Sharuum the Hegemon has taken quite the journey with me -- First legendary creature of my first draft to which I built my first EDH deck; started out as an aggro build, than branched out into Sphinx tribal, after which dove into pure combo, and finally made a mix for high-competitive action; always with emphasis placed on the artifact theme: Now toning the build down a bit and switching to a more casual approach.
I'm aiming for a good splashing this time: some aggro, some combo, some control - resilient.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Replace Tidings with Blue Sun's Zenith. In EDH, it will almost always be better.
Even in the artifact deck, im not a fan of stoic. Vanilla counters, unless you are playing a HEAVY counterspell deck, arent usually good in EDH. I play 2 in my Sharuum Deck. Hinder (arguably the best counterspell in EDH) and Cryptic Command, though I know it is out of your price range.
Also, take a look at my list and feel free to PM me if you have any specific questions.
Don't have much time to make suggestions right now, but plan on coming back to this - I just wanted to comment on your rulings question about Shimmer Myr quick though. I'm not 100% sure on this, but it reads "you may cast an artifact card as though it were an instant," and I think the key word here is cast. Playing lands doesn't count as casting a spell.
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Replace Tidings with Blue Sun's Zenith. In EDH, it will almost always be better.
Even in the artifact deck, im not a fan of stoic. Vanilla counters, unless you are playing a HEAVY counterspell deck, arent usually good in EDH. I play 2 in my Sharuum Deck. Hinder (arguably the best counterspell in EDH) and Cryptic Command, though I know it is out of your price range.
Also, take a look at my list and feel free to PM me if you have any specific questions.
I was planning for Tidings to be on the way out as soon as I got ahold of a Fact or Fiction. I will grant that activating Blue Sun's Zenith, when I have one of my infinite mana combos in play, would be pretty sick. (Just got to make sure I don't deck myself). I'll have to try it.
EDIT: OR just target opponent with Blue Sun's Zenith and deck him!!! AWESOME.
Yeah, I've been on the fence with Stoic Rebuttal. but I did just toss it in there, so I'll try it out for a bit. I'm thinking the slot will eventually be something more like Overwhelming Intellect.
Kicker is that I don't have many counters in this deck....needed when playing against troll-shroud.
Don't have much time to make suggestions right now, but plan on coming back to this - I just wanted to comment on your rulings question about Shimmer Myr quick though. I'm not 100% sure on this, but it reads "you may cast an artifact card as though it were an instant," and I think the key word here is cast. Playing lands doesn't count as casting a spell.
Sigh....you are probably right. I was hoping that it's 'artifactness' would be a loophole.
Any other thoughts on this deckbuild? (Going for synergy, consistancy, and artifact combos)
Cauldron/Trike/Scorpion isn't an infinite combo without a sac outlet. +1/+1 and -1/-1 counters cancel each other out by removing one of each, not by coexisting.
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Cauldron/Trike/Scorpion isn't an infinite combo without a sac outlet. +1/+1 and -1/-1 counters cancel each other out by removing one of each, not by coexisting.
But I have a sac outlet....it's Trike.
Step 1: Deal 1pt of damage to target player with Triskelion. (Two on the first iteration of the combo)
Step 2: Deal 1 pt of damage to Triskelion with the last +1/+1counter (thus the sac outlet).
Step 3: In reponse, tap Cauldron of Souls so that when Triskelion goes to the graveyard, it will come back with persist.
Step 4: When Triskelion goes to graveyard, Dross Scorpion triggers, untapping Cauldron of Souls.
Step 5: Triskelion comes back to play (with persist) and a +1/+1 and the -1/-1 cancel out, leaving only two +1/+1 counters on Triskelion...thus allowing for another persist effect to become enabled.
Step 6: See Step 1
I'm pretty sure this works....
EDIT: And the coolest thing is that the entire combo is colourless and does not depend on summoning sickness....any infinite colourless mana combo (if cards are in hand) can mean you win!! Yeah...
I'm not a judge, but after reading through it and looking at everything, I don't see why it wouldn't work. Trisk doesn't put the counter on himself and doesn't have wither, so it's just plain damage. He comes back with a -1 which is cancelled out by one of his +1s leaving him 2 counters to deal damage to a player and himself again and able to repeat it ad infinitum.
Step 1: Deal 1pt of damage to target player with Triskelion. (Two on the first iteration of the combo)
Step 2: Deal 1 pt of damage to Triskelion with the last +1/+1counter (thus the sac outlet).
Step 3: In reponse, tap Cauldron of Souls so that when Triskelion goes to the graveyard, it will come back with persist.
Step 4: When Triskelion goes to graveyard, Dross Scorpion triggers, untapping Cauldron of Souls.
Step 5: Triskelion comes back to play (with persist) and a +1/+1 and the -1/-1 cancel out, leaving only two +1/+1 counters on Triskelion...thus allowing for another persist effect to become enabled.
Step 6: See Step 1
I'm pretty sure this works....
You're right. I didn't think that through well enough.
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You're right. I didn't think that through well enough.
I'll admit, I didn't think up the idea completely by myself. It was a combination of three things that really brought the combo to my attention.
The first was the synergy between Pestilance Demon and Grim Poppet in another deck of mine....trying to decide if Grim Poppet was worth the include, despite the heavy mana cost. You can see the abuse of the -1/-1 counters...
The second was every other Sharuum decklist seemed to have Dross Scorpion...and I didn't....so I was missing out on something.
Third, I had all three cards in my new decklist, though all for different reasons....staring at them for long enough is what bought the combo together....it just looked like 1+1+1=more than 3
Lastly, I'm sure I"m not the first to find this gem....I rate myself quite novice when it comes to deck builds.
I think Frantic Salvage could go in for Ritual of Restoration. Salvage is instant speed and can stack a few on top if you are going to need more than one card back. You also draw one off of it so if you dont need the card at all I suppose you could just cantrip it away for the card draw.
Is Thousand-Year Elixir really panning out here??? I dont really see all that much that it interacts with.
Consider Recurring Insight as its crazy big card draw. I have drawn 7 cards twice by turn 5 with it one game.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I think Frantic Salvage could go in for Ritual of Restoration. Salvage is instant speed and can stack a few on top if you are going to need more than one card back. You also draw one off of it so if you dont need the card at all I suppose you could just cantrip it away for the card draw.
Is Thousand-Year Elixir really panning out here??? I dont really see all that much that it interacts with.
Consider Recurring Insight as its crazy big card draw. I have drawn 7 cards twice by turn 5 with it one game.
I've been told that Master Transmuter is all you need in an artifact decklist to make Thousand-Year Elixir worthwhile. I will agree with your scepticism though; I'm not sure how worthwhile it's going to be either.
Voyager Staff is another card I'm not to sure about....was thinking that Duplicant would just outright replace it and then have a slot open for something else.
I've thought about it a bit now and I think I'm going to try go for adding Blade of the Bloodchief. At worst case scenario, it's going to make one of my guys bigger for 2 mana and at best case scenario, it provides two combos.
It only costs 5 mana per turn and it generates infinite turns. Extra mana = extra tokens you can use for attacking.
Looks like you already have the Thopter Assembly + Time Sieve combo in your deck but more combos that only take 2 cards to add is always good.
Yeah, I looked at that combo already. Had it in my decklist...then removed then....then tried to add it again....but couldn't justify the cards. Thopter Foundry is okaaaay I guess, but Sword of the Meek is useless except for the combo. I'm looking for synergy with more cards since I can't afford tonnes of tutors, I figure the more interactions I have, the better the deck I'll have.
It's because of those interactions to why I asked about Blade of the Bloodchief and Scythe of the Wretched in one of my earlier posts. At the moment, I don't feel like I can justify includng them, but if more synergies were found within the cards I have (or with the addition of another card that has synergies with other cards that I have), then I'd take another solid look at them again. (I am leaning towards adding Blade of the Bloodchief)
As a great example of a synergesitic suggestion:Blue Sun's Zenith was suggested to me in an earlier post. I raised an eyebrow cause I was thinking '4 mana for 1 card?' seemed pretty pathetic sinceTidings was 5 mana for 4 cards. I now realize the brokenness of the card....should I have an infinite colorless mana combo going. Draw 1000 cards....target opponent. GAME.
So, I get card draw if I don't have the combo, and I win if I do....good deal.
So yeah, that's what I'm looking for; major deck inprovement through synergistic interactions....but I definately do appriciate the combo suggestion; I think it just falls a little short compared to the other combos I have.
A little while later....
Another thing I've been looking at are two cards: Sculpting Steel and Mirrorworks
Both give me the ability to duplicate ANY non-legendary artifact I have....that's gotta be abusable somehow. I'm going to continue to stare at them, but if anyone else is able to thinktank some way to abuse them with the cards I have listed (or one or two that I don't), please suggest and reap the glory of knowing something that I do not.
Sharuum + Mirrorworks basically gives Sharuum Multikicker 2, when you cast her return an additional artifact from your graveyard to the battlefield for each time she was kicked. Here's how it works:
2. Sharuum enters the battlefield, stack her trigger to return whatever and Mirrorworks' trigger to copy her.
3. Pay for the copy, state-based effects legend-rule Sharuum before the copy's return trigger stacks, let Sharuum go to the graveyard, stack the copy's trigger targeting Sharuum.
4. Sharuum is returned to the battlefield, stack her trigger to return whatever and the Mirrorworks' trigger to copy her, repeat steps 3 and 4 as desired.
You can go infinite with that if you can make at least 2 per iteration of the loop, such as by sacrificing Sharuum and the copy to Krark-Clan Ironworks instead of letting them legend-rule out.
As for Sculpting Steel, it's insane. I run it in my combo-less Sharuum build (link in my sig if you want to check it out for ideas), and I'm never unhappy to draw it. Doubling up on any artifact for only 3 is extremely good.
However, in your build, you can abuse it with Sharuum to make an infinite recursion loop between her and the Sculpting Steel similar to the Mirrorworks loop I described above (except that you can't recur any extra artifacts with the Sculpting Steel loop). Combine this infinite loop of artifacts entering the battlefield with your Glassdust Hulk or Arcbound Crusher, and you end up with an infinitely large unblockable or trampling attacker.
Edit: About Shimmer Myr/artifacts lands, you cannot play artifact lands during your opponents' turns if you have Shimmer Myr out. The easy way to tell is Shimmer Myr's wording: "...cast...". Since you don't cast lands, you play them (thanks M10 terminology update!), you cannot use Shimmer Myr to play them during any turn but your own, at sorcery speed, even if they're artifacts. In any case, there is is no legal way to play lands at any other time, as far as I know.
Sharuum + Mirrorworks basically gives Sharuum Multikicker 2, when you cast her return an additional artifact from your graveyard to the battlefield for each time she was kicked. Here's how it works:
2. Sharuum enters the battlefield, stack her trigger to return whatever and Mirrorworks' trigger to copy her.
3. Pay for the copy, state-based effects legend-rule Sharuum before the copy's return trigger stacks, let Sharuum go to the graveyard, stack the copy's trigger targeting Sharuum.
4. Sharuum is returned to the battlefield, stack her trigger to return whatever and the Mirrorworks' trigger to copy her, repeat steps 3 and 4 as desired.
You can go infinite with that if you can make at least 2 per iteration of the loop, such as by sacrificing Sharuum and the copy to Krark-Clan Ironworks instead of letting them legend-rule out.
As for Sculpting Steel, it's insane. I run it in my combo-less Sharuum build (link in my sig if you want to check it out for ideas), and I'm never unhappy to draw it. Doubling up on any artifact for only 3 is extremely good.
However, in your build, you can abuse it with Sharuum to make an infinite recursion loop between her and the Sculpting Steel similar to the Mirrorworks loop I described above (except that you can't recur any extra artifacts with the Sculpting Steel loop). Combine this infinite loop of artifacts entering the battlefield with your Glassdust Hulk or Arcbound Crusher, and you end up with an infinitely large unblockable or trampling attacker.
Edit: About Shimmer Myr/artifacts lands, you cannot play artifact lands during your opponents' turns if you have Shimmer Myr out. The easy way to tell is Shimmer Myr's wording: "...cast...". Since you don't cast lands, you play them (thanks M10 terminology update!), you cannot use Shimmer Myr to play them during any turn but your own, at sorcery speed, even if they're artifacts. In any case, there is is no legal way to play lands at any other time, as far as I know.
Awsome! Never thought that Mirrorworks would work with the Sharuum combo...though it does need an infinite mana source to pull...so a little trickier. Never-the-less, it's good to know. Thanks.
Too bad about Shimmer Myr + Artifact Lands. Was hoping that was a loophole. Oh well, I think he'll still be a good addition to the team.
I've been running Mirrorworks in a Hanna artifact build, and I'll reccomend it even if you don't combo with it. It just buries people under card advantage if it's not dealt with.
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I've been running Mirrorworks in a Hanna artifact build, and I'll reccomend it even if you don't combo with it. It just buries people under card advantage if it's not dealt with.
Sweet. That's the answer I was hoping to see from someone.
When I first saw the card, it looked pretty broken; basically 100x better Minion Reflector, limited to artifacts, but they stay on the board.
It's going to be a 'must answer' card right from the get go.
I've seen a comment or two in the developement of this deck (and my previous list) that my CMC average was too high. How's the CMC average look now? I almost cut Filigree Angel from the list, but then saw her in action the game before I was going to make the cut....and was convinced to keep her in again...lol....yeah, she costs 8, but she's always cheated into play.
Sweet. I'm running Krark-Clan Ironworks, so that can take the place of Ashnod's Alter. Would need to add in Nim Deathmantle, but there are enough creatures in my deck that could make use of that. The only downside is that Penvatus is getting a really really big bull's eye put onto it with all the interactions. I'm never going to be allowed to keep it in play...
i'm kind of new to EDH but since it's an artifact based deck, why not try Thopter Foundry and Sword of the Meek? make tons of little flying dudes and you can fetch them with tezz, or even the new one tezzeret, agent of bolas. I hear gifts is kind of frowned upon so i won't mention that(even though i kind of did lol), but how about Academy Ruins as a land for your deck? Recurrs any needed artifacts that might have gotten destroyed
i'm kind of new to EDH but since it's an artifact based deck, why not try Thopter Foundry and Sword of the Meek? make tons of little flying dudes and you can fetch them with tezz, or even the new one tezzeret, agent of bolas. I hear gifts is kind of frowned upon so i won't mention that(even though i kind of did lol), but how about Academy Ruins as a land for your deck? Recurrs any needed artifacts that might have gotten destroyed
I had a similar experiance with Blade of the Bloodchief recently. Works great with Pentavus, but only with Pentavus and is totally useless otherwise. Kinda makes for a dead slot and so I cut it.
As much as I would love to have tezzeret, agent of bolas included, it's way too much money for a budget player like myself. One day it may drop down to a more respectable price, but the original Tezz is better (in my humble opinion) and I already have him included.
Academy Ruins is a fantastic idea. I'll be adding that one to my wishlist, as it is always good to have another way to recur my artifacts.
Thanks for the suggestions; please keep em coming.
Version 7.0 : Because I have the cards
Sharuum the Hegemon has taken quite the journey with me -- First legendary creature of my first draft to which I built my first EDH deck; started out as an aggro build, than branched out into Sphinx tribal, after which dove into pure combo, and finally made a mix for high-competitive action; always with emphasis placed on the artifact theme: Now toning the build down a bit and switching to a more casual approach.
I'm aiming for a good splashing this time: some aggro, some combo, some control - resilient.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
6 Sharuum the Hegemon
//Planeswalker (1)
5 Tezzeret the Seeker
//Artifact Creatures (25)
2 Steel Overseer
2 Etherium Sculptor
2 Ethersworn Canonist
3 Ethersworn Shieldmage
3 Shimmer Myr
3 Palladium Myr
4 Arcbound Crusher
4 Master Transmuter
4 Sanctum Gargoyle
4 Solemn Simulacrum
4 Phyrexian Metamorph
5 Glassdust Hulk
5 Sphinx Summoner
5 Kuldotha Forgemaster
5 Ethersworn Adjudicator
6 Sharding Sphinx
6 Noxious Gearhulk
6 Wurmcoil Engine
6 Steel Hellkite
7 Myr Battlesphere
7 Magister Sphinx
7 Sandstone Oracle
8 Filigree Angel
8 Sphinx of the Steel Wind
8 Sphinx Sovereign
2x Reshape
2 Courier's Capsule
3 Fabricate
3x Whir of Invention
3 Thirst for Knowledge
3x Blue Sun's Zenith
4 Fact or Fiction
6 Opportunity
6 Staff of Nin
//Buff (6)
2 Time Sieve
2 Thopter Foundry
2 Cranial Plating
2 Sword of the Meek
3 Sculpting Steel
5 Mirrorworks
//Control (10)
1 Swords to Plowshares
1 Path to Exile
1 Dispeller's Capsule
2 Revoke Existence
3 Paraselene
4 Utter End
5 End Hostilities
5 Scourglass
5 Evacuation
6 Phyrexian Rebirth
//Ramp (10)
1 Sol Ring
2 Azorius Signet
2 Orzhov Signet
2 Dimir Signet
3 Commander's Sphere
3 Unstable Obelisk
3 Azorius Keyrune
3 Orzhov Keyrune
3 Obelisk of Esper
4 Krark-Clan Ironworks
0 Command Tower
0 Arcane Sanctum
0 Mirrodin's Core
0 Seat of the Synod
0 Ancient Den
0 Vault of Whispers
0 Evolving Wilds
0 Terramorphic Expanse
0 Jwar Isle Refuge
0 Sejiri Refuge
0 Scoured Barrens
0 Buried Ruin
0 Reliquary Tower
0 Ghost Quarter
0 Temple of the False God
10 Island
5 Swamp
7 Plains
Currently 100 Cards in decklist.
I welcome any advice and suggestions, whether on the cards mentioned, or otherwise.
6 Sharuum the Hegemon
//Creatures (22)
2 Etherium Sculptor
2 Steel Overseer
2 Tidehollow Strix
2 Glaze Fiend
2 Metallurgeon
2 Ethersworn Canonist
3 Windwright Mage
3 Ethersworn Shieldmage
3 Master of Etherium
4 Master Transmuter
4 Voltaic Construct
4 Faerie Mechanist
4 Sanctum Gargoyle
5 Glassdust Hulk
5 Ethersworn Adjudicator
5 Sen Triplets
5 Sphinx Summoner
6 Sharding Sphinx
7 Filigree Angel
7 Magister Sphinx
7 Enigma Sphinx
8 Sphinx Sovereign
//Planeswalkers (1)
5 Tezzeret the Seeker
//Artifacts
0 Welding Jar
1 Voltaic Key
1 Voyager Staff
1 Executioner's Capsule
2 Cranial Plating
2 Mask of Riddles
3 Sculpting Steel
3 Whispersilk Cloak
3 Thousand-Year Elixir
4 Etherwrought Page
5 Scourglass
0 Everflowing Chalice
2 Armillary Sphere
2 Azorius Signet
2 Dimir Signet
3 Darksteel Ingot
3 Doubling Cube
3 Mistvein Borderpost
3 Fieldmist Borderpost
3 Obelisk of Esper
//Draw + Recur
1 Ritual of Restoration
2 Courier's Capsule
2x Reshape
3 Fabricate
3 Thirst for Knowledge
4 Argivian Restoration
4 Careful Consideration
5 Tidings
//Control Spells
1 Pacifism
1 Path to Exile
1 Swords to Plowshares
1 Condemn
2 Countersquall
3 Hinder
3 Resounding Wave
3 Soul Manipulation
6 Solar Tide
3 Esper Charm
5 Time Warp
6 Open the Vaults
7 Roar of Reclamation
//Lands
1 Arcane Sanctum
1 Bojuka Bog
1 Calciform Pools
1 Darksteel Citadel
1 Dreadship Reef
1 Esper Panorama
1 Jwar Isle Refuge
1 Mirrodin's Core
1 Seat of the Synod
1 Sejiri Refuge
1 Terramorphic Expanse
1 Unstable Frontier
5 Swamp
8 Plains
10 Island
The Core Combos:
-Sharuum the Hegemon + Sculpting Steel + Glassdust Hulk = Infinite Damage
-Cauldron of Souls + Dross Scorpion + Triskelion = Infinite Damage
-Sword of the Meek + Thopter Foundry + Time Sieve = Infinite Turns + Infinite Life
Infinite Mana Generation:
-Rings of Brighthearth + Basalt Monolith = Infinite Colorless Mana
-Rings of Brighthearth + Unbender Tine + Thran Dynamo = Infinite Colorless Mana + Inifinite Untaps
-Sword of the Meek + Thopter Foundry + Krark-Clan Ironworks = Infinite Colorless Mana + Infinite 1/1 Thopters + Infinite Life
Infinite Mana Outlets:
-Infinite Colorless Mana + Golem Artisan = Infinite Damage
-Infinite Colorless Mana + UUU + Blue Sun's Zenith = Infinite Mill
-Infinite Colorless Mana + BB + Exsanguinate = GG
6 Sharuum the Hegemon
//Planeswalker (1)
5 Tezzeret the Seeker
//Artifact Creatures (15)
2 Steel Overseer
3 Shimmer Myr
3 Scarecrone
4 Voltaic Construct
4 Master Transmuter
4 Dross Scorpion
4 Arcbound Crusher
4 Sanctum Gargoyle
5 Sphinx Summoner
5 Kuldotha Forgemaster
5 Glassdust Hulk
5 Golem Artisan
6 Triskelion
7 Pentavus
8 Sphinx of the Steel Wind
//Artifacts (16)
1 Voltaic Key
1 Dispeller's Capsule
1 Executioner's Capsule
1 Blade of the Bloodchief
1 Voyager Staff
2 Gorgon Flail
2 Sword of the Meek
2 Thopter Foundry
2 Courier's Capsule
2 Time Sieve
3 Sculpting Steel
3 Rings of Brighthearth
4 Unbender Tine
5 Scourglass
5 Cauldron of Souls
6 Salvaging Station
2 Azorius Signet
2 Orzhov Signet
2 Dimir Signet
2 Talisman of Dominance
2 Talisman of Progress
3 Basalt Monolith
3 Darksteel Ingot
3 Obelisk of Esper
4 Thran Dynamo
4 Krark-Clan Ironworks
//Tutor (5)
2x Reshape
3 Trinket Mage
3 Fabricate
3 Buried Alive
4 Diabolic Tutor
//Card Draw (6)
3 Thirst for Knowledge
3x Blue Sun's Zenith
4 Careful Consideration
4 Fact or Fiction
5 Jace's Ingenuity
6 Overwhelming Intellect
//Buff Spells (2)
2x Exsanguinate
4 March of the Machines
//Control Spells (9)
1 Swords to Plowshares
1 Path to Exile
1 Pongify
2 Mana Leak
2 Familiar's Ruse
2 Stoic Rebuttal
3 Hinder
3 Spell Crumple
3 Perplex
1 Command Tower
1 Arcane Sanctum
1 Halimar Depths
1 Bojuka Bog
1 Calciform Pools
1 Dreadship Reef
1 Mirrodin's Core
1 Darksteel Citadel
1 Seat of the Synod
1 Ancient Den
1 Vault of Whispers
1 Evolving Wilds
1 Terramorphic Expanse
1 Mishra's Factory
1 Homeward Path
1 Temple of the False God
1 Vivid Creek
1 Jwar Isle Refuge
1 Sejiri Refuge
1 Buried Ruin
6 Island
5 Swamp
4 Plains
The Core Combos:
-Sharuum the Hegemon + Sculpting Steel + Glassdust Hulk/Arcbound Crusher = Infinite Damage
-Cauldron of Souls + Dross Scorpion + Triskelion = Infinite Damage
-Pentavus + Blade of the Bloodchief + Time Sieve = Infinite Turns
-Sword of the Meek + Thopter Foundry + Time Sieve = Infinite Turns + Infinte Life
Infinite Mana Generation:
-Rings of Brighthearth + Basalt Monolith = Infinite Colorless Mana
-Rings of Brighthearth + Unbender Tine + Thran Dynamo = Infinite Colorless Mana
-Pentavus + Dross Scorpion + Thran Dynamo = Infinite Colorless Mana
-March of the Machines + Voltaic Construct + Thran Dynamo = Infinite Colorless Mana
-March of the Machines + Krark-Clan Ironworks + Salvaging Station + Any 1 CMC = Infinite Colorless Mana
-Krark-Clan Ironworks + Salvaging Station + Voltaic Key = Infinite Colorless Mana
-Pentavus + Krark-Clan Ironworks + Blade of the bloodchief = Infinite Colorless Mana
Also...
-Blade of the Bloodchief + Gorgon Flail + Triskelion = Boardwipe
-Krark-Clan Ironworks + Sword of the Meek + Thopter Foundry = Infinite Colorless Mana + Infinite 1/1 Thopters + Infinite Life
-Pentavus + Dross Scorpion + Krark-Clan Ironworks + Steel Overseer = Infinite Colorless Mana + Infinite Power/Toughness on all my Creatures except Pentavus
Infinite Mana Outlets:
-Infinite Colorless Mana + Golem Artisan = Infinite Damage
-Infinite Colorless Mana + Steel Overseer + Rings of Brighthearth + Voltaic Key/Unbender Tine = Infinite Power/Toughness on all my Creatures
-Infinite Colorless Mana + Rings of Brighthearth + Voltaic Key/Unbender Tine = Infinite untaps
-Infinite Colorless Mana + Pentavus + Dross Scorpion + Caudron of Souls = Infinite 1/1 flyers
-Infinite Colorless Mana + Sword of the Meek + Thopter Foundry = Infinite 1/1 Thopters + Infinite Life
-Infinite Colorless Mana + UUU + Blue Sun's Zenith = Infinite Mill
-Infinite Colorless Mana + BB + Exsanguinate = GG
6 Sharuum the Hegemon
//Planeswalker (1)
5 Tezzeret the Seeker
//Artifact Creatures (20)
2 Etherium Sculptor
2 Steel Overseer
3 Ethersworn Shieldmage
3 Master of Etherium
3 Scarecrone
4 Master Transmuter
4 Dross Scorpion
4 Sanctum Gargoyle
5 Sphinx Summoner
5 Kuldotha Forgemaster
5 Glassdust Hulk
5 Golem Artisan
5 Ethersworn Adjudicator
6 Sharding Sphinx
6 Triskelion
6 Steel Hellkite
7 Magister Sphinx
8 Sphinx of the Steel Wind
8 Filigree Angel
8 Sphinx Sovereign
//Artifacts (12)
1 Dispeller's Capsule
1 Executioner's Capsule
2 Sword of the Meek
2 Thopter Foundry
2 Courier's Capsule
2 Time Sieve
3 Sculpting Steel
3 Rings of Brighthearth
4 Unbender Tine
5 Scourglass
5 Cauldron of Souls
5 Mirrorworks
2 Azorius Signet
2 Orzhov Signet
2 Dimir Signet
2 Talisman of Dominance
2 Talisman of Progress
3 Basalt Monolith
3 Darksteel Ingot
4 Thran Dynamo
4 Krark-Clan Ironworks
//Tutor (4)
2x Reshape
3 Fabricate
3 Buried Alive
4 Diabolic Tutor
//Card Draw (6)
3 Windfall
3 Thirst for Knowledge
3x Blue Sun's Zenith
4 Careful Consideration
4 Fact or Fiction
5 Jace's Ingenuity
//Buff Spells (2)
2x Exsanguinate
4 Rite of Replication
//Control Spells (10)
1 Swords to Plowshares
1 Path to Exile
1 Pongify
2 Familiar's Ruse
2 Stoic Rebuttal
3 Hinder
3 Spell Crumple
3 Perplex
3 Aura of Silence
4 Rewind
1 Command Tower
1 Arcane Sanctum
1 Bojuka Bog
1 Calciform Pools
1 Dreadship Reef
1 Mirrodin's Core
1 Hallowed Fountain
1 Drowned Catacomb
1 Seat of the Synod
1 Ancient Den
1 Vault of Whispers
1 Evolving Wilds
1 Terramorphic Expanse
1 Mishra's Factory
1 Homeward Path
1 Vivid Creek
1 Jwar Isle Refuge
1 Sejiri Refuge
1 Buried Ruin
1 Vault of the Archangel
6 Island
4 Swamp
5 Plains
The Core Combos:
-Sharuum the Hegemon + Sculpting Steel/Phyrexian Metamorph + Glassdust Hulk/[/card]Arcbound Crusher[/card] = Infinite Damage
-Sword of the Meek + Thopter Foundry + Time Sieve = Infinite Turns + Infinite Life
-Sword of the Meek + Thopter Foundry + Krark-Clan Ironworks = Infinite Colorless Mana + Infinite 1/1 Thopters + Infinite Life
March 18 2016:
Initial Build Cuts:
Dross Scorpion
Argivian Restoration
Jace's Ingenuity
Cauldron of Souls
Mirrorworks
Expedition Map
Foil
Steel of the Godhead
April 1 2016:
Open the Vaults >> Evacuation
Opportunity >> Fact or Fiction
May 15 2016:
Enigma Sphinx >> Magister Sphinx
July 1 2016:
Cloud Cover >> Presence of the Master
Coercive Portal >> Mirrorworks
Abolish >> Paraselene
Hallowed Burial >> Phyrexian Rebirth
Inkwell Leviathan >> Command Tower
Sept 7 2016:
Aura of Silence >> Revoke Existence
Mirrorworks >> Opportunity
Pristine Talisman >> Blue Sun's Zenith
Nov 11 2016:
Vault of the Archangel >> Island (needed in Ghave)
Jan 28 2017:
Loxodon Warhammer >> Noxious Gearhulk
March 29 2017:
Vivid Creek >> Reliquary Tower
Vivid Meadow >> Phyrexia's Core
Vivid Marsh >> Ghost Quarter
Presence of the Master >> Mirrorworks
Master of Etherium >> Solemn Simulacrum
Scarecrone >> Myr Battlesphere
Voltaic Construct >> Wurmcoil Engine
Mask of Riddles >> Sol Ring
Mortify >> Palladium Myr
Coldsteel Heart >> Commander's Sphere
Executioner's Capsule >> Unstable Obelisk
Triskelion >> Steel Hellkite
April 14 2017:
Countersquall >> Utter End
Dissipate >> Sphinx Sovereign
Stoic Rebuttal >> Swamp
Soul Manipulation >> Swamp
Phyrexia's Core >> Island
Everflowing Chalice >> Whir of Invention
| 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
Even in the artifact deck, im not a fan of stoic. Vanilla counters, unless you are playing a HEAVY counterspell deck, arent usually good in EDH. I play 2 in my Sharuum Deck. Hinder (arguably the best counterspell in EDH) and Cryptic Command, though I know it is out of your price range.
Also, take a look at my list and feel free to PM me if you have any specific questions.
___________________
Standard
UWR Midrange RWU
EDH
WUB[Riddle of the Etherium Gods - Sharuum the Hegemon]BUW
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WUG Rubinia Soulsinger
I was planning for Tidings to be on the way out as soon as I got ahold of a Fact or Fiction. I will grant that activating Blue Sun's Zenith, when I have one of my infinite mana combos in play, would be pretty sick. (Just got to make sure I don't deck myself). I'll have to try it.
EDIT: OR just target opponent with Blue Sun's Zenith and deck him!!! AWESOME.
Yeah, I've been on the fence with Stoic Rebuttal. but I did just toss it in there, so I'll try it out for a bit. I'm thinking the slot will eventually be something more like Overwhelming Intellect.
Kicker is that I don't have many counters in this deck....needed when playing against troll-shroud.
Thanks for the input though!
| 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
Sigh....you are probably right. I was hoping that it's 'artifactness' would be a loophole.
Any other thoughts on this deckbuild? (Going for synergy, consistancy, and artifact combos)
| 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
But I have a sac outlet....it's Trike.
Step 1: Deal 1pt of damage to target player with Triskelion. (Two on the first iteration of the combo)
Step 2: Deal 1 pt of damage to Triskelion with the last +1/+1counter (thus the sac outlet).
Step 3: In reponse, tap Cauldron of Souls so that when Triskelion goes to the graveyard, it will come back with persist.
Step 4: When Triskelion goes to graveyard, Dross Scorpion triggers, untapping Cauldron of Souls.
Step 5: Triskelion comes back to play (with persist) and a +1/+1 and the -1/-1 cancel out, leaving only two +1/+1 counters on Triskelion...thus allowing for another persist effect to become enabled.
Step 6: See Step 1
I'm pretty sure this works....
EDIT: And the coolest thing is that the entire combo is colourless and does not depend on summoning sickness....any infinite colourless mana combo (if cards are in hand) can mean you win!! Yeah...
| 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
I'm not a judge, but after reading through it and looking at everything, I don't see why it wouldn't work. Trisk doesn't put the counter on himself and doesn't have wither, so it's just plain damage. He comes back with a -1 which is cancelled out by one of his +1s leaving him 2 counters to deal damage to a player and himself again and able to repeat it ad infinitum.
I'd say it's legal.
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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
You're right. I didn't think that through well enough.
I'll admit, I didn't think up the idea completely by myself. It was a combination of three things that really brought the combo to my attention.
The first was the synergy between Pestilance Demon and Grim Poppet in another deck of mine....trying to decide if Grim Poppet was worth the include, despite the heavy mana cost. You can see the abuse of the -1/-1 counters...
The second was every other Sharuum decklist seemed to have Dross Scorpion...and I didn't....so I was missing out on something.
Third, I had all three cards in my new decklist, though all for different reasons....staring at them for long enough is what bought the combo together....it just looked like 1+1+1=more than 3
Lastly, I'm sure I"m not the first to find this gem....I rate myself quite novice when it comes to deck builds.
| 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
Pentavus + Blade of the Bloodchief + Krark-clan Ironworks = Infinite Mana + Infinite Power/Toughness on Pentavus
Pentavus + Blade of the Bloodchief + Time Sieve + = Infinite Turns
I was wondering if anyone saw a use for Blade of the Bloodchief in my decklist, other than the combos? Any other synergies? Overall a good card?
Also, while browsing the internet, I came across Scythe of the Wretched which creates a combo:
Scythe of the Wretched + Triskelion + Krark-Clan Ironworks = Infinite Damage (+ Inifinite Mana...not that it matters)
Does anyone see any other use for Scythe of the Wretched in my decklist?
Thanks
| 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
Is Thousand-Year Elixir really panning out here??? I dont really see all that much that it interacts with.
Consider Recurring Insight as its crazy big card draw. I have drawn 7 cards twice by turn 5 with it one game.
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[Modern] Allies
I was considering to replace Ritual of Restoration with Machinate, but Frantic Salvage definately looks interesting aswell.
I've been told that Master Transmuter is all you need in an artifact decklist to make Thousand-Year Elixir worthwhile. I will agree with your scepticism though; I'm not sure how worthwhile it's going to be either.
Voyager Staff is another card I'm not to sure about....was thinking that Duplicant would just outright replace it and then have a slot open for something else.
I've thought about it a bit now and I think I'm going to try go for adding Blade of the Bloodchief. At worst case scenario, it's going to make one of my guys bigger for 2 mana and at best case scenario, it provides two combos.
| 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
Sword of the Meek + Thopter Foundry + Time Sieve
It only costs 5 mana per turn and it generates infinite turns. Extra mana = extra tokens you can use for attacking.
Looks like you already have the Thopter Assembly + Time Sieve combo in your deck but more combos that only take 2 cards to add is always good.
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[Modern] Allies
Yeah, I looked at that combo already. Had it in my decklist...then removed then....then tried to add it again....but couldn't justify the cards. Thopter Foundry is okaaaay I guess, but Sword of the Meek is useless except for the combo. I'm looking for synergy with more cards since I can't afford tonnes of tutors, I figure the more interactions I have, the better the deck I'll have.
It's because of those interactions to why I asked about Blade of the Bloodchief and Scythe of the Wretched in one of my earlier posts. At the moment, I don't feel like I can justify includng them, but if more synergies were found within the cards I have (or with the addition of another card that has synergies with other cards that I have), then I'd take another solid look at them again. (I am leaning towards adding Blade of the Bloodchief)
As a great example of a synergesitic suggestion:Blue Sun's Zenith was suggested to me in an earlier post. I raised an eyebrow cause I was thinking '4 mana for 1 card?' seemed pretty pathetic sinceTidings was 5 mana for 4 cards. I now realize the brokenness of the card....should I have an infinite colorless mana combo going. Draw 1000 cards....target opponent. GAME.
So, I get card draw if I don't have the combo, and I win if I do....good deal.
So yeah, that's what I'm looking for; major deck inprovement through synergistic interactions....but I definately do appriciate the combo suggestion; I think it just falls a little short compared to the other combos I have.
A little while later....
Another thing I've been looking at are two cards: Sculpting Steel and Mirrorworks
Both give me the ability to duplicate ANY non-legendary artifact I have....that's gotta be abusable somehow. I'm going to continue to stare at them, but if anyone else is able to thinktank some way to abuse them with the cards I have listed (or one or two that I don't), please suggest and reap the glory of knowing something that I do not.
Thanks
| 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
1. Have Mirrorworks out, cast Sharuum.
2. Sharuum enters the battlefield, stack her trigger to return whatever and Mirrorworks' trigger to copy her.
3. Pay for the copy, state-based effects legend-rule Sharuum before the copy's return trigger stacks, let Sharuum go to the graveyard, stack the copy's trigger targeting Sharuum.
4. Sharuum is returned to the battlefield, stack her trigger to return whatever and the Mirrorworks' trigger to copy her, repeat steps 3 and 4 as desired.
You can go infinite with that if you can make at least 2 per iteration of the loop, such as by sacrificing Sharuum and the copy to Krark-Clan Ironworks instead of letting them legend-rule out.
As for Sculpting Steel, it's insane. I run it in my combo-less Sharuum build (link in my sig if you want to check it out for ideas), and I'm never unhappy to draw it. Doubling up on any artifact for only 3 is extremely good.
However, in your build, you can abuse it with Sharuum to make an infinite recursion loop between her and the Sculpting Steel similar to the Mirrorworks loop I described above (except that you can't recur any extra artifacts with the Sculpting Steel loop). Combine this infinite loop of artifacts entering the battlefield with your Glassdust Hulk or Arcbound Crusher, and you end up with an infinitely large unblockable or trampling attacker.
Edit: About Shimmer Myr/artifacts lands, you cannot play artifact lands during your opponents' turns if you have Shimmer Myr out. The easy way to tell is Shimmer Myr's wording: "...cast...". Since you don't cast lands, you play them (thanks M10 terminology update!), you cannot use Shimmer Myr to play them during any turn but your own, at sorcery speed, even if they're artifacts. In any case, there is is no legal way to play lands at any other time, as far as I know.
blightsteel colossus
darksteel colossus
EDH: Xenagos, God of Revels.
Awsome! Never thought that Mirrorworks would work with the Sharuum combo...though it does need an infinite mana source to pull...so a little trickier. Never-the-less, it's good to know. Thanks.
Too bad about Shimmer Myr + Artifact Lands. Was hoping that was a loophole. Oh well, I think he'll still be a good addition to the team.
Thanks for the advice!
| 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
Sweet. That's the answer I was hoping to see from someone.
When I first saw the card, it looked pretty broken; basically 100x better Minion Reflector, limited to artifacts, but they stay on the board.
It's going to be a 'must answer' card right from the get go.
I've seen a comment or two in the developement of this deck (and my previous list) that my CMC average was too high. How's the CMC average look now? I almost cut Filigree Angel from the list, but then saw her in action the game before I was going to make the cut....and was convinced to keep her in again...lol....yeah, she costs 8, but she's always cheated into play.
| 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
Legacy-U Faerie Ninja Still, WDeath and Taxes
Casual-WB Bleed, WGUBRCascade
Sweet. I'm running Krark-Clan Ironworks, so that can take the place of Ashnod's Alter. Would need to add in Nim Deathmantle, but there are enough creatures in my deck that could make use of that. The only downside is that Penvatus is getting a really really big bull's eye put onto it with all the interactions. I'm never going to be allowed to keep it in play...
Definately worth considering though.
Thanks for the advice.
| 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
Roar of Reclamation > Evacuation
Open the Vaults > Jace's Ingenuity
Tempest of Light > Stoic Rebuttal
Blade of the Bloodchief > Recurring Insight
Thopter Assembly > Tidings
Dreamstone Hedron > Soul Manipulation
Roar of Reclamation and Open the Vaults were one shot deals...and only if enough cards are in the graveyard. Both suboptimal, especially since Sharuum the Hegemon and Scarecone continually pull artifacts out.
Tempest of Light always ended up targeting one enchantment.....might as well have a more versatile card.
Blade of the Bloodchief, Thopter Assembly, and Dreamstone Hedron were all combo pieces, and on there own, nothing special. Granted, I now lose my 2 infinite turns combos, but Time Seive can still make use of the masses of artifacts I have for good synergy; especially when Mirrorworks is out.
I still welcome further advice as I'm not happy with my manabase still. Need more lands, but don't know what I should cut.
Thanks!
| 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
Thanks for your input.
I didn't end up including Thopter Foundry + Sword of the Meek + Time Sieve combo because I felt that Thopter Foundry and Sword of the Meek were pretty much dead cards on their own. Time Sieve can at least give you another turn...also giving alot in your graveyard for Sharuum to recur....which is why I included it, but Thopter Foundry takes away something good and gives you something bad....a 1/1. Likewise, Sword of the Meek is useless unless you have Thopter Foundry.
I had a similar experiance with Blade of the Bloodchief recently. Works great with Pentavus, but only with Pentavus and is totally useless otherwise. Kinda makes for a dead slot and so I cut it.
As much as I would love to have tezzeret, agent of bolas included, it's way too much money for a budget player like myself. One day it may drop down to a more respectable price, but the original Tezz is better (in my humble opinion) and I already have him included.
Academy Ruins is a fantastic idea. I'll be adding that one to my wishlist, as it is always good to have another way to recur my artifacts.
Thanks for the suggestions; please keep em coming.
| 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