Now I know what all of you are thinking, "Oh god not another Sharuum deck, doesnt this n00b know that there are thousands of them already?" The answer is yes, I know that there are plenty of decklists out there. However in my searching I have found that a lot of those lists are attempts at creating "casual" versions of this once feared general. What I want to do, and plan to do, is to test EDH's most feared generals in my local meta to study this hyper competitive side of my favorite format. Hopefully this well help me compile deck lists of the most degenerate, feared, and loathed EDH decks in existence.
What I am hoping to get from you gentlemen and ladies is help constructing the most shameless and competitive Sharuum deck possible. Again no thought should be given to card price or pissing off a play group, all I want to do is build the best deck possible.
Any suggestions you have to help build the best deck possible are most welcome and please stand by as I will keep this thread updated with play testing notes if enough people take interest in this thread. A huge thanks to everyone who has been giving their suggestions, especially bitterroot who provided an excellent deck list to use as inspiration.
"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
If I had to cut 5 to 10 cards they would probably be:
Mindslaver: While nice and funny when it goes off, I usually find the Mindslaver lock too mana intensive and not entirelly effective against large Multiplayer groups (which are the types of matches I usually play)
Tormod's Crypt: Im on the fence about this card. While it is always nice to block other combo players, I often find it to be a completely dead card 8 times out of 10. Either I am not playing with any graveyard combo decks or I am playing against graveyard combo decks but I cant dig for the card fast enough.
Reanimate: Another card im on the fence about. While it is very versatile in its ability to revive a creature from any graveyard, it could be dropped to make room a more useful artifact card.
Artificer's Intuition: While I like the ability to discard artifact cards from my hand, I have very few targets overall (especially ones that would be useful mid game) for the effect.
Forbidden Alchemy: I like the self mill, especially in this deck. However I am thinking that there may be more efficient cards.
Etherium Sculptor: While its ability is useful early game, in long running games (which are common in EDH) this cards seems almost useless as you should have enough artifact mana ramp to play just about anything.
Liliana Vess: Not sure about this one. Here ability to tutor is useful but I have a lot better, and cheaper, tutor cards in this deck.
Tezzeret, Agent of Bolas: Good but not good enough? Really not sure and would definitely be one I need to playtest more.
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"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
Do you have any infinite mana combos in here? Infinite mana would turn Capsize into another potential win condition. It would also let you splash Stroke of Genius, Blue Sun's Zenith, etc. to give you another one. And if you have some sort of infinite draw loop, Psychosis Crawler would let you take every out at the table simultaneously.
So how many times have you played this list? And if many what are you least impressed with and why? I'm trying to build a competitive sharumn myself and one of the first things I noticed was that the deck was fast but ran out of steam quickly. I notice your list reminds me of my first build that lacked mass card draw. The more card draw I added the more powerful the deck seemed to become.
@BadCompany0157
I have only just started playing this list with only a game or two under my belt. I listed in my response to Secularon some of the cards I was on the fence about.
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"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
Allow me to shamelessly suggest that you take a look at my list. I've won more than a few GP side-events with it.
EDIT: Let me add that your list is clearly on the right track, but it can get much better when you cut the bulkier cards that slow down the core combos. You note that "long-running games are common in EDH," but when this deck is really honed into a killing machine, you shouldn't be seeing the other side of turn six unless something went really wrong. This deck can do without Liliana, Memnarch, Cyclonic Rift, etc. There are other little changes that can help improve the tune of the deck as well. Counterspell/Stoic Rebuttal can be Remand, Force of Will, Pact of Negation. Also, if money is really no object it's time to drop some bills on a Mishra's Workshop.
"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
If I had to cut 5 to 10 cards they would probably be:
Mindslaver: While nice and funny when it goes off, I usually find the Mindslaver lock too mana intensive and not entirelly effective against large Multiplayer groups (which are the types of matches I usually play)
Tormod's Crypt: Im on the fence about this card. While it is always nice to block other combo players, I often find it to be a completely dead card 8 times out of 10. Either I am not playing with any graveyard combo decks or I am playing against graveyard combo decks but I cant dig for the card fast enough.
Reanimate: Another card im on the fence about. While it is very versatile in its ability to revive a creature from any graveyard, it could be dropped to make room a more useful artifact card.
Artificer's Intuition: While I like the ability to discard artifact cards from my hand, I have very few targets overall (especially ones that would be useful mid game) for the effect.
Forbidden Alchemy: I like the self mill, especially in this deck. However I am thinking that there may be more efficient cards.
Etherium Sculptor: While its ability is useful early game, in long running games (which are common in EDH) this cards seems almost useless as you should have enough artifact mana ramp to play just about anything.
Liliana Vess: Not sure about this one. Here ability to tutor is useful but I have a lot better, and cheaper, tutor cards in this deck.
Tezzeret, Agent of Bolas: Good but not good enough? Really not sure and would definitely be one I need to playtest more.
If you really need GY hate, switch up T.Crypt for Nhil Spellbomb
Deck List Updated:
A huge thanks to everyone who gave suggestions and tips, especially bitterroot who provided a great deck list for inspiration. Keep up the great work!
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"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
This may or may not have been discussed in Bitterroot's deck list thread but is adding Blood Artist as a second Disciple of the Vault worth the slot? It seems like it would increase the consistency of the decks big draw spells and make for slightly less mulligans.
I will keep Blood Artist in mind. I am currently working on a deck list update.
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"Some think its immunity to countermagic evolved because of the constant mage attacks on Naya. I think it just ate a bunch of wizards."
—Broka, drumhunter
decree of pain, austere command, cyclonic rift should be your main board wipes as the offer most advantage/utility. I run Sharum and I never feel I would rather have wrath or damnation. Just because they are cheaper does not mean the are always better. Most turn fours I don't find myself wrathing because either the board isn't that full or I'm ramping/tutoring for win cons. And if you really want 4cmc board wipe use supreme verdict, just to make sure the other blue players don't mess you up too much. Also on the whole tormod's crypt you can run the leyeline/helm combo for another win con /gy hate.
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Brute force can sometimes knock down a locked door, But Knowledge is a skeleton key. ~Jace Beleren~
I used to run an ad naususm sharum list a year or do ago thus looks pretty similar, infact nearly identical. It seems very solid but the list always seemed like a weaker version of plain old u/b AD Naus. You are using the right cards though. I dislike phyrexian arena it's kinda slow I'd replace ur with recurring insight as ad naus / necro number 3 Rest looks fine.
What I am hoping to get from you gentlemen and ladies is help constructing the most shameless and competitive Sharuum deck possible. Again no thought should be given to card price or pissing off a play group, all I want to do is build the best deck possible.
Here is the deck list:
1x Dark Confidant
1x Disciple of the Vault
1x Phyrexian Metamorph
1x Snapcaster Mage
1x Thopter Assembly
1x Trinket Mage
Planeswalker (1)
1x Tezzeret the Seeker
Artifact (20)
1x Azorius Signet
1x Chrome Mox
1x Dimir Signet
1x Grim Monolith
1x Lotus Bloom
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Memory Jar
1x Mox Diamond
1x Mox Opal
1x Orzhov Signet
1x Sculpting Steel
1x Sensei's Divining Top
1x Sol Ring
1x Sword of the Meek
1x Talisman of Dominance
1x Talisman of Progress
1x Thopter Foundry
1x Time Sieve
Enchantment (4)
1x Artificer's Intuition
1x Hanna's Custody
1x Necropotence
1x Phyrexian Arena
Sorcery (14)
1x Bitter Ordeal
1x Cruel Tutor
1x Damnation
1x Demonic Tutor
1x Fabricate
1x Grim Tutor
1x Imperial Seal
1x Ponder
1x Preordain
1x Sleight of Hand
1x Transmute Artifact
1x Vindicate
1x Windfall
1x Yawgmoth's Will
1x Ad Nauseam
1x Brainstorm
1x Counterspell
1x Dark Ritual
1x Enlightened Tutor
1x Entomb
1x Fact or Fiction
1x Force of Will
1x Frantic Search
1x Intuition
1x Mana Drain
1x Muddle the Mixture
1x Mystical Tutor
1x Necrologia
1x Pact of Negation
1x Path to Exile
1x Stoic Rebuttal
1x Swords to Plowshares
1x Tainted Pact
1x Thirst for Knowledge
1x Vampiric Tutor
Land (33)
1x Academy Ruins
1x Ancient Den
1x Ancient Tomb
1x Arid Mesa
1x Bloodstained Mire
1x Buried Ruin
1x Caves of Koilos
1x City of Brass
1x Command Tower
1x Flagstones of Trokair
1x Flooded Strand
1x Glimmervoid
1x Godless Shrine
1x Hallowed Fountain
1x Island
1x Marsh Flats
1x Mishra's Workshop
1x Misty Rainforest
1x Polluted Delta
1x Reflecting Pool
1x Scalding Tarn
1x Scrubland
1x Seat of the Synod
1x Sunken Ruins
1x Swamp
1x Tundra
1x Underground River
1x Underground Sea
1x Urborg, Tomb of Yawgmoth
1x Vault of Whispers
1x Verdant Catacombs
1x Watery Grave
1x Windswept Heath
Here are the current combos available in the deck:
Sharuum the Hegemon + Sculpting Steel or Phyrexian Metamorph (in the grave) + Disciple of the Vault or Bitter Ordeal
Thopter Foundry + Sword of the Meek + Time Sieve
Time Sieve + Thopter Assembly
Any suggestions you have to help build the best deck possible are most welcome and please stand by as I will keep this thread updated with play testing notes if enough people take interest in this thread. A huge thanks to everyone who has been giving their suggestions, especially bitterroot who provided an excellent deck list to use as inspiration.
If you could cut 5-10 cards from this list, which ones would be they be, and why?
If I had to cut 5 to 10 cards they would probably be:
Mindslaver: While nice and funny when it goes off, I usually find the Mindslaver lock too mana intensive and not entirelly effective against large Multiplayer groups (which are the types of matches I usually play)
Tormod's Crypt: Im on the fence about this card. While it is always nice to block other combo players, I often find it to be a completely dead card 8 times out of 10. Either I am not playing with any graveyard combo decks or I am playing against graveyard combo decks but I cant dig for the card fast enough.
Reanimate: Another card im on the fence about. While it is very versatile in its ability to revive a creature from any graveyard, it could be dropped to make room a more useful artifact card.
Artificer's Intuition: While I like the ability to discard artifact cards from my hand, I have very few targets overall (especially ones that would be useful mid game) for the effect.
Forbidden Alchemy: I like the self mill, especially in this deck. However I am thinking that there may be more efficient cards.
Etherium Sculptor: While its ability is useful early game, in long running games (which are common in EDH) this cards seems almost useless as you should have enough artifact mana ramp to play just about anything.
Liliana Vess: Not sure about this one. Here ability to tutor is useful but I have a lot better, and cheaper, tutor cards in this deck.
Tezzeret, Agent of Bolas: Good but not good enough? Really not sure and would definitely be one I need to playtest more.
I was considering adding some infinite mana combos to the deck as another win condition, especially the Basalt Monolith/Thran Dynamo/Grim Monolith and Rings of Brighthearth combo.
@BadCompany0157
I have only just started playing this list with only a game or two under my belt. I listed in my response to Secularon some of the cards I was on the fence about.
EDIT: Let me add that your list is clearly on the right track, but it can get much better when you cut the bulkier cards that slow down the core combos. You note that "long-running games are common in EDH," but when this deck is really honed into a killing machine, you shouldn't be seeing the other side of turn six unless something went really wrong. This deck can do without Liliana, Memnarch, Cyclonic Rift, etc. There are other little changes that can help improve the tune of the deck as well. Counterspell/Stoic Rebuttal can be Remand, Force of Will, Pact of Negation. Also, if money is really no object it's time to drop some bills on a Mishra's Workshop.
Dropping:
Liliana Vess
Memnarch
Cyclonic Rift
Buried Alive
Adding:
Mishra's Workshop
Keep up the great suggestions!
If you really need GY hate, switch up T.Crypt for Nhil Spellbomb
Other than that, I'm cool with all those cuts.
A huge thanks to everyone who gave suggestions and tips, especially bitterroot who provided a great deck list for inspiration. Keep up the great work!
I would also add mass removal. Currently I am running Supreme Verdict, Wrath of God, Damnation, and Austere Command.
Also, Entomb is awesome in Sharuum.
EDH
WBG Karador's Sepulcher GBW
Brute force can sometimes knock down a locked door,
But Knowledge is a skeleton key.
~Jace Beleren~
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
With the cards from Commander 2013, there could be a few replacement
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort