to Exile
1 Dispeller's Capsule
1 Executioner's Capsule
1 AEther Spellbomb
1 Twincast
1 Pithing Needle
1 Swords to Plowshares
1 Thousand-Year Elixir
1 Lightning Greaves
1 Mimic Vat
1 Condemn
1 Cranial Plating
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
Agreed on both points, but I don't have a dissipate (it will go in when I do) and the top is on a 1v1 banned list. Even though this is mainly a multiplayer build, I do get into a lot of duels and don't want any eyebrows raised.
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
Edit: Sorry I missed Glassdust Hulk on 1st look. Still u could use more focus on that interaction. Perhaps add Vesuvan Doppelganger, Vesuvan Shapeshifter for more ways to get the loop, and Glaze Fiend and Deathgreeter to make sure the loop is actually useful.
[Legacy]
ANT
Imperial Painter
I would like more focus on the combo, but I'm finding it hard to make cuts now without taking away from other functionalities. I'd certainly entertain suggestions for that.
I had Grim Poppet in for a while, but I always seemed to be targeting another more important (at the moment) artifact creature to bring back with scarecrone. I'd call poppet an ongoing consideration though. Part of my cutting him was to try and get some more early game defense (like strix), as I play against a lot of decks that put on early pressure, and I was having trouble holding them off.
I appreciate the suggestions.
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
I have a personal rule about not searching my opponents library. It may be disadvantageous, but I don't like doing it.
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
I originally had him in.
Just lack of space at this point. I've got Dire Undercurrents and Glassdust Hulk in to take advantage of the combo. There's quite a bit of aggro in my meta, so I don't want to put too many resources into the combo that aren't good on their own. I decided to keep the Hulk since he's an artifact and much more fetchable/recurrable than the others, and I kept Undercurrents because it's harder to get rid of than a creature, and it's card draw and mild disruption on it's own.
I like, and use the combo, but I have to try and keep the deck really strong without it and just kinda leave it at a "combo of opportunity".
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
You really dont have to search your opponents decks, bitter ordeal wins with the sculpting steel combo and is harder to stop than both a creature and an enchantment.
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
Hammy - got it. I hadn't thought of that for the combo, I'll probably put it in the deck, I just have to figure out what to take out.
Thanks all for the suggestions.
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
I see that you run Thousand-Year Elixir. What targets is this card in here for? Utility-wise, I see Master Transmuter (the best card ever printed in my opinion...for its art) and Scarecrone. Anything else other than pseudo-vigilance?
Reason why I ask is because I'm filtering through the cards in my Sharuum deck (see link) and am trying to justify all cards present to maximize the decks potential. I'll be using Thousand-Year Elixir to abuse Steel Overseer, Master Transmuter, and Ethersworn Adjudicator (and I'll probably be adding in Scarecrone)...but is 4 cards worth it for the addition?
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
I have Transmuter, Scarecrone, and Adjudicator that it gives ability haste to, but don't forget about the "untap target creature" ability that comes in handy sometimes too. I'd probably run it even for just it's untap ability and Transmuter.... she's that good, and she rarely survives to my next turn because people recognize the threat. So I would say yes, imo, even with only 4 creatures that it's primary ability affects, it's still worth it.
Kinda meh really. I wouldn't call it "reliable" card draw. I'd ditch it in a second if either Mulldrifter or Consecrated Sphinx were artifacts. Even without being an artifact, I should probably put the Sphinx in. Probably the only reason I keep it is for keeping my artifact count up (transmuter swap, metalcraft, esperzoa target if there isn't anything else to use)
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning