I've decided that I'm going to have two Sharuum Lists now. One for Tournament Style Competitive Play (Combo off early and often) and one for more casual playgroup play.
This deck is highly inspired by Bitterroot's list. For card by card analysis and more check out his list. I've got a shipment of most of these cards in bound, but I'm still working on the land base, and as always this is a work in progress.
I'm thinking of throwing in more blink spells to capitalize on Sharuum's ETB ability
Here are the ones I'm thinking about
+Turn to Mist
+Ghostway
+Otherworldly Journey
+Vanish into Memory This is great as it also helps me dump expensive artifacts into the bin for more tricks with Shruum.
+Mistmeadow Witch Reusable but not as easily tutored, and more fragile.
I'm also thinking that I might have too much artifact mana ramp... too many lands, or too many tutors... but I'm having a hard time cutting anything. I think I need more wrath effects or more counter spells maybe even both.
I also think Grave Yard hate is important... but am questioning running Relic of Progenitus.... as removing my own graveyard is not so good.
Opinions?
Austere command is my favorite wrath in the format and it works well here too. As for counterspells...i personally dont run any atm. I prefer to controll the board and also focus a little on general hate, but i can see where having some would be nice. I am running relic atm and it is nice because it can slowly eat away at the grave so you dont use it rite away then get blown out later on. As far as having too many tutors, i really dont think this is possible in edh, personally i run 14 cards that tutor atm
However all of this said your list seems to be pretty solid for the most part. A few personal favorite cards of mine that i dont see in your list open the vaults, corpse connoisseur, buried alive, demonic collusion and meekstone. for the most part open the vaults has allowed me to cut the blink effects from my list as now it is easyier to just dump some stuff in the yard and open the vaults later. Hope this helped.
Austere command is my favorite wrath in the format and it works well here too. As for counterspells...i personally dont run any atm. I prefer to controll the board and also focus a little on general hate, but i can see where having some would be nice. I am running relic atm and it is nice because it can slowly eat away at the grave so you dont use it rite away then get blown out later on. As far as having too many tutors, i really dont think this is possible in edh, personally i run 14 cards that tutor atm
However all of this said your list seems to be pretty solid for the most part. A few personal favorite cards of mine that i dont see in your list open the vaults, corpse connoisseur, buried alive, demonic collusion and meekstone. for the most part open the vaults has allowed me to cut the blink effects from my list as now it is easyier to just dump some stuff in the yard and open the vaults later. Hope this helped.
You make good points. I just feel like I don't have enough to tutor for... like that I'm running all tutors... but no actual threats. Sigh.
Also thinking of replacing Ancestral Vision with Careful Consideration
Drawing 4 cards is huge, dumping 2 artifacts isn't much of a drawback either.
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"Heterological" is heterological if and only if "heterological" is autological
[Legacy]
ANT
Imperial Painter
I dont like visions personaly, in ffa it seems like i dont get the cards for like an hour. I actually just fit careful consideration back into my deck again and it is nice, draw 2 and dump 2 reanimation targets is huge, it ends up functioning pretty simular to fact or fiction to me. As for too many tutors not enugh targets...i honestly dont know what to say. I am never sad to see a tutor in my build, maybe add like 2 or 3 more bombs. Maybe try ward of boneswinter orb memnarch and i really like keening stone atm since it can fill my yard to be reanimated or start taking down opponents, it can mill em out surprisingly fast. Or it could be cause i have several silver bullets to find like meekstonefaith's fetters and prison terms.
Also does amulet of vigor really do much in here, im curious because i love 1 drop artifacts and this one seems interesting.
personally i like relic a bit more than claws but considering all your options are pretty easy to tutor, id say 3 is fine. Also all of those changes are solid. Also i think you may like voltaic key better than the amulet as it is pretty easy to abuse in this deck with any of your mana artifacts and will still alow you to play and use disk in the same turn.
personally i like relic a bit more than claws but considering all your options are pretty easy to tutor, id say 3 is fine. Also all of those changes are solid. Also i think you may like voltaic key better than the amulet as it is pretty easy to abuse in this deck with any of your mana artifacts and will still alow you to play and use disk in the same turn.
I kind of agree with you but Amulet has the added bonus of protecting you from Kismet type effects.
It also removes the CITPT drawback from all these cards
Well the lands you plan to get citp untapped if you pay the 2 life anyway, and really you shouldnt ever be playing tolaria west as a land, so to keep it in to untap a few lands when citpt isnt even that big a deal in ffa edh, seems like a wasted spot to me especially considering it will only really help in the early game. Sorry i just dont see it having a significant impact on the game. Key however allows for crazy mana accel, it makes sol ring tap for 3, monolith and vault and lotus tap for 5, and has synergy with the rest of the deck...think of it as a mini tezz. It has done so much for me i ended up adding unbender tine just so i could have more of the effect.
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
I think Disciple should be run as a backup anyway, in addition to the Bitter Ordeal combo. He's also amazing on his own, being able to take huge chunks out of your opponents life for any sort of shenanigans. I even ran Extractor Demon for combo purposes.
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EDH FTW
Currently running:
BRG Xira Arien BRG UR Melek, Izzet Paragon UR WUG Jenara, Asura of War WUG WRG Mayael the Anima WRG WB Triad of Fates WB BG Mazirek, Kraul Death Priest BG BR Rakdos, Lord of Riots BR WR Aurelia the Warleader WR WBG Ghave, Guru of Spores WBG WUBRG Horde of Notions WUBRG
my sharuum edh deck runs an awesome combo using thopter foundry and sword of the meek with krak clan iron works. sorry no card tags, but im using my ps3 at the moment and cant find brackets.
my sharuum edh deck runs an awesome combo using thopter foundry and sword of the meek with krak clan iron works. sorry no card tags, but im using my ps3 at the moment and cant find brackets.
That gives you as much colorless mana as you want. My problem with this combo is A) It really doesn't use Sharuum's abilities and B) What do I have to dump tons of colorless mana into?
I'm willing to give it a go if I knew what part of the combo helps you win?
That gives you as much colorless mana as you want. My problem with this combo is A) It really doesn't use Sharuum's abilities and B) What do I have to dump tons of colorless mana into?
I'm willing to give it a go if I knew what part of the combo helps you win?
Infinite thopters, life, colorless mana. Add Time Sieve to win the game if you go uninterrupted in the next turn. Can also add Ashnod's Altar for redundancy.
Here's the breakdown -
Pay 1 from one of your lands and sacrifice Sword of the Meek to Thopter Foundry. Get a Thopter token and gain one life. Sacrifice your Thopter to Ashnod's Altar/Krark-Clan Ironworks for 2. Use one to sacrifice to Sword of the Meek to Thopter Foundry again. 1 left floating. Sac Sword of the Meek to Thopter Foundry again. Get another Thopter and another life. Three thopters now. Sac one of those Thopters to Ashnod's Altar/Krark-Clan Ironworks. Two colorless floating. Make two more thopters, gain two more life. Sac one, four thopters remaining. You can do this over and over to make infinte thopter tokens and gain infinite life. Add Time Sieve for infinite turns and basically win the game by picking an arbitarily large number like 2 trillion for your amount of tokens and life.
Infinite thopters, life, colorless mana. Add Time Sieve to win the game if you go uninterrupted in the next turn. Can also add Ashnod's Altar for redundancy.
Here's the breakdown -
Pay 1 from one of your lands and sacrifice Sword of the Meek to Thopter Foundry. Get a Thopter token and gain one life. Sacrifice your Thopter to Ashnod's Altar/Krark-Clan Ironworks for 2. Use one to sacrifice to Sword of the Meek to Thopter Foundry again. 1 left floating. Sac Sword of the Meek to Thopter Foundry again. Get another Thopter and another life. Three thopters now. Sac one of those Thopters to Ashnod's Altar/Krark-Clan Ironworks. Two colorless floating. Make two more thopters, gain two more life. Sac one, four thopters remaining. You can do this over and over to make infinte thopter tokens and gain infinite life. Add Time Sieve for infinite turns and basically win the game by picking an arbitarily large number like 2 trillion for your amount of tokens and life.
I see how it works, but I'm not so sold on that combo yet. It requires 3 cards that aren't your general it seems like it's not going to happen all the time. So my next question is what do you suggest gets cut to make these changes?
Or generally what could be changed to improve this deck.
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"Heterological" is heterological if and only if "heterological" is autological
[Legacy]
ANT
Imperial Painter
I see how it works, but I'm not so sold on that combo yet. It requires 3 cards that aren't your general it seems like it's not going to happen all the time. So my next question is what do you suggest gets cut to make these changes?
Or generally what could be changed to improve this deck.
This combo is the only one I play in my Sharuum edh deck. Some people like to go combo heavy, but I like to play a more control version of the deck. The combo is not always going to come online, but when it does you get all the life and creatures you want. In my deck it is just a nice backup plan for if a group game goes long, or in a duel it can be tutored up by any number of tutors. also tezzeret and lilliana are ideal for the combo because you can use them to tutor as well.
Check out my Sharuum for some ideas... the thopter/sword combo actually comes up a lot btw, especially with tutors - you can get some pretty solid consistency from the deck.
That gives you as much colorless mana as you want. My problem with this combo is A) It really doesn't use Sharuum's abilities and B) What do I have to dump tons of colorless mana into?
I'm willing to give it a go if I knew what part of the combo helps you win?
Haha, I can't believe I missed this post.
"What do I have to dump tons of colorless mana into?"
This is simply the greatest question ever asked in regards to Magic.
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BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
Originally Posted by Wompa_One
my sharuum edh deck runs an awesome combo using thopter foundry and sword of the meek with krak clan iron works. sorry no card tags, but im using my ps3 at the moment and cant find brackets.
You replace the iron works with time sieve and then you have a game ending combo, infinite turns and thopters is greater than infinite mana and you dont even need to worry about what to do with excess mana...problem solved
Sure if you think I'm an absolute idiot. No I mean in my deck what do I have to dump tons of colorless mana into?
I don't see anything currently in my deck where having as much colorless mana as I want is helpful.
So the question is what should I burn it on?
Take a joke, man. It is a bit of a ridiculous question, you have to admit. "What do I do with infinite mana?"
That's a heavily rhetorical question. You run three colors, maybe investigate, I don't know, any X spells in them. Or perhaps some expensive colorless cards, I heard some came out in RoE.
All I'm saying is, when you have the ability to produce infinite mana, do you skip running the combo because you have nothing to spend it on or perhaps run something to spend it with?
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Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
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1 Sharuum the Hegemon
Creatures
1 Copper Gnomes
1 Duplicant
1 Inkwell Leviathan
1 Kuldotha Forgemaster
1 Magister Sphinx
1 Master Transmuter
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Steel Hellkite
1 Sundering Titan
1 Treasure Mage
1 Trinket Mage
Artifacts
1 Coalition Relic
1 Crucible of Worlds
1 Darksteel Forge
1 Darksteel Ingot
1 Despotic Scepter
1 Dispeller's Capsule
1 Executioner's Capsule
1 Expedition Map
1 Forcefield
1 Grim Monolith
1 Mana Crypt
1 Mana Vault
1 Mimic Vat
1 Mox Opal
1 Mycosynth Lattice
1 Nevinyrral's Disk
1 Oblivion Stone
1 Pithing Needle
1 Sculpting Steel
1 Sensei's Divining Top
1 Sol Ring
1 Spine of Ish Sah
1 Tormod's Crypt
1 Unwinding Clock
1 Voyager Staff
1 Condemn
1 Dispatch
1 Enlightened Tutor
1 Entomb
1 Fact or Fiction
1 Frantic Search
1 Hinder
1 Intuition
1 Mystical Tutor
1 Spell Crumple
1 Spin into Myth
1 Swords to Plowshares
1 Thirst for Knowledge
1 Vampiric Tutor
Sorceries
1 Austere Command
1 Bitter Ordeal
1 Damnation
1 Demonic Tutor
1 Fabricate
1 Open the Vaults
1 Transmute Artifact
1 Vindicate
Enchantments
1 Artificer's Intuition
1 Unfulfilled Desires
1 Phyrexian Arena
Planeswalkers
1 Jace, the Mind Sculptor
1 Tezzeret the Seeker
1 Venser, the Sojourner
Lands
1 Academy Ruins
1 Ancient Den
1 Arcane Sanctum
1 Bad River
1 Celestial Colonnade
1 Command Tower
1 Creeping Tar Pit
1 Deserted Temple
1 Drowned Catacomb
1 Dust Bowl
1 Esper Panorama
1 Flagstones of Trokair
1 Flood Plain
1 Gemstone Mine
1 Glimmervoid
1 Marsh Flats
1 Mishra's Workshop
1 Petrified Field
1 Phyrexia's Core
1 Reliquary Tower
1 Seat of the Synod
1 Strip Mine
1 Tectonic Edge
1 Tolaria West
1 Vault of Whispers
1 Wasteland
1 Island
1 Island
1 Island
1 Plains
1 Plains
1 Plains
1 Swamp
1 Swamp
This deck is highly inspired by Bitterroot's list. For card by card analysis and more check out his list. I've got a shipment of most of these cards in bound, but I'm still working on the land base, and as always this is a work in progress.
1 Sharuum the Hegemon
Combo Pieces:
1 Sculpting Steel
1 Phyrexian Metamorph
1 Bitter Ordeal
1 Disciple of the Vault
1 Dire Undercurrents
1 Lotus Bloom
1 Thopter Foundry
1 Sword of the Meek
1 Time Sieve
1 Thopter Assembly
Tutors/Card Advantage/Card Filtering:
1 Imperial Seal
1 Grim Tutor
1 Necrologia
1 Ad Nauseam
1 Brainstorm
1 Muddle the Mixture
1 Sensei's Divining Top
1 Transmute Artifact
1 Demonic Tutor
1 Thirst for Knowledge
1 Tezzeret the Seeker
1 Liliana Vess
1 Trinket Mage
1 Intuition
1 Mystical Tutor
1 Tainted Pact
1 Artificer's Intuition
1 Fabricate
1 Lim-Dul's Vault
1 Vampiric Tutor
1 Necropotence
1 Memory Jar
1 Enlightened Tutor
1 Phyrexian Arena
1 Fact or Fiction
1 Yawgmoth's Will
1 Entomb
1 Pact of Negation
1 Remand
1 Silence
1 Pithing Needle
1 Hanna's Custody
1 Abeyance
1 Force of Will
1 Grand Abolisher
Random Utility:
1 Vindicate
1 Dispeller's Capsule
1 Swords to Plowshares
1 Damnation
1 Crucible of Worlds
1 Dispatch
1 Forcefield
Non-Land Mana:
1 Coalition Relic
1 Orzhov Signet
1 Azorius Signet
1 Dimir Signet
1 Talisman of Dominance
1 Talisman of Progress
1 Mox Opal
1 Mox Diamond
1 Chrome Mox
1 Lotus Petal
1 Mana Vault
1 Sol Ring
1 Mana Crypt
Lands:
1 Island
1 Plains
1 Swamp
1 Command Tower
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Cephalid Coliseum
1 Forbidden Orchard
1 Mishra's Workshop
1 Undiscovered Paradise
1 Rainbow Vale
1 Tarnished Citadel
1 Gemstone Mine
1 Marsh Flats
1 Phyrexia's Core
1 Strip Mine
1 Tolaria West
1 Hallowed Fountain
1 Godless Shrine
1 Watery Grave
1 Arcane Sanctum
1 Glimmervoid
1 City of Brass
1 Ancient Tomb
1 Academy Ruins
1 Buried Ruin
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Mystic Gate
1 Fetid Heath
1 Sunken Ruins
1 Adarkar Wastes
1 Caves of Koilos
1 Underground River
[Legacy]
ANT
Imperial Painter
Major additions,
Intuition
Vampiric Tutor
Things I'm thinking about changing.
+ Austere Command in place of rout.
I'm thinking of throwing in more blink spells to capitalize on Sharuum's ETB ability
Here are the ones I'm thinking about
+Turn to Mist
+Ghostway
+Otherworldly Journey
+Vanish into Memory This is great as it also helps me dump expensive artifacts into the bin for more tricks with Shruum.
+Mistmeadow Witch Reusable but not as easily tutored, and more fragile.
I'm also thinking that I might have too much artifact mana ramp... too many lands, or too many tutors... but I'm having a hard time cutting anything. I think I need more wrath effects or more counter spells maybe even both.
I also think Grave Yard hate is important... but am questioning running Relic of Progenitus.... as removing my own graveyard is not so good.
Opinions?
[Legacy]
ANT
Imperial Painter
However all of this said your list seems to be pretty solid for the most part. A few personal favorite cards of mine that i dont see in your list open the vaults, corpse connoisseur, buried alive, demonic collusion and meekstone. for the most part open the vaults has allowed me to cut the blink effects from my list as now it is easyier to just dump some stuff in the yard and open the vaults later. Hope this helped.
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
You make good points. I just feel like I don't have enough to tutor for... like that I'm running all tutors... but no actual threats. Sigh.
Also thinking of replacing Ancestral Vision with Careful Consideration
Drawing 4 cards is huge, dumping 2 artifacts isn't much of a drawback either.
[Legacy]
ANT
Imperial Painter
Also does amulet of vigor really do much in here, im curious because i love 1 drop artifacts and this one seems interesting.
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
Amulet of Vigor in my deck is just a good way to speed up my mana... as well as allows me to drop and activate Disk in the same turn.
Edit
Proposed Changes
- Gargoyle Castle
+ Celestial Colonnade... it's just a better choice.
- Ancestral Vision
+ Careful Consideration more expensive, but instant effect plus discard is a bonus for Sharuum
- Rout
+ Austere Command more flexible, instant speed wrath is fun... but not fun enough.
I'm thinking this would improve my mana base also.
- Drowned Catacomb
+ Watery Grave
- Island
+ Hallowed Fountain
- Plains
+ Godless Shrine
- Terramorphic Expanse
+ Polluted Delta
- Evolving Wilds
+ Flooded Strand
- Esper Panorama
+ Flood Plain
Edit 2:
I know GY hate is imporant but do I need to run Bog, Crypt, Claws and Relic? Can I stand to cut back on Relic and just rely on Claws, Crypt, and Bog?
[Legacy]
ANT
Imperial Painter
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
I kind of agree with you but Amulet has the added bonus of protecting you from Kismet type effects.
It also removes the CITPT drawback from all these cards
And these lands that I plan on purchasing
You could be right... it could also be that I'm running to many CITPT lands.
[Legacy]
ANT
Imperial Painter
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
Not sure if that's the best or not... but I'm going with it for now.
[Legacy]
ANT
Imperial Painter
- Rout
+ Damnation
- Darksteel Colossus
+ Ghostway
[Legacy]
ANT
Imperial Painter
EDIT: Oh, I see, you use Bitter Ordeal.
I also like that you use Copper Gnomes. I almost forgot about that card entirely. Nice.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Currently running:
BRG Xira Arien BRG
UR Melek, Izzet Paragon UR
WUG Jenara, Asura of War WUG
WRG Mayael the Anima WRG
WB Triad of Fates WB
BG Mazirek, Kraul Death Priest BG
BR Rakdos, Lord of Riots BR
WR Aurelia the Warleader WR
WBG Ghave, Guru of Spores WBG
WUBRG Horde of Notions WUBRG
+ Voltaic Key
- Basilisk Collar
The Collar is good if you want to play a deck with aggressive creatures... but Voltaic Key is more in line with my decks style.
- Ancestral Vision
+ Jace's Ingenuity
Ancestral Vision is a sick card... but too slow, instant speed drawing power is better... and not a dead card later in the game.
Also here are the changes I'm still hoping to make at some point.
- Drowned Catacomb
+ Watery Grave
- Island
+ Hallowed Fountain
- Plains
+ Godless Shrine
- Terramorphic Expanse
+ Polluted Delta
- Evolving Wilds
+ Flooded Strand
- Esper Panorama
+ Flood Plain
+ Careful Consideration Good instant speed draw that lets you dump artifacts for Sharuum to abuse.
- ???
+ Austere Command Need the enchantment hate... and versatility
- ???
+ Turn to Mist Want to get the most out of Sharuum's ETB abillity
- ???
+ Vanish into Memory Ditto
- ???
+ Mistmeadow Witch Ditto
- ???
[Legacy]
ANT
Imperial Painter
That gives you as much colorless mana as you want. My problem with this combo is A) It really doesn't use Sharuum's abilities and B) What do I have to dump tons of colorless mana into?
I'm willing to give it a go if I knew what part of the combo helps you win?
[Legacy]
ANT
Imperial Painter
Infinite thopters, life, colorless mana. Add Time Sieve to win the game if you go uninterrupted in the next turn. Can also add Ashnod's Altar for redundancy.
Here's the breakdown -
Pay 1 from one of your lands and sacrifice Sword of the Meek to Thopter Foundry. Get a Thopter token and gain one life. Sacrifice your Thopter to Ashnod's Altar/Krark-Clan Ironworks for 2. Use one to sacrifice to Sword of the Meek to Thopter Foundry again. 1 left floating. Sac Sword of the Meek to Thopter Foundry again. Get another Thopter and another life. Three thopters now. Sac one of those Thopters to Ashnod's Altar/Krark-Clan Ironworks. Two colorless floating. Make two more thopters, gain two more life. Sac one, four thopters remaining. You can do this over and over to make infinte thopter tokens and gain infinite life. Add Time Sieve for infinite turns and basically win the game by picking an arbitarily large number like 2 trillion for your amount of tokens and life.
UWG Jenara, Asura of War
BUG The Mimeoplasm
B Geth, Lord of the Vault
I see how it works, but I'm not so sold on that combo yet. It requires 3 cards that aren't your general it seems like it's not going to happen all the time. So my next question is what do you suggest gets cut to make these changes?
Or generally what could be changed to improve this deck.
[Legacy]
ANT
Imperial Painter
I decided that Oblation high cost of two card draws isn't worth it for the tuck... so I changed it out for Mortify
Slightly less versatile... but a better cost.
[Legacy]
ANT
Imperial Painter
This combo is the only one I play in my Sharuum edh deck. Some people like to go combo heavy, but I like to play a more control version of the deck. The combo is not always going to come online, but when it does you get all the life and creatures you want. In my deck it is just a nice backup plan for if a group game goes long, or in a duel it can be tutored up by any number of tutors. also tezzeret and lilliana are ideal for the combo because you can use them to tutor as well.
(Multiplayer)
BRGKarrthus, Tyrant of Jund
WUBSharuum the Hegemon
(American 1v1)
BGSkullbriar, the Walking Grave
WUGDerevi
Haha, I can't believe I missed this post.
"What do I have to dump tons of colorless mana into?"
This is simply the greatest question ever asked in regards to Magic.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Sure if you think I'm an absolute idiot. No I mean in my deck what do I have to dump tons of colorless mana into?
I don't see anything currently in my deck where having as much colorless mana as I want is helpful.
So the question is what should I burn it on?
[Legacy]
ANT
Imperial Painter
You replace the iron works with time sieve and then you have a game ending combo, infinite turns and thopters is greater than infinite mana and you dont even need to worry about what to do with excess mana...problem solved
Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
Take a joke, man. It is a bit of a ridiculous question, you have to admit. "What do I do with infinite mana?"
That's a heavily rhetorical question. You run three colors, maybe investigate, I don't know, any X spells in them. Or perhaps some expensive colorless cards, I heard some came out in RoE.
All I'm saying is, when you have the ability to produce infinite mana, do you skip running the combo because you have nothing to spend it on or perhaps run something to spend it with?
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori