Hey Everyone, I am back with my brand spanking new rebuilt Sharuum the Hegemon list. This is a combo list, as I know many people don't like to build decks this way, but I have other decks that I can play when I feel casual.
1. About the Commander and Why You Should Play This Deck
When I started playing again in Alara, the very first pack I opened had Sharuum the Hegemon in it. I was confused and asked one of my good friends "What does a red rarity symbol mean?" I kept her in a binder forever and finally when I discovered EDH I built a deck around her. It honestly wasn't because she is one of the better generals, I had no idea at the time. I have built this deck so many ways, from a beginner with mediocre cards to a much more experienced player with a much better deck. this deck has literally been with me for the majority of my Magic career.
You Might Like This Deck If:
You Like Long EDH Games that End with You Randomly Combo-ing Off.
You Like to have the potential to go off on Turn 4 or 5.
You Like Having a Deck that is Very Resilient.
You Like Playing a Deck that is Mentally Challenging.
You Like a Deck that can be competitive in a 3 on 1 game because of your general.
You Probably Wont Like This Deck If:
You Like Being able to swing with a bunch of creatures.
You Like an Easy Win.
You Are a Beginner.
You Like a Simple Deck.
You Like playing under the radar (This is sometimes possible with this deck, but more often than not you will have a target on your head.)
When i get a little more time I am going to flesh out the thread with a combos list, a card explanation, strategy, etc, but for now I can shed some light.
Basically, you will usually use artifacts to ramp at the beginning of the game. In the beginning and middle of the game you will use your cheap card filtering spells like Frantic Search and Thirst for knowledge to draw useful cards while also dumping key artifacts and creatures into your GY to reanimate with Sharuum and other spells. All the while you will be using tutors and draw to set up your combos to win, which include:
1. About the Commander and Why You Should Play This Deck
You Might Like This Deck If:
You Like Long EDH Games that End with You Randomly Combo-ing Off.
You Like to have the potential to go off on Turn 4 or 5.
You Like Having a Deck that is Very Resilient.
You Like Playing a Deck that is Mentally Challenging.
You Like a Deck that can be competitive in a 3 on 1 game because of your general.
You Probably Wont Like This Deck If:
You Like Being able to swing with a bunch of creatures.
You Like an Easy Win.
You Are a Beginner.
You Like a Simple Deck.
You Like playing under the radar (This is sometimes possible with this deck, but more often than not you will have a target on your head.)
2. The Deck
1 Disciple of the Vault
1 Snapcaster Mage
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Duplicant
1 Magister Sphinx
1 Sphinx of the Steel Wind
1 Everflowing Chalice
1 Executioner's Capsule
1 Sensei's Divining Top
1 Sol Ring
1 Azorius Signet
1 Dimir Signet
1 Orzhov Signet
1 Courier's Capsule
1 Mind Stone
1 Sword of the Meek
1 Thopter Foundry
1 Time Sieve
1 Chromatic Lantern
1 Coalition Relic
1 Darksteel Ingot
1 Oblivion Stone
1 Sculpting Steel
1 Nevinyrral's Disk
1 Gilded Lotus
1 Mindslaver
1 Mycosynth Lattice
1 Darksteel Forge
1 Enlightened Tutor
1 Mystical Tutor
1 Vampiric Tutor
1 Path to Exile
1 Swords to Plowshares
1 Muddle the Mixture
1 Forbidden Alchemy
1 Hinder
1 Spell Crumple
1 Intuition
1 Mortify
1 Sphinx's Revelation
1 Thirst for Knowledge
1 Cryptic Command
1 Fact or Fiction
1 Reanimate
1 Demonic Tutor
1 Bitter Ordeal
1 Vindicate
1 Fabricate
1 Yawgmoth's Will
1 Damnation
1 Wrath of God
1 Supreme Verdict
1 Bribery
1 Time Warp
1 Unburial Rites
1 Open the Vaults
1 Tezzeret, Agent of Bolas
1 Tezzeret the Seeker
1 Hallowed Fountain
1 Watery Grave
1 Godless Shrine
1 Flooded Strand
1 Polluted Delta
1 Marsh Flats
1 Arcane Sanctum
1 Command Tower
1 Reflecting Pool
1 Sunken Ruins
1 Mystic Gate
1 Fetid Heath
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Academy Ruins
1 Kor Haven
1 Volrath's Stronghold
1 Ancient Den
1 Vault of Whispers
1 Seat of the Synod
1 Creeping Tar Pit
1 Celestial Colonnade
1 Reliquary Tower
1 Tolaria West
6 Island
4 Plains
4 Swamp
___________________
Standard
UWR Midrange RWU
EDH
WUB[Riddle of the Etherium Gods - Sharuum the Hegemon]BUW
___________________
Standard
UWR Midrange RWU
EDH
WUB[Riddle of the Etherium Gods - Sharuum the Hegemon]BUW
Basically, you will usually use artifacts to ramp at the beginning of the game. In the beginning and middle of the game you will use your cheap card filtering spells like Frantic Search and Thirst for knowledge to draw useful cards while also dumping key artifacts and creatures into your GY to reanimate with Sharuum and other spells. All the while you will be using tutors and draw to set up your combos to win, which include:
Sharuum + Phyrexian Metamporph/Sculpting Steel + Bitter Ordeal / Disciple of the Vault to either exile everyone elses libraries or just kill them with Disciple triggers.
Time Seive + Thopter Foundry + Sword of the Meek for infinite turns, life and dudes.
Darksteel Forge + Mycosynth Lattice + Nevinyrral's Disk to repeatedly wipe everyone elses whole board.
That is just the basic strategy though.
___________________
Standard
UWR Midrange RWU
EDH
WUB[Riddle of the Etherium Gods - Sharuum the Hegemon]BUW
___________________
Standard
UWR Midrange RWU
EDH
WUB[Riddle of the Etherium Gods - Sharuum the Hegemon]BUW