It works basically like it looks, play defense until it can get 10 mana and a source of lifegain / damage, then drop Sanguine Bond and Exquisite Blood .
The commander mostly exists for beatdown backup, with Swiftfoot Boots being there for protection and to speed things up by one turn.
It's biggest problems are defense against aggro, defense against disruption, and not being able to recur things from the graveyard. It's a somewhat political deck and goes out of its way not to paint too big a target on its head, which is why Dromar is there as a (sometimes superior) alternative to Sharuum. Dakkon Blackblade and Wispersilk Cloak seem like a possible alternative as well.
There are obvious things that could be done, but I'm not going to mention them and see what people have to say.
Ideally if you suggest additions, suggest removals too.
Adds:
Maybe Leyline of Anticipation and/or Vedalken Orrery? It seems like you've got a decent number of rattlesnakes that would be cute to flash in as a combat trick, and Esper always likes to play Draw-Go.
Snapcaster Mage, or at the very least Archaeomancer and Mnemonic Wall, should be here. One of U's greatest strengths is being able to recur your key spells, namely board sweepers and spot removal.
In the same vein, Sun Titan. He belongs in most W/X/X decks, and your curve is low enough that you should be able to exploit him fairly well.
Your curve seems to start to get heavy at 3cc. Some 2cc mana rocks, such as the threerelevantsignets, might help you curve out nicely.
Cuts:
Unless you're bound and determined to combo out each game, you're probably a little high on the tutor count. Increasing Ambition and Diabolic Revelation should be the first two on the chopping block.
Royal Assassin is the weakest rattlesnake. He takes a turn to get active, is situational, and dies to a strong breeze.
Unless you are going to abuse Sharuum, which you don't according to your list, I would suggest using Dromar as your general if you don't have preference to one or the other. Sharuum the Hegemon is one of the most feared generals due to its combo potential, so you will probably be target number 1 from the start of the game.
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Currently Building:
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
I like most of those suggestions, but do I really want to give the deathtouch creatures flash? The whole point is to have them sitting there discouraging multiple attacks from multiple players, if I'm flashing them in to trade off with an attacker, I feel like I'm getting less out of the card.
1 Sharuum the Hegemon
1 Dromar, the Banisher
Counters
1 Hinder
1 Desertion
1 Counterspell
1 Render Silent
Denial
1 Linvala, Keeper of Silence
1 Crystal Shard
1 Mind Twist
1 Sleep
1 Jester's Cap
1 Capsize
1 Nihil Spellbomb
Card Advantage
1 Ponder
1 Rhystic Study
1 Brainstorm
1 Phyrexian Arena
1 Sphynx's Revelation
1 Sensei's Divining Top
1 Underworld Connections
1 Consecrated Sphinx
Tutors
1 Stoneforge Mystic
1 Decree of Pain
1 Demonic Tutor
1 Idyllic Tutor
1 Diabolic Revelation
1 Enlightened Tutor
1 Mystical Tutor
1 Increasing Ambition
1 Vampiric Tutor
Creature Removal
1 Prison Term
1 Spin into Myth
1 Unmake
1 Swords to Plowshares
1 Baleful Strix
1 Vampire Nighthawk
1 Tidehollow Strix
1 Royal Assassin
1 Martyr's Bond
1 Wall of Denial
1 Phyrexian Metamorph
Mass Removal
1 Damnation
1 Day of Judgement
1 Supreme Verdict
1 Austere Command
1 Terminus
Permanent Removal
1 Oblivion Ring
1 Vindicate
1 Detention Sphere
Planeswalkers
1 Tezzeret the Seeker
1 Liliana Vess
Finishers
1 Batterskull
1 Sanguine Bond
1 Exquisite Blood
1 Swiftfoot Boots
1 Time Stretch
Colorless
1 Wasteland
1 Mishra's Factory
1 Kor haven
1 Volrath's Stronghold
Basic
3 Plains
3 Island
3 Swamp
Fetch & 3+ Colors
1 Arcane Sanctum
1 Flooded Strand
1 Transguild Promenade
1 Marsh Flats
1 Bad River
1 Polluted Delta
1 Flood Plain
1 Scrubland
1 Orzhov Basilica
1 Godless Shrine
1 Isolated Chapel
1 Feted Heath
WU
1 Tundra
1 Mystic Gate
1 Azorius Guildgate
1 Sejiri Refuge
1 Celestial Colonnade
1 Hallowed Fountain
UB
1 Drowned Catacomb
1 Underground Sea
1 Watery Grave
1 Jwar Isle Refuge
1 Sunken Ruins
1 Dimir Aqueduct
Ramp
1 Trinket Mage
1 Solemn Simulacrum
1 Dreadship Reef
1 Thawing Glaciers
Rocks
1 Sol Ring
1 Darksteel Ingot
1 Obelisk of Esper
1 Basalt Monolith
It works basically like it looks, play defense until it can get 10 mana and a source of lifegain / damage, then drop Sanguine Bond and Exquisite Blood .
The commander mostly exists for beatdown backup, with Swiftfoot Boots being there for protection and to speed things up by one turn.
It's biggest problems are defense against aggro, defense against disruption, and not being able to recur things from the graveyard. It's a somewhat political deck and goes out of its way not to paint too big a target on its head, which is why Dromar is there as a (sometimes superior) alternative to Sharuum. Dakkon Blackblade and Wispersilk Cloak seem like a possible alternative as well.
There are obvious things that could be done, but I'm not going to mention them and see what people have to say.
Ideally if you suggest additions, suggest removals too.
Adds:
Maybe Leyline of Anticipation and/or Vedalken Orrery? It seems like you've got a decent number of rattlesnakes that would be cute to flash in as a combat trick, and Esper always likes to play Draw-Go.
Snapcaster Mage, or at the very least Archaeomancer and Mnemonic Wall, should be here. One of U's greatest strengths is being able to recur your key spells, namely board sweepers and spot removal.
In the same vein, Sun Titan. He belongs in most W/X/X decks, and your curve is low enough that you should be able to exploit him fairly well.
Your curve seems to start to get heavy at 3cc. Some 2cc mana rocks, such as the three relevant signets, might help you curve out nicely.
Cuts:
Unless you're bound and determined to combo out each game, you're probably a little high on the tutor count. Increasing Ambition and Diabolic Revelation should be the first two on the chopping block.
Royal Assassin is the weakest rattlesnake. He takes a turn to get active, is situational, and dies to a strong breeze.
stuff
WUBGR - Enchantment Realms - WUBGR
An all-enchantment EDH deck: 0 creatures, 0 artifacts, 0 instants and sorceries.
GBUWR - The Necrotic Teenager and its 1,000,000 Combos - GBUWR
A deck built around Necrotic Ooze and its many friends.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
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