I've debated posting this list here for quite some time (in fact, I think I actually posted a much earlier version of this deck at some point.) But I've decided to do it. Please keep in mind this is supposed to be more of a showcase than an asking of advice. I wanted to show off my own, non-combo version of Sharuum. The decklist is very personal to me, and due to budgetary and sentimental reasons, I don't make a ton of changes to it anymore. (This thread is still a work in progress, but feel free to comment!)
Anyway, let's get started!
Introduction
Before I traded for a foil copy of Sharuum, I hadn't had much interest in EDH. However, after acquiring that copy, I decided to give EDH a shot.
My first Sharuum deck was very artifact-centric. Artifact tribal, you could say. Lots of cards that cared about artifacts. I actually managed to be the second to last player standing at my local EDH tables, simply because of the power of Magister Sphinx and some smooth talking. The last guy clobbered me with an Emrakul (That card used to be legal in this format!) and that put an end to that. Still, not bad for a first-timer.
Later on, I started learning about the Sharuum combo, using Phyrexian Metamorph or Sculpting Steel copying Sharuum and essentially getting infinite ETB or death triggers (I'm not going to get into how the combo works since this isn't the article for it, so if you haven't heard of it, look it up!) and killing everyone with cards like Disciple of the Vault. For awhile, I had those combos in my deck, but I eventually took them out, I didn't like them.
My current version of this deck has been in generally this form for a few years now (Although I've consistently had a Sharuum deck of some sort since I started EDH, over four years ago.) and gradually it's been getting tuned as I acquire better cards for it. It's one of the few control decks I've actually played in any format, and I really enjoy it.
About the List
Sharuum, "The Arbiter" build (So named because it tends to pass 'Final Judgment' on events on the board, responding with verdicts such as boardwipe), is a deck that uses artifact synergies alongside of control and recursion themes to control the board. Our Commander helps us reuse various ETB triggers and sac effects, as well as reanimate a few finishers. Aside from that, we have spells you would expect to see in a typical control deck: Counterspells, Mass Removal, Spot Removal, and creatures that win us the game.
Another strength of this Sharuum build is tutoring. There are quite a few great tutors in general in Commander, and there are even more great artifact tutors, including ones that fit into our reanimating shenanigans. One of the best is Sphinx Summoner. This is my personal favorite card to reanimate with Sharuum. The chain of Sharuum into Sphinx Summoner into Phyrexian Metamorph copying Sphinx Summoner and searching for another artifact creature gives you a lot of board presence, given that it all started by casting one Sharuum. Even without that, we have some very strong tutors. Night Dealings is actually one of my favorites. This is a repeatable tutor, and since most of our creatures have evasion, it's not terribly hard to get it online.
The one weakness to this build is speed. It generally starts off rather slow. This makes it rather difficult for 1v1 Commander, or for Multiplayer games where you are targeted from the beginning. (I've personally never had a problem with people targeting me for running Sharuum once I explain to them that I don't run the infinite combos.)
Stick around for a more comprehensive overview of the deck, after some analysis of the Commander and an actual decklist.
About Sharuum
Sharuum the Hegemon will always hold a place in my heart as a special creature. She was my first Commander, and is still arguably my best deck, even if I don't play her as cutthroat as some. There are some great reasons to run her in a control build, so let's look at those:
Reasons to Run Sharuum in a Control-Style deck
You enjoy playing artifacts in Commander
You enjoy getting multiple uses out of your cards.
You want to play a strategy that utilizes the graveyard, but isn't dependant on it.
You want to use your Commander, but don't want to be reliant on her.
You enjoy playing control decks.
Reasons Not to Run Sharuum
You dislike controlling strategies
You want to play at a more competitive level
You enjoying playing aggressively
You don't want to play lots of artifacts OR you want to play "artifact tribal"
You dislike using your graveyard.
Now then, let's look at Sharuum's competition, some of the more popular Esper commanders:
Ertai, the Corrupted: A very interesting control general. However, he draws removal, and his ability, by nature, requires you play more around enchantments than artifacts. While a deck built around him would be interesting, it would feature very different card choices.
Merieke Ri Berit: An interesting "control magic" effect. However, like Ertai, she draws a lot of removal. You could fit her into this Sharuum shell, I think, but you'd lose a lot of the interactivity between the Commander and some of the artifact cards.
Oloro, Ageless Ascetic: A very powerful effect, especially for a control deck, however, he can often be unnecessarily annoying. The Commander itself can often draw hate simply by being on the board. And again, replacing Sharuum with this commander negates some powerful artifact shenanigans.
Sen Triplets: Another artifact commander, and in fact, one that was popular when Sharuum was. The ability is very powerful, but again, it draws a lot of hate and can be frustrating for opponents to play against. Sharuum is fairer, and draws less hate as long as you stay away from infinite combos.
Anyway, let's get started!
6 Sharuum the Hegemon
Trinket Mage Package:
3 Trinket Mage
1 Elixir of Immortality
0 Mox Opal
1 Sol Ring
0 Vault of Whispers
0 Ancient Den
0 Seat of the Synod
1 Dispeller's Capsule
1 Executioner's Capsule
Counterspells:
3 Spell Crumple
3 Hinder
3 Dromar's Charm
3 Dissipate
4 Rewind
6 Time Stop
0 Pact of Negation
Wrath Effects:
4 Wrath of God
3 Oblivion Stone
5 Rout
6 Phyrexian Rebirth
6 Austere Command
7 Fated Retribution
2 Martial Coup
Spine Package:
7 Spine of Ish Sah
0 Phyrexia's Core
4 Trading Post
Misc Removal:
2 Profane Command
1 Path to Exile
6 Steel Hellkite
3 Oblivion Ring
7 Angel of Despair
1 Swords to Plowshares
5 Ethersworn Adjudicator
0 Academy Ruins
1 Phyrexian Reclamation
0 Buried Ruin
Misc Ramp:
4 Solem Simulacrum
3 Burnished Hart
3 Darksteel Ingot
4 Thran Dynamo
Tutors:
5 Sphinx Summoner
5 Increasing Ambition
7 Rune-Scarred Demon
4 Night Dealings
2 Demonic Tutor
5 Tezzeret the Seeker
Misc Card Draw/Advantage:
7 Sphinx of Uthuun
3 Phyrexian Arena
2 Baleful Strix
6 Consecrated Sphinx
Extra Turns:
10 Time Stretch
5 Time Warp
Threats/Finishers:
7 Chancellor of the Spires
6 Yosei, the Morning Star
8 Sphinx of the Steel Wind
6 Sharding Sphinx
8 Sphinx Sovereign
6 Kokusho, the Evening Star
9 Inkwell Leviathan
7 Magister Sphinx
Indestructible:
9 Darksteel Forge
4 Elspeth, Knight Errant
Misc Spells:
8 Platinum Emperion
5 Bribery
5 Conjurer's Closet
5 Venser's Journal
4 Phyrexian Metamorph
3 Sculpting Steel
6 Mindslaver
0 Windbrisk Heights
0 Creeping Tar Pit
0 Vault of the Archangel
0 Halimar Depths
0 Reliquary Tower
0 Strip Mine
0 Celestial Colonnade
Mana Lands:
0 Jwar Isle Refuge
0 Watery Grave
0 Seachrome Coast
0 Vivid Creek
0 Command Tower
0 Azorius Guildgate
0 Arcane Sanctum
0 Dimir Aqueduct
0 Dromar's Cavern
0 Darkslick Shores
0 Sejiri Refuge
0 Kabira Crossroads
0 Orzhov Guildgate
0 Hallowed Fountain
0 Remote Isle
3x Island
1x Swamp
4x Plains
Maybeboard:
5 End Hostilities
3 Underworld Connections
6 Planar Portal
0 Khans Refuges (in place of Guildgates)
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Sig Credit: Pegasus Bishop