Well, this is an EDH Deck that's fairly new to me but is actually just a continuation of a previous deck. I've always been a combo player which of course keeps me tied pretty heavily to EDH these days and even moreso to blue. I live in a place where the meta is predominately aggro players who want to be swinging for ridiculous amounts on turn 4 so I had to find a means of beating them. Initially, this deck was Memnarch and as such, it stole all the big stuff as it came out until it could muster an infinite combo. Problem is that most infinite mana combos create colorless mana which did nothing for Memnarch without finding a way to make it colored.
While looking for more artifact tutors, in blue, I pulled up a list of all the tutors and of course was a bit envious of what there was in black. Then I kinda realized what I'd stumbled upon, I just had to find a general with the same ability to utilize an infinite mana combo as Memnarch with at least the addition of black. Enter Oona.
Oona proved to be exactly what I needed to the T. She virtually removed the need for colored mana without taking away from much of anything that was offered by using Memnarch. Not only that, the two cards that I once had to so desperately search for in order to produce the colored mana lost purpose altogether and subsequently opened slots for Vampiric and Demonic tutor.
At present, it's still very much a blue artifact deck with a very very mild black splash. I'm seeking suggestions for improvement though.
Rings of Brighthearth+Basalt/Grim Monolith=Infinte Mana
Basalt/Grim Monolith+Power Artifact=Infinite Mana
Caged Sun/Gauntlet of Power/Extraplanar Lens+Palinchron+6 Islands=Infinite mana
High Tide+Palinchron=Infinite Mana
Grand Architect+Pili-Pala=Infinite Mana
Tidespout Tyrant+any two of Grim Monolith, Basalt Monolith, Sol Ring or Mana Crypt=Infinite Mana
Metalworker+Voltaic Construct=Infinite Mana
Deadeye Navigator+Palinchron=Infinite Mana
There are other such more complex combos but these are your breadwinners.
Cards that could stand to go:
1x Karn Liberated: He's only ever done work in this deck once. He worked great in an older EDH deck and I guess I got too fond of him.
1x Unwinding Clock: It has never done anything outside of once giving me an extra blocker in Solemn
1x Desertion: I will not buy mana drain til tax season... I will not buy mana drain til tax season... I will not...
FAQs:
Q: How Quick is this deck?
A: I have literally swept a table on turn two. It won't be a common thing but it has happened on two separate occasions. It commonly goes off round 4 or 5.
Q: Do you not like having fun while playing EDH?
A: In my personal opinion, EDH is meant to be a longer format. That said, my meta doesn't play it as such. For the sake of adaptation, I've built this as a competitive deck to counteract all of the other decks in my meta. That said, deck interactions are fun to me and as such, this deck is still fun.
Q: Why don't you play... (Insert Card Here)
A: There are a lot of cards in MTG and I've likely forgotten more in my 18 years of playing than I remember so if there are any suggestions, I would love them.
Q: Why don't you play more counterspells?
A: I call this the autistic deck, it doesn't interact with others except to benefit itself and when it does it blows their mind.
I want to turn this into a primer but I know I have a ways to go. Please, offer any suggestions you might have.
Ultimately, why is Oona trinkets better than Sharuum trinkets? That's what I want to know.
As for turning this thread into a primer, make sure to check out some existing primers and read this.
Very interested in seeing the deck evolve.
Simple, how often can two cards cause Sharuum to go off and win the game in that turn? Now, apply this to Oona? There's a plethora of two card combos that just win the game. How plausible is it to have Sharuum win in the first three turns? I've never once been worried that a Sharuum deck could outrace me because after Sharuum hits I usually have a minimum of two safe turns.
Helm of Obedience plus Leyline of the Void kills someone instantly. They tend to more seamlessly go into mill builds of Oona because they do things mill wants on their own, but if you are worried about dying to fast aggro then these are two cards that you could tutor for and kill someone with right away. Bonus points for comboing with Unwinding Clock.
Edit: No artifact lands? I know they are fragile and often a bad thing to tutor for, but sometimes you just need a land and only have Trinket Mage.
Helm of Obedience plus Leyline of the Void kills someone instantly. They tend to more seamlessly go into mill builds of Oona because they do things mill wants on their own, but if you are worried about dying to fast aggro then these are two cards that you could tutor for and kill someone with right away. Bonus points for comboing with Unwinding Clock.
Edit: No artifact lands? I know they are fragile and often a bad thing to tutor for, but sometimes you just need a land and only have Trinket Mage.
Suppose I feel I've disabled extraplanar lens too much. I think leyline is a bit too black heavy.
Simple, how often can two cards cause Sharuum to go off and win the game in that turn? Now, apply this to Oona? There's a plethora of two card combos that just win the game. How plausible is it to have Sharuum win in the first three turns? I've never once been worried that a Sharuum deck could outrace me because after Sharuum hits I usually have a minimum of two safe turns.
You may not be familiar with many Sharuum decks, one general idea is to win as soon as Sharuum enters, using Sculpting Steel + Bitter Ordeal or a similar combo.
Simple, how often can two cards cause Sharuum to go off and win the game in that turn? Now, apply this to Oona? There's a plethora of two card combos that just win the game. How plausible is it to have Sharuum win in the first three turns? I've never once been worried that a Sharuum deck could outrace me because after Sharuum hits I usually have a minimum of two safe turns.
You may not be familiar with many Sharuum decks, one general idea is to win as soon as Sharuum enters, using Sculpting Steel + Bitter Ordeal or a similar combo.
I haven't seen many game winning combos in it that aren't more easily obtained in Oona. Plus, Graveyard interaction tends to offer yet another place at which you can be stopped.
The main Sharuum combo involves Sharuum herself, so it isn't more easily obtained in Oona - it's impossible!
The main Sharuum combo, yes. That said, Oona tutors just as easily and doesn't need a main combo because she wins with any number of combos. There's no need for a main combo that's easily shut down and has way too many interaction points.
While looking for more artifact tutors, in blue, I pulled up a list of all the tutors and of course was a bit envious of what there was in black. Then I kinda realized what I'd stumbled upon, I just had to find a general with the same ability to utilize an infinite mana combo as Memnarch with at least the addition of black. Enter Oona.
Oona proved to be exactly what I needed to the T. She virtually removed the need for colored mana without taking away from much of anything that was offered by using Memnarch. Not only that, the two cards that I once had to so desperately search for in order to produce the colored mana lost purpose altogether and subsequently opened slots for Vampiric and Demonic tutor.
At present, it's still very much a blue artifact deck with a very very mild black splash. I'm seeking suggestions for improvement though.
The Deck:
1x Oona, Queen of the Fae
1x Future Sight
1x Rhystic Study
1x Copy Artifact
1x Power Artifact
1x Leyline of Anticipation
1x Ugin, the Spirit Dragon
1x Tezzeret, the Seeker
1x Karn Liberated
1x Caged Sun
1x Unwinding Clock
1x Rings of Brighthearth
1x Mana Crypt
1x Helm of Posession
1x Illusionist's Bracers
1x Sculpting Steel
1x Sol Ring
1x Thran Dynamo
1x Gauntlet of Power
1x Gilded Lotus
1x Planar Portal
1x Grim Monolith
1x Crucible of Worlds
1x Extraplanar Lens
1x Mind Stone
1x Memory Jar
1x Basalt Monolith
1x Staff of Domination
1x Sensei's Divining Top
1x Lightning Greaves
1x Scroll Rack
1x Mind's Eye
1x Skullclamp
1x Vampiric Tutor
1x Cyclonic Rift
1x Mystical Tutor
1x Demonic Tutor
1x Transmute Artifact
1x High Tide
1x Fabricate
1x Acquire
1x Capsize
1x Consecrated Sphinx
1x Junk Diver
1x Master Transmuter
1x Snapcaster Mage
1x Magus of the Future
1x Fatespinner
1x Deadeye Navigator
1x Arcanis the Omnipotent
1x Vedalken Archmage
1x Palinchron
1x Trinket Mage
1x Metalworker
1x Voltaic Construct
1x Arcum Dagsson
1x Tidespout Tyrant
1x Phantasmal Image
1x Etherium Sculptor
1x Kira, Great Glass-Spinner
1x Grand Architect
1x Solemn Simulacrum
1x Steel Hellkite
1x Pili-Pala
1x Chief Engineer
1x Academy Ruins
1x Cabal Coffers
1x Command Tower
1x Scalding Tarn
1x Scorched Ruins
1x Arcane Lighthouse
1x Buried Ruin
1x Flooded Strand
1x Maze of Ith
1x Misty Rainforest
1x Polluted Delta
1x Urborg, Tomb of Yawgmoth
1x Strip Mine
1x Boseiju, who Shelters All
1x Underground Sea
17x Island
The Combos:
Rings of Brighthearth+Basalt/Grim Monolith=Infinte Mana
Basalt/Grim Monolith+Power Artifact=Infinite Mana
Caged Sun/Gauntlet of Power/Extraplanar Lens+Palinchron+6 Islands=Infinite mana
High Tide+Palinchron=Infinite Mana
Grand Architect+Pili-Pala=Infinite Mana
Tidespout Tyrant+any two of Grim Monolith, Basalt Monolith, Sol Ring or Mana Crypt=Infinite Mana
Metalworker+Voltaic Construct=Infinite Mana
Deadeye Navigator+Palinchron=Infinite Mana
There are other such more complex combos but these are your breadwinners.
1x Karn Liberated: He's only ever done work in this deck once. He worked great in an older EDH deck and I guess I got too fond of him.
1x Unwinding Clock: It has never done anything outside of once giving me an extra blocker in Solemn
1x Desertion: I will not buy mana drain til tax season... I will not buy mana drain til tax season... I will not...
Q: How Quick is this deck?
A: I have literally swept a table on turn two. It won't be a common thing but it has happened on two separate occasions. It commonly goes off round 4 or 5.
Q: Do you not like having fun while playing EDH?
A: In my personal opinion, EDH is meant to be a longer format. That said, my meta doesn't play it as such. For the sake of adaptation, I've built this as a competitive deck to counteract all of the other decks in my meta. That said, deck interactions are fun to me and as such, this deck is still fun.
Q: Why don't you play... (Insert Card Here)
A: There are a lot of cards in MTG and I've likely forgotten more in my 18 years of playing than I remember so if there are any suggestions, I would love them.
Q: Why don't you play more counterspells?
A: I call this the autistic deck, it doesn't interact with others except to benefit itself and when it does it blows their mind.
As for turning this thread into a primer, make sure to check out some existing primers and read this.
Very interested in seeing the deck evolve.
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
Simple, how often can two cards cause Sharuum to go off and win the game in that turn? Now, apply this to Oona? There's a plethora of two card combos that just win the game. How plausible is it to have Sharuum win in the first three turns? I've never once been worried that a Sharuum deck could outrace me because after Sharuum hits I usually have a minimum of two safe turns.
Edit: No artifact lands? I know they are fragile and often a bad thing to tutor for, but sometimes you just need a land and only have Trinket Mage.
You may not be familiar with many Sharuum decks, one general idea is to win as soon as Sharuum enters, using Sculpting Steel + Bitter Ordeal or a similar combo.
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
Tezzeret, Agent of Bolas - more deck sifting for your combo pieces
Descendant of Soramaro - ditto
Telepathy - without more control pieces, you need to know when to go for the win
Lim-Dul's Vault - this should just be game over most times