Combos:
Sharuum + Sculpting Steel/Phyrexian Metamorph + Disciple of the Vault/Bitter Ordeal = Infinite Damage or Infinite Mill
Time Sieve + Thopter Assembly (and enough mana to cast it every turn) = Infinite Turns
Helm of Obedience + Leyline of the Void = mill single player out each use
Mindslaver + Academy Ruins = Slaverlock
Rings + Basalt = Infinite Colorless
Finishers:
Magister Sphinx to set targets at 10; Sphinxes attack for the finish.
Synergies:
Master Transmuter + Magister Sphinx = Set multiple opponents at 10
Master Transmuter + Duplicant = RFG multiple creatures
Master Transmuter + Sharuum = return multiple artifacts to play
Pretty direct path to victory: combo or finish, use counters/removal to stall, tutors to find what you need.
Sculpting Steel plus sharuum doesn't work because of timing issues. You have to put the trigger on the stack before state based abilities are checked.
So you can play sharuum, return sculpting steel, scupting steel comes into play as a copy of sharuum, then you target an artifact card in your yard, and then priority is passed and sharuum and sculpting steel dies.
As for advice, sol ring and mana crypt are good. If you want to build in more combos, you could run arcum to set up your existing combos. Also, You seem a little light on the counterspells and permission.
I'd remove darksteel colossus, pawn of ulamog, platinum angel, voyager staff, and disciple of the vault.
Copy artifact is solid if you like copying your artifacts. If you are running a lot of little mana accelerants, then I could suggest future sight, which is just like its buddy magus of the future The upside of future sight is that its harder to remove, the downside is its harder to recur.
Strip mine and crucible of worlds both seem like they deserve a place in this deck. And intuition is a very solid tutor.
This seems fun, but is lacking a artificer's intuition(spelling probably wrong) package. it makes Sharuum a lot more viable and allows for you to go grab necessary mana accelers as well as other fun toys, like pithing needle.
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Sculpting Steel plus sharuum doesn't work because of timing issues. You have to put the trigger on the stack before state based abilities are checked.
So you can play sharuum, return sculpting steel, scupting steel comes into play as a copy of sharuum, then you target an artifact card in your yard, and then priority is passed and sharuum and sculpting steel dies.
No, it does work. I'm not sure of the exact rules involved, but I know that this is a very popular combo for Sharuum decks, and I have also seen tournament decks on the mothership featuring this combo. If it didn't work, I doubt it would be so pervasive.
Sculpting Steel plus sharuum doesn't work because of timing issues. You have to put the trigger on the stack before state based abilities are checked.
So you can play sharuum, return sculpting steel, scupting steel comes into play as a copy of sharuum, then you target an artifact card in your yard, and then priority is passed and sharuum and sculpting steel dies.
This is not true. Check comprehensive rule 704.3:
704.3. Whenever a player would get priority (see rule 115, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no statebased actions are performed as the result of the step’s first check and no triggered abilities are
waiting to be put on the stack, then no player gets priority and the step ends.
The Legend rule will kill Sharum (and the sculpting steel) before their triggers can be put on the stack, and targets can't be chosen until after the trigger is on the stack. So Sharum is necessarily in the graveyard by the time targets are chosen.
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Sculpting Steel plus sharuum doesn't work because of timing issues. You have to put the trigger on the stack before state based abilities are checked.
So you can play sharuum, return sculpting steel, scupting steel comes into play as a copy of sharuum, then you target an artifact card in your yard, and then priority is passed and sharuum and sculpting steel dies.
As for advice, sol ring and mana crypt are good. If you want to build in more combos, you could run arcum to set up your existing combos. Also, You seem a little light on the counterspells and permission.
I'd remove darksteel colossus, pawn of ulamog, platinum angel, voyager staff, and disciple of the vault.
Copy artifact is solid if you like copying your artifacts. If you are running a lot of little mana accelerants, then I could suggest future sight, which is just like its buddy magus of the future The upside of future sight is that its harder to remove, the downside is its harder to recur.
Strip mine and crucible of worlds both seem like they deserve a place in this deck. And intuition is a very solid tutor.
Indeed, you are quite mistaken, and this is the whole reason Sharuum is a popular general.
I think Crucible of Worlds is banned from EDH, am I right or wrong on that?
Ya i play sharuum and i can assure you the sculpting steel combo works. Also crucible was banned but is now legal at least if you are following the official list. Also i see you have timesieve in here but didnt mention in your post that you can take infinite turns with that and the thopter sword combo, just in case you didnt see it before. You also have the basalt monolith rings combo for infinite mana incase you didn't notice. Sorry if i sound like a jerk for posting these, just wana make sure your getting the most outa the deck.
1. Tap monolith (3 mana in mana pool)
2. Use the 3 monolith mana to untap the monolith (this empties the mana pool but triggers Rings)
3. Use an external source of 2 mana to put an extra copy of the untap ability onto the stack
4. Use one untap ability
5. Tap monolith (3 mana in mana pool)
6. Use the second untap ability (3 mana in mana pool)
7. Tap the monolith (6 mana in manapool)
8. pay 3 to untap (3 mana in mana pool) this will trigger rings
9. Pay 2 to rings to copy untap ability (1 mana left in mana pool)
10. use first untap of monolith
11. tap monolith (4 mana)
12. use second untap
13. tap monolith (7 mana)
14. you net 1 mana on each loop.
Once you inject the additional 2 mana for the first rings activation you loop through the steps 5 - 14 and get +1 each time you cycle through.
FYI: The Thopter Foundry / Sword of the Meek combos were simply too slow and clunky and got cut from the deck. It just wasn't strong enough.
Same
Also thinking about adding the Future Sight and Tendrils of Agony for the Top Combo with Etherium Sculptor.
Tried it, better than thopter sword but still slow and clunky. If you want a good combo try out mind over matter + temple bell (+ a big eldrazi in deck to make it infinite)
Also Magister Sphinx just to wreck people. Sorin Markov for possibly the same reason.
Tried it, better than thopter sword but still slow and clunky. If you want a good combo try out mind over matter + temple bell (+ a big eldrazi in deck to make it infinite)
I will be adding that combo in as soon as I find the cards for it, it seems like it could be good.
I'm trying to become less dependent on Sculpting Steel to pull out a win, as my friends have learned that a Sadistic Sacrament is best thrown my way - and often kicked. Also they will wait for me to play Sculpting Steel and respond with removal on Sharuum, which then leaves me with some other artifact that they could also RFG. The counters are usually what I use to deal with that, but sometimes you just don't have them available. This is why the Sphinx's were added along with Bribery and Rite of Replication (the latter two being win conditions in their own right some of the time).
I'm trying to become less dependent on Sculpting Steel to pull out a win, as my friends have learned that a Sadistic Sacrament is best thrown my way - and often kicked. Also they will wait for me to play Sculpting Steel and respond with removal on Sharuum, which then leaves me with some other artifact that they could also RFG. The counters are usually what I use to deal with that, but sometimes you just don't have them available. This is why the Sphinx's were added along with Bribery and Rite of Replication (the latter two being win conditions in their own right some of the time).
Ya thats pretty much what happened to me, people realized that the combo was pretty easy to disrupt and thats when i began to evolve the deck. Also i just put rite back in my deck a few weeks ago lol, the card is really just insane. Bribery is also in mine and ya it has no synergy with the deck but it is just soooo powerful lol. I would try out sphinx of the steelwind (aka akroma sphinx) over sovereign. Also if you add futuresight you can draw you deck with top + sight + sculpter. If you add something like myr matrix you can abuse the infinite mana from rings + basal monolith.
And if you add the balck layline you can kill some one with layline + helm of obedience. Also i would advise keeping the arena in, it is such an amazing card, 1 life for your own howling mine is great. And 1 more minor suggestion, planar cleansing over akromas vengence cause it hits walkers hope all this helps. I know i may have mentioned some of this previously but figured id just say it again.
Ya thats pretty much what happened to me, people realized that the combo was pretty easy to disrupt and thats when i began to evolve the deck. Also i just put rite back in my deck a few weeks ago lol, the card is really just insane. Bribery is also in mine and ya it has no synergy with the deck but it is just soooo powerful lol. I would try out sphinx of the steelwind (aka akroma sphinx) over sovereign. Also if you add futuresight you can draw you deck with top + sight + sculpter. If you add something like myr matrix you can abuse the infinite mana from rings + basal monolith.
And if you add the balck layline you can kill some one with layline + helm of obedience. Also i would advise keeping the arena in, it is such an amazing card, 1 life for your own howling mine is great. And 1 more minor suggestion, planar cleansing over akromas vengence cause it hits walkers hope all this helps. I know i may have mentioned some of this previously but figured id just say it again.
Steelwind is on the list of things I'm looking to get, it's a beastly card. Planar Cleansing is a maybe - hitting walkers is nice, but walkers usually aren't much of a threat. The ability to cycle and pay one colorless instead of white could come in handy though. I'll think about it.
I'm starting to add a "copy or take other people's cool stuff" subtheme into the deck; starting with duplicant, bribery, right of replication, you will probably see me add a Clone, Quicksilver Gargantuan, and possibly a Copy Artifact into the deck.
Helm of Obedience + Leyline of the Void looks interesting. I might try it.
This isn't a suggestion, since it may not work well for you, but why don't you try Mycosynth Golem? You can get him out pretty early with transmuter and he's SO helpful late-game. You could also try Kuldotha Forgemaster, but I haven't tested him yet and he may require too much dedication to get to work right.
I would also put in more stuff to deal with generals, as I don't think one Hinder is enough. Maybe put in a Hallowed Burial or Condemn.
I would also take out Beseech the Queen, as it requires too much of a dedication to have swamps to be effective, IMO. Diabolic Tutor and Insidious Dreams cost too much, so I would get rid of those. In their place, however, I would put in some more transmuter's; like Muddle the Mixture, Drift of Phantasms, and Dimir House Guard so that you have access to most anything in your deck.
This isn't a suggestion, since it may not work well for you, but why don't you try Mycosynth Golem? You can get him out pretty early with transmuter and he's SO helpful late-game. You could also try Kuldotha Forgemaster, but I haven't tested him yet and he may require too much dedication to get to work right.
I would also put in more stuff to deal with generals, as I don't think one Hinder is enough. Maybe put in a Hallowed Burial or Condemn.
I would also take out Beseech the Queen, as it requires too much of a dedication to have swamps to be effective, IMO. Diabolic Tutor and Insidious Dreams cost too much, so I would get rid of those. In their place, however, I would put in some more transmuter's; like Muddle the Mixture, Drift of Phantasms, and Dimir House Guard so that you have access to most anything in your deck.
I played Mycosynth Golem, he proved too slow to be effective in the deck; by the time he would become useful I've either won or been hated out, and if I haven't, Mycosynth Golem gets removed fast (people usually don't like me playing Sharuum for just the colors, combo piece, and sculpting steel for free). I had Condemn in the deck but removed it for some reason... I think I didn't like needing to wait for a general to attack when so many decks don't need to attack with their generals.
Insidious Dreams is easily the best tutor for this deck, even better than demonic tutor. I usually use one of the other tutors to tutor for insidious dreams, which I then use to tutor up ALL the combo pieces I need as well as any additional cards I want (let's say I need a Sol Ring or land) and stack my next several turns. This card usually causes me to win every game in which I can get ahold of it in exactly as many turns as it takes to draw my combo pieces. Diabolic tutor is ok for now, it has been useful, but it is sort of weak so may get the axe soon.
The issue with the transmuters is that they are just too limited; I want to be able to fetch whatever answer I need, not just an answer in whatever CMC I have in a transmuter.
Stoic Rebuttal is obviously better than Cancel and that change will be made once I remember to find one
I've been testing Kuldotha Forgemaster like mentioned above, and I quite like it.
Although I must say it drew quite alot of hate during our multiplayer games. But that fixed itself when Forgmaster found me a Darksteel Forge
What did you sac to it? It seems like it's really risky, my playgroup usually holds onto removal for when Sculpting Steel hits the board (to RFG Sharuum).
Insidious dreams won again last night, my GF playing Sharuum while I played my Karrthus - turn 2, she Mystical tutors for Insidious dreams, turn 3, I play Sarkhan Vol, Turn 4, she plays Insidious Dreams and fetches Wrath of God to deal with my impending dragons, Sol Ring, Sculpting Steel, Disciple of the Vault so she would draw them in that order, turn 6, I activate Sarkhan Vol's ultimate, putting in 4 5/5 dragons, and play Karrthus and swing that turn, dealing her 27 damage. Her turn, she plays wrath and Sol Ring. Karrthus can't recover quite in time and isn't holding removal, she has just enough mana to play Sharuum, then drop disciple/sculpting steel the turn after that for the win.
I'm questioning Chrome Mox. I mean, what would you imprint that wouldn't just be better off in your hand anyways? Plus, if its destroyed, doesn't the card stay exiled forever? I don't know...maybe I'm just missing something.
Also, I know its a bit centralized, but why not try Leyline of Sanctity? It stops most mass graveyard removal in its tracks.
Edit: Why aren't you running Ethersworn Adjudicator or Dispeller's Capsule? The ability to repeatedly remove enchantments/creatures/other artifacts seems like a good deal to me. In fact, running the other two capsules doesn't seem like such a bad idea since they're all search-able with Trinket Mage.
Edit2: I also can't believe your not running Nihil Spellbomb! Recur-able, mass graveyard hate AND it draws you a card? Yes please!
I'm questioning Chrome Mox. I mean, what would you imprint that wouldn't just be better off in your hand anyways? Plus, if its destroyed, doesn't the card stay exiled forever? I don't know...maybe I'm just missing something.
How has Sphinx Sovereign been working for you? I would think Sphinx of the Steel Wind or Filigree Angel would work better in the 8 cmc zone, but again, maybe I'm missing something.
Also, I know its a bit centralized, but why not try Leyline of Sanctity? It stops most mass graveyard removal in its tracks.
Chrome mox has been pretty good early acceleration; and on one occasion gave me both the last mana I need and the last artifact to pull of a Time Sieve for the win. It's been pretty good.
Sphinx Sovereign is a recent addition, I added it in because it is a constant issue for opponents to deal with; they must use removal on it or take constant damage. I'm not sure if it will stay. I took Filigree Angel out of the deck because the life gain wasn't very helpful, and Sovereign is bigger (and still might get cut). Sphinx of the Steel Wind will be tested as soon as I get one, it should prove to be a nice violent threat.
The main thing Leyline of Sanctity will really be useful in stopping is Bojuka Bog; other GY hate I can usually handle with counters or removal (speaking of which, I probably need to put Nev.'s Disk back in). I'm not sure it's worth putting it in for the sole purpose of stopping a Bojuka Bog - I don't know, what do you think?
Chrome mox has been pretty good early acceleration; and on one occasion gave me both the last mana I need and the last artifact to pull of a Time Sieve for the win. It's been pretty good.
Sphinx Sovereign is a recent addition, I added it in because it is a constant issue for opponents to deal with; they must use removal on it or take constant damage. I'm not sure if it will stay. I took Filigree Angel out of the deck because the life gain wasn't very helpful, and Sovereign is bigger (and still might get cut). Sphinx of the Steel Wind will be tested as soon as I get one, it should prove to be a nice violent threat.
The main thing Leyline of Sanctity will really be useful in stopping is Bojuka Bog; other GY hate I can usually handle with counters or removal (speaking of which, I probably need to put Nev.'s Disk back in). I'm not sure it's worth putting it in for the sole purpose of stopping a Bojuka Bog - I don't know, what do you think?
Leyline of Sanctity, as I've just researched, stops ALL mass graveyard removal in its tracks, bar Relic of Progenitus, but luckily that card is a one-time deal. All of the others say "exile all cards in target player's graveyard".
I guess I can understand the removal of Filigree Angel, since having a card that only gains you life and nothing else is not that good...I just love it with Rite of Replication shenanigans.
Edit: Why aren't you running Ethersworn Adjudicator or Dispeller's Capsule? The ability to repeatedly remove enchantments/creatures/other artifacts seems like a good deal to me. In fact, running the other two capsules doesn't seem like such a bad idea since they're all search-able with Trinket Mage.
Edit2: I also can't believe your not running Nihil Spellbomb! Recur-able, mass graveyard hate AND it draws you a card? Yes please!
Ethersworn Adjudicator definitely warrants a look... I'm not so sure about the capsule's, they seem to be too limited in scope to me and I have better cards to bring back from the GY with Sharuum.
I think Bojuka Bog does a better job than Nihil Spellbomb... although recursion could be awfully nice... if I need more graveyard hate I'll definitely take a look at it. I was looking at Relic of Progenitus but Spellbomb might be better.
Alternatively I could add Crucible of Worlds and find a way to sac Bojuka Bog (Crucible would be useful for adding a strip mine anyway). I could add Mycosynth Lattice both for this purpose (make it an artifact, use a sac outlet) and for its interactions with Memnarch.
Ethersworn Adjudicator definitely warrants a look... I'm not so sure about the capsule's, they seem to be too limited in scope to me and I have better cards to bring back from the GY with Sharuum.
I think Bojuka Bog does a better job than Nihil Spellbomb... although recursion could be awfully nice... if I need more graveyard hate I'll definitely take a look at it. I was looking at Relic of Progenitus but Spellbomb might be better.
Alternatively I could add Crucible of Worlds and find a way to sac Bojuka Bog (Crucible would be useful for adding a strip mine anyway). I could add Mycosynth Lattice both for this purpose (make it an artifact, use a sac outlet) and for its interactions with Memnarch.
Yeah, the only problem with Bojuka Bog is that the only way to recur it would be with either Sun Titan or Crucible of Worlds. Whereas with the spellbomb, there are about 7 ways to bring it back in this deck.
Also, I've tried the Memnarch/Mycosynth Lattice combo before, and once your play group gets used to your deck, they'll see it coming from a mile away. Crucible/Strip Mine is always good, and I could see it interacting well with Bojuka Bog and the Lattice, but the combo itself just seems too...fragile. It definitely warrants testing, though.
In the end, you may just end up using both.
Also, is Redirect worth having? It just seems like there would be too many..."awkward" situations where there's no other target.
I play relic, spellbomb and bojuka in my list because graveyard hate is that important. Also i played adjudicator forever but eventually cut him cause i always had better stuff to with my mana and it usually just ate removal cause there are so few other targets in the deck. As for capsules...i actually just recently added the white one as I wanted another piece of artifact/enchantment kill (again really important). And i need to pick up acrucible for this deck sooooo bad
1 Sharuum the Hegemon
Creatures (12):
1 Arcbound Reclaimer
1 Aven Mindcensor
1 Disciple of the Vault
1 Duplicant
1 Junk Diver
1 Magister Sphinx
1 Master Transmuter
1 Myr Retriever
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Thopter Assembly
1 Trinket Mage
Planeswalkers (3):
1 Karn Liberated
1 Liliana Vess
1 Tezzeret the Seeker
Tutors (7):
1 Beseech the Queen
1 Demonic Tutor
1 Diabolic Tutor
1 Enlightened Tutor
1 Fabricate
1 Mystical Tutor
1 Vampiric Tutor
Removal (6):
1 Damnation
1 Oblation
1 Mind Twist
1 Path to Exile
1 Swords to Plowshares
1 Wrath of God
Counters (6):
1 Counterspell
1 Dissipate
1 Faerie Trickery
1 Hinder
1 Rewind
1 Spell Crumple
1 Leyline of the Void
1 Necropotence
1 Phyrexian Arena
1 Rhystic Study
Draw(6):
1 Ancestral Vision
1 Deep Analysis
1 Fact or Fiction
1 Night's Whisper
1 Thirst for Knowledge
1 Lim-Dul's Vault
Other Spells (1):
1 Bitter Ordeal
Artifacts (16):
1 Basalt Monolith
1 Chromatic Lantern
1 Coalition Relic
1 Darksteel Ingot
1 Expedition Map
1 Gilded Lotus
1 Helm of Obedience
1 Mana Vault
1 Memory Jar
1 Mindslaver
1 Rings of Brighthearth
1 Sculpting Steel
1 Sensei's Divining Top
1 Sol Ring
1 Time Sieve
1 Wayfarer's Bauble
Lands (38):
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Den
1 Arcane Sanctum
1 Bojuka Bog
1 Caves of Koilos
1 Celestial Colonnade
1 City of Brass
1 Command Tower
1 Creeping Tar Pit
1 Drowned Catacomb
1 Fetid Heath
1 Glacial Fortress
1 Hallowed Fountain
1 Isolated Chapel
1 Mystic Gate
1 Reflecting Pool
1 Reliquary Tower
1 Seat of the Synod
1 Strip Mine
1 Temple of the False God
1 Tolaria West
1 Underground River
1 Vault of Whispers
1 Vivid Creek
1 Vivid Marsh
1 Vivid Meadow
1 Watery Grave
1 Plains
4 Swamp
5 Island
Combos:
Sharuum + Sculpting Steel/Phyrexian Metamorph + Disciple of the Vault/Bitter Ordeal = Infinite Damage or Infinite Mill
Time Sieve + Thopter Assembly (and enough mana to cast it every turn) = Infinite Turns
Helm of Obedience + Leyline of the Void = mill single player out each use
Mindslaver + Academy Ruins = Slaverlock
Rings + Basalt = Infinite Colorless
Finishers:
Magister Sphinx to set targets at 10; Sphinxes attack for the finish.
Synergies:
Master Transmuter + Magister Sphinx = Set multiple opponents at 10
Master Transmuter + Duplicant = RFG multiple creatures
Master Transmuter + Sharuum = return multiple artifacts to play
Pretty direct path to victory: combo or finish, use counters/removal to stall, tutors to find what you need.
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
So you can play sharuum, return sculpting steel, scupting steel comes into play as a copy of sharuum, then you target an artifact card in your yard, and then priority is passed and sharuum and sculpting steel dies.
As for advice, sol ring and mana crypt are good. If you want to build in more combos, you could run arcum to set up your existing combos. Also, You seem a little light on the counterspells and permission.
I'd remove darksteel colossus, pawn of ulamog, platinum angel, voyager staff, and disciple of the vault.
I'd upgrade reshape into transmute artifact
Academy ruins and volrath's stronghold are both solid lands, and mindslaver is a fun card.
Copy artifact is solid if you like copying your artifacts. If you are running a lot of little mana accelerants, then I could suggest future sight, which is just like its buddy magus of the future The upside of future sight is that its harder to remove, the downside is its harder to recur.
Strip mine and crucible of worlds both seem like they deserve a place in this deck. And intuition is a very solid tutor.
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Actual Truth:
No, it does work. I'm not sure of the exact rules involved, but I know that this is a very popular combo for Sharuum decks, and I have also seen tournament decks on the mothership featuring this combo. If it didn't work, I doubt it would be so pervasive.
This is not true. Check comprehensive rule 704.3:
The Legend rule will kill Sharum (and the sculpting steel) before their triggers can be put on the stack, and targets can't be chosen until after the trigger is on the stack. So Sharum is necessarily in the graveyard by the time targets are chosen.
Indeed, you are quite mistaken, and this is the whole reason Sharuum is a popular general.
I think Crucible of Worlds is banned from EDH, am I right or wrong on that?
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
You copy the untap ability not the mana ability:
1. Tap monolith (3 mana in mana pool)
2. Use the 3 monolith mana to untap the monolith (this empties the mana pool but triggers Rings)
3. Use an external source of 2 mana to put an extra copy of the untap ability onto the stack
4. Use one untap ability
5. Tap monolith (3 mana in mana pool)
6. Use the second untap ability (3 mana in mana pool)
7. Tap the monolith (6 mana in manapool)
8. pay 3 to untap (3 mana in mana pool) this will trigger rings
9. Pay 2 to rings to copy untap ability (1 mana left in mana pool)
10. use first untap of monolith
11. tap monolith (4 mana)
12. use second untap
13. tap monolith (7 mana)
14. you net 1 mana on each loop.
Once you inject the additional 2 mana for the first rings activation you loop through the steps 5 - 14 and get +1 each time you cycle through.
EDIT: Where's Gilded Lotus?
The additional combos proved to be fairly useless... they required too many pieces to function. The deck became a bit more control oriented.
There is always room for change, the deck gets switched up on occasion to make things more interesting.
A Venser, the Sojourner, Jace, the Mind Sculptor, Mox Opal, are in this decks future for sure.
I'm also thinking of trying: Rewind, Last Word, Remand, Dissipate, Boseiju, Who Shelters All, Tolaria West, Academy Ruins, Vesuva, Cabal Coffers, Urborg, Tomb of Yawgmoth, Bojuka Bog, Entomb, Spin Into Myth, Vampiric Tutor, Prototype Portal, Lim-Dûl's Vault, Stoic Rebuttal, Geth, Lord of the Vault, Quicksilver Gargantuan, and Clone.
Also thinking about adding the Future Sight and Tendrils of Agony for the Top Combo with Etherium Sculptor. Also Magister Sphinx just to wreck people. Sorin Markov for possibly the same reason. Also Teferi, Mage of Zhalfir.
FYI: The Thopter Foundry / Sword of the Meek combos were simply too slow and clunky and got cut from the deck. It just wasn't strong enough.
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
Same
Tried it, better than thopter sword but still slow and clunky. If you want a good combo try out mind over matter + temple bell (+ a big eldrazi in deck to make it infinite)
Half the reason to play the deck
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
I will be adding that combo in as soon as I find the cards for it, it seems like it could be good.
I'm trying to become less dependent on Sculpting Steel to pull out a win, as my friends have learned that a Sadistic Sacrament is best thrown my way - and often kicked. Also they will wait for me to play Sculpting Steel and respond with removal on Sharuum, which then leaves me with some other artifact that they could also RFG. The counters are usually what I use to deal with that, but sometimes you just don't have them available. This is why the Sphinx's were added along with Bribery and Rite of Replication (the latter two being win conditions in their own right some of the time).
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
Ya thats pretty much what happened to me, people realized that the combo was pretty easy to disrupt and thats when i began to evolve the deck. Also i just put rite back in my deck a few weeks ago lol, the card is really just insane. Bribery is also in mine and ya it has no synergy with the deck but it is just soooo powerful lol. I would try out sphinx of the steelwind (aka akroma sphinx) over sovereign. Also if you add futuresight you can draw you deck with top + sight + sculpter. If you add something like myr matrix you can abuse the infinite mana from rings + basal monolith.
And if you add the balck layline you can kill some one with layline + helm of obedience. Also i would advise keeping the arena in, it is such an amazing card, 1 life for your own howling mine is great. And 1 more minor suggestion, planar cleansing over akromas vengence cause it hits walkers hope all this helps. I know i may have mentioned some of this previously but figured id just say it again.
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
Steelwind is on the list of things I'm looking to get, it's a beastly card. Planar Cleansing is a maybe - hitting walkers is nice, but walkers usually aren't much of a threat. The ability to cycle and pay one colorless instead of white could come in handy though. I'll think about it.
I'm starting to add a "copy or take other people's cool stuff" subtheme into the deck; starting with duplicant, bribery, right of replication, you will probably see me add a Clone, Quicksilver Gargantuan, and possibly a Copy Artifact into the deck.
Helm of Obedience + Leyline of the Void looks interesting. I might try it.
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
I would also put in more stuff to deal with generals, as I don't think one Hinder is enough. Maybe put in a Hallowed Burial or Condemn.
I would also take out Beseech the Queen, as it requires too much of a dedication to have swamps to be effective, IMO. Diabolic Tutor and Insidious Dreams cost too much, so I would get rid of those. In their place, however, I would put in some more transmuter's; like Muddle the Mixture, Drift of Phantasms, and Dimir House Guard so that you have access to most anything in your deck.
Lastly, definitely replace Cancel with Stoic Rebuttal. Its basically another Counterspell in your deck.
Hope I helped!
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
I played Mycosynth Golem, he proved too slow to be effective in the deck; by the time he would become useful I've either won or been hated out, and if I haven't, Mycosynth Golem gets removed fast (people usually don't like me playing Sharuum for just the colors, combo piece, and sculpting steel for free). I had Condemn in the deck but removed it for some reason... I think I didn't like needing to wait for a general to attack when so many decks don't need to attack with their generals.
Insidious Dreams is easily the best tutor for this deck, even better than demonic tutor. I usually use one of the other tutors to tutor for insidious dreams, which I then use to tutor up ALL the combo pieces I need as well as any additional cards I want (let's say I need a Sol Ring or land) and stack my next several turns. This card usually causes me to win every game in which I can get ahold of it in exactly as many turns as it takes to draw my combo pieces. Diabolic tutor is ok for now, it has been useful, but it is sort of weak so may get the axe soon.
The issue with the transmuters is that they are just too limited; I want to be able to fetch whatever answer I need, not just an answer in whatever CMC I have in a transmuter.
Stoic Rebuttal is obviously better than Cancel and that change will be made once I remember to find one
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
Although I must say it drew quite alot of hate during our multiplayer games. But that fixed itself when Forgmaster found me a Darksteel Forge
Insidious dreams won again last night, my GF playing Sharuum while I played my Karrthus - turn 2, she Mystical tutors for Insidious dreams, turn 3, I play Sarkhan Vol, Turn 4, she plays Insidious Dreams and fetches Wrath of God to deal with my impending dragons, Sol Ring, Sculpting Steel, Disciple of the Vault so she would draw them in that order, turn 6, I activate Sarkhan Vol's ultimate, putting in 4 5/5 dragons, and play Karrthus and swing that turn, dealing her 27 damage. Her turn, she plays wrath and Sol Ring. Karrthus can't recover quite in time and isn't holding removal, she has just enough mana to play Sharuum, then drop disciple/sculpting steel the turn after that for the win.
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
How has Sphinx Sovereign been working for you? I would think Sphinx of the Steel Wind or Filigree Angel would work better in the 8 cmc zone, but again, maybe I'm missing something.
Also, I know its a bit centralized, but why not try Leyline of Sanctity? It stops most mass graveyard removal in its tracks.
Edit: Why aren't you running Ethersworn Adjudicator or Dispeller's Capsule? The ability to repeatedly remove enchantments/creatures/other artifacts seems like a good deal to me. In fact, running the other two capsules doesn't seem like such a bad idea since they're all search-able with Trinket Mage.
Edit2: I also can't believe your not running Nihil Spellbomb! Recur-able, mass graveyard hate AND it draws you a card? Yes please!
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
Chrome mox has been pretty good early acceleration; and on one occasion gave me both the last mana I need and the last artifact to pull of a Time Sieve for the win. It's been pretty good.
Sphinx Sovereign is a recent addition, I added it in because it is a constant issue for opponents to deal with; they must use removal on it or take constant damage. I'm not sure if it will stay. I took Filigree Angel out of the deck because the life gain wasn't very helpful, and Sovereign is bigger (and still might get cut). Sphinx of the Steel Wind will be tested as soon as I get one, it should prove to be a nice violent threat.
The main thing Leyline of Sanctity will really be useful in stopping is Bojuka Bog; other GY hate I can usually handle with counters or removal (speaking of which, I probably need to put Nev.'s Disk back in). I'm not sure it's worth putting it in for the sole purpose of stopping a Bojuka Bog - I don't know, what do you think?
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
Leyline of Sanctity, as I've just researched, stops ALL mass graveyard removal in its tracks, bar Relic of Progenitus, but luckily that card is a one-time deal. All of the others say "exile all cards in target player's graveyard".
I guess I can understand the removal of Filigree Angel, since having a card that only gains you life and nothing else is not that good...I just love it with Rite of Replication shenanigans.
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
Ethersworn Adjudicator definitely warrants a look... I'm not so sure about the capsule's, they seem to be too limited in scope to me and I have better cards to bring back from the GY with Sharuum.
I think Bojuka Bog does a better job than Nihil Spellbomb... although recursion could be awfully nice... if I need more graveyard hate I'll definitely take a look at it. I was looking at Relic of Progenitus but Spellbomb might be better.
Alternatively I could add Crucible of Worlds and find a way to sac Bojuka Bog (Crucible would be useful for adding a strip mine anyway). I could add Mycosynth Lattice both for this purpose (make it an artifact, use a sac outlet) and for its interactions with Memnarch.
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
Yeah, the only problem with Bojuka Bog is that the only way to recur it would be with either Sun Titan or Crucible of Worlds. Whereas with the spellbomb, there are about 7 ways to bring it back in this deck.
Also, I've tried the Memnarch/Mycosynth Lattice combo before, and once your play group gets used to your deck, they'll see it coming from a mile away. Crucible/Strip Mine is always good, and I could see it interacting well with Bojuka Bog and the Lattice, but the combo itself just seems too...fragile. It definitely warrants testing, though.
In the end, you may just end up using both.
Also, is Redirect worth having? It just seems like there would be too many..."awkward" situations where there's no other target.
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling