Yes, don't let tuck nerf destroy your concept of tuck, especially nonland instant speed removal, which will always be t1 in commander. I almost cut it too but usually when I activate it, it will never be more than 2WW, pending on if they have top, the mana to recast the spell or other sneaky cantrip effects. Getting rid of the problem for a turn is the same thing as permanently removing it since odds are I will be winning my next turn.
On a related note, anyone have any commander set cards altered? I think I want my Toxic Deluge and Unexpectedly Absent done by some big deal professional
I guess I just haven't had the mana to use Unexpectedly Absent as more than an Azorius Charm? If X=0, play Azorious, if X=1 play Oblation, and if X=2 play Utter end.
I'm usually not winning the next turn, so there's that. The card just hasn't been very good for me when I want to rid of early things like Necropotence and Aura Shards with usually 0 extra mana and the one turn really doesn't help. Maybe Oblation is the answer I'm looking for.
I totally dig that, but don't forget all the chacnes you have to cast it in response to a cracked fetch or a tutor. I've hit Food Chain when Prossh when looking for Purphoros, God of the Forge and all he could do was turn sideways and pass to let me combo. The white capsule that hits artifacts/enchantments is what I cut for it back when I added it just to keep the instant speed thing going, but just seeing the other benefits over time has made it clear there wasn't much competition. You could even save a combo piece or relevant permanent (I dont know what you guys priortize) from exile. It's a real toolbox
It's been a while since I chimed in, it's been a crazy spring for me at work. I wanted to chime in and say that I still firmly believe that being proactive is the way to go. Howevery, if one was to use reactive measures I especially like unexpectedly absent and the trigger chains Second Sunrise can create, when responding to opposing threats. Ugin has been good, but is expensive, and cannot be cheated In. It's interesting: Between Karn and Ugin, Ugin is the better removal spell, but Karn is the bigger planes walker threat.
.
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I ultimately replaced All is Dust with Ugin. Neither can be cheated in and the difference is one mana in regards to casting cost. However, that one mana buys a significant range of play options.
I've been debating testing one as Dig Through Time just doesn't line up too nicely with a combo build as far as I've tested it and even when rushing for combo I'm sure dropping Ugin could buy me a lot of time. As far as proactive vs reactive and which is better, I think it is totally a meta choice. A lot of EDH's overall meta is very fast and requires you to look to curve out and be finishing the game by turn 3-5. I started to sway from combo, but now with things like Mishra's Workshop and a tighter mana base it's easier to rely on what is essentially goldfishing, but the effects are so redundant I can count on getting what I need. I know it sounds crazy, but it is still remaining strong even as a meta builds around it.
I've been debating testing one as Dig Through Time just doesn't line up too nicely with a combo build as far as I've tested it and even when rushing for combo I'm sure dropping Ugin could buy me a lot of time. As far as proactive vs reactive and which is better, I think it is totally a meta choice. A lot of EDH's overall meta is very fast and requires you to look to curve out and be finishing the game by turn 3-5. I started to sway from combo, but now with things like Mishra's Workshop and a tighter mana base it's easier to rely on what is essentially goldfishing, but the effects are so redundant I can count on getting what I need. I know it sounds crazy, but it is still remaining strong even as a meta builds around it.
That is actually a very good point on the note between proactive and reactive decks as well; when I was playing without 'shop, crypt, LED, etc, I found myself really needing to have a kill spell or a counterspell in hand at all times to make it to the turn where I could safely attempt my win, which ultimately slowed the deck down enough that having a full package was the best bet, since getting the engine online was not a fast enough response to other players developing boards.
After picking those guys up? I can guarantee that Tawnos's Coffin is usually a better kill spell than Path to Exile because its reusable. I can rely on Voyager's Staff as a good enough answer to potential problems, and Entomb often functions as a setup for a rather solid way to get my Nihil Spellbomb on board, since Salvaging Station turn 3 isn't difficult. In other words, I still have the option to play reactively... because my proactive plan is so goddamn good at setting up options that I tend to have an answer. My deck certainly has a faster critical turn, but it functions just as well at dealing with early threats as it did when I was playing 7 removal spells and 4 counterspells.
For people who haven't had time to experience playing with all of the broken mana acceleration, I urge you to try 'em out, if at least proxied. It makes the deck function in a way very different from traditional EDH, and offers a new perspective on the value of individual cards.
Seems odd; both Worn Powerstone and Thran Dynamo seem better in almost every scenario. I like how you always have new things to test, however. Is Clock of Omens still doing work? Does it hold a candle to Unwinding Clock?
I feel like we should have a compendium of decklists somewhere, nicely formatted and easy to access. Jack hasn't been here for a while, but if he ever does return it'd be nice for him to add some to the front page.
Here's a small start, I'll edit and add some more, making sure to fix typos and keep every card linkable.
I've actually never seen his list- thanks for leading me to this, it's nice to have another combo list to compare with. Seeing Serum Visions in another list is exciting enough for me to slot it back in. Was a little sad to slot it out since I got the old promo.
I've changed my deck some since then. I'll post an updated version soon.
I've gone and retested Altar of the Brood since a lot of my playgroup pulled out their eldrazi. It was pretty much an auto-win when Artificer's Intuition resolved, but the following week there were Eldrazi everywhere. =shrug= It doesn't help that they just bottomed out in price and there is a good chance of seeing more in Battle of Zendikar. If there is only one or two opponents where they'll be a problem then Tormod's Crypt and Nihil Spellbomb are fine, even if it takes a bit more setup. AotB really wants an artifact Leyline of the Void which costs one. We all know that will never happen.
Vedalken Orrery has been fun to experiment with. It's a blast to be able to Bitter Ordeal in reaction to Tooth and Nail. Im not sure if it's a permanant fit for my deck though. while it is an enabler, it doesn't feel like a gear linking with other gears.
I just subscribed to the MTGSalvation forum but I'm not new to this thread. I read it everyday since 2013 because it made me a huge fan of Sharuum.
Nowadays, I couldn't resist anymore and I made an account to share my experience with this EDH deck.
As a "brown" artifact lover (maybe a little bit nostalgic to the old Magic template), my first EDH was a combo 3UArcum Dagsson. I chose blue because at this time Tolarian Academy was my favorite card and wasn't yet banned.
But people were quickly angry against me and my deck (probably because of Darksteel Forge and Nevinyrral's Disk), and I had to retire it if I wanted to stop playing douchebag Archenemy everytime.
So I decided in 2013 to revamp my artifact deck and choose another Commander. I long hesitated with 3WUBSharuum, 5Karn , 10Kozilek, BGGGlissa, or 1RSlobad.
Red had a lot to offer, not to mention Goblin Welder, but the competitive strategy with Slobad was too "Weapon of Mass Destruction", something my group disliked (and Daretti didn't exist at this time).
Glissa is also an excellent artifact-based general but I wished to keep my blue for Academy and the Tinker cousin.
Nevertheless, Karn (mainly this list) was very attractive, because real artifacts lover plays Karn. I ended not to choose him because I had problems to find all the colorless lands at that time.
So my choice focused on Sharuum and, among all the threads on the web, I found the 5th page of this pseudo-primer: the "Engine" list of Jostin123. I am so grateful to this guy.
Sharuum was also a feared commander in my playgroup. So I wished to play it differently and not to follow the "Combo way". I was so happy to find another approach with the list of Jostin. I had all the cheap cards and I decided to give it a try. I first built an "unpow" list also without any "Extra turn" disliked-card (Time Sieve and Mindslaver), still doubtful to not putting any counterspell inside, because Aura Shards, Vandalblast and Austere Command are very common in my meta.
When I brought my new artifact EDH for the first time, my group went Archenemy against me without even bothering what was inside (the shadow of Arcum was still laying over me). Oooh man! I was upset, but also very impressed. They destroyed my board three times if I remember well but I still managed to come back from nowhere to threaten their position. I didn't win this match, lacking of experience with Sharuum, but I enjoyed this game sooo much. It was a real pleasure.
Now, two years later, Sharuum has become my favorite EDH, almost entirely pimped. With her, I found my playstyle in Magic. Although, lots of my other EDH involve artifacts.
My group also enjoy it because I can win without wiping their board all the time.
With all the messages I read here, I was convinced by Jostin to invest in a Timetwister and a Mishra's Workshop. I bought them in 2013 and -Oh God- it was very painful for my wallet. But now when I look at their current (twice) price, I'm glad I did it.
Today my list is almost the same as Jostin's one, with some little exception due to personal flavor. For example, I play Wurmcoil Engine and Clock of Omens instead of the Signets.
Well... all those words to say in fact that someone should really create a good Sharuum Primer that resume this thread and its 42 pages of quality replies. Because Sharuum deserves more devotees to her cause.
My modern Decks: GBRJundGBR URWJeskai NahiriURW My Legacy Deck: URBGrixis DelverURB My EDH Decks: GJarad, Golgari Lich LordB GRhys, The RedeemedW RWArchangel AvacynRW UWDragonlord OjutaiUW
For the Zedruu list, I apologize it is not available. I built a list with a lot of craps and bombs to donate, then I recently changed for a full control list with the Sunforger package. Today I'm not yet convinced and I'll revamp the deck again.
For the difference with Jostin's list :
- Steel Hellkite: Test slot. I might replace it for another Wrath like Toxic Deluge.
- Wurmcoil Engine: It does the same job as SoSW, but more wrath-proof. I added it because I am also a Wurm fan and I needed a second SoSW. It is nice with sacrifice outlets.
- Clock of Omens: An hidden gem, this card is insane and active as you play it. Easily untaps your monoliths. Add Tawnos Coffin and the unused cogs or the Thopters from the foundry. It's like Christmass.
- City of Traitors: Test slot. It is a nice accelerator, but with a cost. The deck is already tight in lands.
- Island: Because of Path to Exile in my meta, and in replacement for the missing Underground Sea.
- Where are Underground Sea, Urborg and Inkmoth Nexus ? Well, Underground Sea is fighting in my Legacy deck. Urborg will be mine soon. Inkmoth Nexus I'm not convinced and unfortunately foil prices have doubled recently.
- Where is Ugin ? He is the next card I'll test.
- About Bazaar of Baghdad: Jostin plays it and I acquired it quite recently. It is powerful, no doubt, but not as important in the deck as Shop is. I might remove it for another utility land because my Balthor Reanimator EDH wants that Bazaar.
Sorry I've been away from the boards. I've been working double shifts to get ahead on seasonal work so I could have shoulder surgery. I went under the knife 2 weeks ago today, but it's been difficult to type in a sling. I've had to really take my time with responses, and so I try to keep them at a minimum. I have however been reading this thread daily, along with other things magical, to maintain my sanity.
I'm on the fence with Ugin as a slot. He currently replaces crypt in my deck. He's great as a removal spell, but really sucks with rings, unlike Karn. Using him is defiantly a metagaming call, as he shines against agressive decks and graveyard strategies, where you can randomly exile random pieces of engines and synergies in one fell swoop, but he really sucks against control. That one extra mana is huge, and I'm not sure if I've been pimping him in games due to how well I pilot the other 98. I've only drawn him a handful of times, and the 3 damage isn't all that intimidating. I don't forsee ever ultimating him. Unlike the other planes walkers in my list where all the abilities are good, you only really want the -X on Ugin 99% of the time you play him. I'm swaying towards putting crypt back in, and staying with Karn and All is dust as removal until a better removal spell comes. In my groups, Tormod's crypt's affect is just as good at containing graveyard strategies, while having additional utility over Ugin as part of the salvaging station engine. It made combating aggro easier, but it wasn't so big a problem before that I needed a second all is dust.
I tbink I also no longer use Steel Hellkite, but I forgot what I cut for it. I'll check.
Lastly, even though tuck is gone, I still use unbridled rites, as it help cheat the air force game plan onto the table and makes it that much more efficient. The deck can get to 7 mana easy, but having an additional way to avoid color screw variance issues and it's facilitating turn 3 Steel Wind Sphinx vs aggro without exposing sharuum on the stack to the rest of the table made this slot a keeper for now.
Seems odd; both Worn Powerstone and Thran Dynamo seem better in almost every scenario. I like how you always have new things to test, however. Is Clock of Omens still doing work? Does it hold a candle to Unwinding Clock?
I feel like we should have a compendium of decklists somewhere, nicely formatted and easy to access. Jack hasn't been here for a while, but if he ever does return it'd be nice for him to add some to the front page.
Here's a small start, I'll edit and add some more, making sure to fix typos and keep every card linkable.
Updated Serrasin's. Stefouch's new list is similar enough to Jostin's that I figured I'd add in "test cards" or "alternatives" at the end instead.
Welcome, Stefouch! Your lack of signets for utility artifacts is pretty unique. Do you get your colors as often as you want?
Take bitter's over mine. His is probably exactly where I want my list to be, save a few cards. I'm starting to think his original list is where I found out about Sharuum's combo potential when I was using google to find decks...
Updated Serrasin's. Stefouch's new list is similar enough to Jostin's that I figured I'd add in "test cards" or "alternatives" at the end instead.
Welcome, Stefouch! Your lack of signets for utility artifacts is pretty unique. Do you get your colors as often as you want?
I admit it, my list is pretty a clone of Jostin's One. Long time ago it was a little bit different. But as soon as it worked, I tried each component from Jostin's list and, so damn successful, included them to finally have the same list.
The list of Jostin is very well built. When you play with it, you have the feeling of having in your hands a well-oiled clock whose components perfectly overlap with each other. He's an artist!
About the Signets: I never tested them. In fact, I never thought I needed more color fixing. Color-death is a rare problem which is solved by the fetch engine, the moxes, the lotuses, the Chromatic Lantern, the filterlands and the rainbow lands. BUT, I often feel I need more manarocks. Because I love manarocks. I would like to include Worn Powerstone & Thran Dynamo but they seem slow. Does someone play them? How are they working for you? How many manarocks do you play ?
And Yes, in the early stage of the game, it could happen that I want to cast two colored spells, but I can't because I'm lacking some colors. Fortunately not a big deal in the first turns, and it's a pretty rare situation.
I feel the same way about Jostin's list too, my deck is similarly a clone (sadly) without Shop, Crypt, or Twister and with Cranial Plating for fun infect/general damage wins. I'm always looking for ways to make the engine just a little bit flashier and fun to play against.
I've tried the Dynamo, and in retrospect I might prefer it to Gilded Lotus. Without Shop or Crypt 4 is a lot easier to get turn 2 than 5, and the ramp is significant for the rest of the game. The deck rarely tries to rush out the Bitter Ordeal, so using Gilded as a loop-ending Bloom replacement has just never been relevant. (My deck also runs more colored lands, I believe, so there is that.)
Powerstone seems underwhelming a priori. If you don't already have a rock it feels like it wastes your t3, and if you do have a rock you may as well clone it for 3 mana. Maybe it's good, but I'd try the Dynamo first.
Serrasin: I noticed you cut down on removal, with Utter End as your only non-permanent removal. Is it enough? Do you manage by tutoring for Ugin/Karn?
Also, how is Codex Shredder? Is it safe to haphazardly mill your library? I really like its Scroll Rack / Top interaction, but I'm considering replacing the Rack with it. How do you use it, and what interactions make it worthwhile?
When it domes to Dynamo vs Gilded lotus, they are both on Equal footing and I used to interchange between them both. My metason play very competitively and LD is a real thing, both mass and targeted. I've played hundreds of games with both rocks. Dynamo is awesome because it helps make the deck that much more explosive a turn earlier, but when you're getting targeted by 4-5 players worth of Stips, Wastes, Austere Commands, Aura Shards, Geddons, and Return to Dusts, Crypts (for Sharuum and Crucible) and the ocassional Kahmal / Elesh Norn land lock, it's possible to get short on colors. There's been enough games where Ive been getting smashed where im rebuilding only to draw a Sphinx in hand that I could cast if not for color screw. That's why I choose Gilded Lotus over Thran Dynamo. If you don't have to face all that at every meet, then by all means feel free.
As for the earlier comments on Bazaar: it's a card that really turns the deck on it's head and gives you a completely different way to play the deck (mechanically speaking). Bazaar is a card that let's you trade card advantage for card quality, and when you have a synergistic general that turns that card disadvantage into card advantage, it's difficult to lose when abused properly. In my experience (and I've been playing Vintage since 2003), Bazaar is the single most difficult card to use fairly in the game. Period. But when you pair Bazaar with Sharuum engines, or even a Crucible, you are often so ahead running out the gates, it justifies the early Bitter Ordeal combo kill on the table, just to play the next game. And the RoRs and Open the Vaults with Bazaar are among the most busted.
Jostin, I find it odd that you describe your playgroups as so incredibly volatile and sweeper-heavy when you yourself run what appears to be comparatively little removal. Does noone in your playgroup take note of your deck and replace their answers with threats? Is it a playstyle thing? Do they actually not run that much removal, and simply choose to use it all on you?
They run a ton of removal... I just find that there are very few "must answers", I don't worry about the 1 for 1 spot removal as I can usually play through those. Cards like Aura Shards must be dealt with proactively. I don't have to kill everything off the board, and their sweepers cause splash damage on the table as well. I do rely heavily on the recursion aspects of the deck to out grind the table to outright the table, and I use bitter Ordeal a lot, not to combo win, which it does, but to neuter the X for 1 permeate out of other decks. If I see azusa, eldrazi are gone... GW at the table, bye bye Aura shards. Bitter Ordeal 90% of games is a Jesters cap for 4-6 cards on the table. A recurred bitter Ordeal is usually for the combo.
The deck can survive Austere commands, vandal blasts, Bane of Progress, and such. That's why I like neutering graveyards: to make sure these cards only hit me once. Most removal is reactive, and I never want to be sitting back answering threats, but forcing people to have answers. That way, I'm taking advantage of the tempo the deck is capable of giving me. I know in the typical game the deck can survive almost all 1 for 1'some and about 3-6 sweepers, depending on my specific hand. If your board pressure forces them to pull the trigger before they'reach set up, then all the sweeper did was buy the table time to rearm themselves. All it takes is A Sharuum tucked under a Tawnos's coffin and mana to rebuild after a sweeper, and I'd you sandbagged a voltaic key, that sweeper oftentimes put the rest of the table too far back to race. It's when opponeents play sweepers while applying lots of preassure.that gives you the most issues. Bane of aprogress is annoying in that sense, but would be a lot more dangerous if it created an army like avenger of Zendikar.
It'seems sort of like the Shops match-up in Vintage. Hurkyll's recall is awesome against the deck. If your spheres force the opponent to play it on your main phase before they get locked out of the game, then you're going to win, as you can replay them on the rest of your turn denying them an unmolested turn of tempo. If they can cast it on your end-step, and force you to discard on the end step, it's usually pretty bad for the shop player.
It's not a matter of removing all threats as it is an issue of removing the right ones. There'should still politics to take into account, and if another player has no board and can get attacked for the kill, someone will do it, and it doesn't have to be me.
The motto at our games is "when in doubt, bang on Sharuum"
My build is really good at navigating through complicated board states.
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On a related note, anyone have any commander set cards altered? I think I want my Toxic Deluge and Unexpectedly Absent done by some big deal professional
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
I'm usually not winning the next turn, so there's that. The card just hasn't been very good for me when I want to rid of early things like Necropotence and Aura Shards with usually 0 extra mana and the one turn really doesn't help. Maybe Oblation is the answer I'm looking for.
Sharuum List 1/22/2017
UW Tron ListURXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
It's been a while since I chimed in, it's been a crazy spring for me at work. I wanted to chime in and say that I still firmly believe that being proactive is the way to go. Howevery, if one was to use reactive measures I especially like unexpectedly absent and the trigger chains Second Sunrise can create, when responding to opposing threats. Ugin has been good, but is expensive, and cannot be cheated In. It's interesting: Between Karn and Ugin, Ugin is the better removal spell, but Karn is the bigger planes walker threat.
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Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
That is actually a very good point on the note between proactive and reactive decks as well; when I was playing without 'shop, crypt, LED, etc, I found myself really needing to have a kill spell or a counterspell in hand at all times to make it to the turn where I could safely attempt my win, which ultimately slowed the deck down enough that having a full package was the best bet, since getting the engine online was not a fast enough response to other players developing boards.
After picking those guys up? I can guarantee that Tawnos's Coffin is usually a better kill spell than Path to Exile because its reusable. I can rely on Voyager's Staff as a good enough answer to potential problems, and Entomb often functions as a setup for a rather solid way to get my Nihil Spellbomb on board, since Salvaging Station turn 3 isn't difficult. In other words, I still have the option to play reactively... because my proactive plan is so goddamn good at setting up options that I tend to have an answer. My deck certainly has a faster critical turn, but it functions just as well at dealing with early threats as it did when I was playing 7 removal spells and 4 counterspells.
For people who haven't had time to experience playing with all of the broken mana acceleration, I urge you to try 'em out, if at least proxied. It makes the deck function in a way very different from traditional EDH, and offers a new perspective on the value of individual cards.
#moneypile
BUG Tasigur GUB
#buglyfe
I feel like we should have a compendium of decklists somewhere, nicely formatted and easy to access. Jack hasn't been here for a while, but if he ever does return it'd be nice for him to add some to the front page.
Here's a small start, I'll edit and add some more, making sure to fix typos and keep every card linkable.
ENGINE:
1x Sharuum the Hegemon
1x Phyrexian Metamorph
1x Karn, Silver Golem
1x Kuldotha Forgemaster
1x Duplicant
1x Thopter Assembly
1x Myr Battlesphere
1x Magister Sphinx
Walkers:
1x Tezzeret the Seeker
1x Tezzeret, Agent of Bolas
1x Karn Liberated
Utility and junk:
1x Detention Sphere
1x Æther Spellbomb
1x Executioner's Capsule
1x Tormod's Crypt
1x Dispeller's Capsule
1x Bitter Ordeal
1x Unburial Rites
1x Animate Dead
1x Sword of the Meek
1x Thopter Foundry
1x Orim's Chant
1x Nihil Spellbomb
1x Trading Post
1x Elixir of Immortality
1x Pithing Needle
1x Time Sieve
1x Mindslaver
1x Salvaging Station
1x Crucible of Worlds
1x Sculpting Steel
1x Open the Vaults
1x Voyager Staff
1x Darksteel Ingot
1x Lion's Eye Diamond
1x Lotus Bloom
1x Lotus Petal
1x Sol Ring
1x Terrarion
1x Chromatic Sphere
1x Chromatic Lantern
1x Mana Crypt
1x Voltaic Key
1x Grim Monolith
1x Mana Vault
1x Chromatic Star
Tutors:
1x Vampiric Tutor
1x Expedition Map
1x Entomb
1x Artificer's Intuition
1x Demonic Tutor
1x Enlightened Tutor
1x Transmute Artifact
1x Intuition
Draw Suite:
1x Scroll Rack
1x Thirst for Knowledge
1x Lim-Dûl's Vault
1x Sensei's Divining Top
1x Windfall
1x Forbidden Alchemy
1x Memory Jar
1x Timetwister
1x Time Spiral
Sweepers:
1x All is Dust
Real estate:
1x Celestial Colonnade
1x Drowned Catacomb
1x Ancient Den
1x Darksteel Citadel
1x Seat of the Synod
1x Vault of Whispers
1x Command Tower
1x Grand Coliseum
1x Forbidden Orchard
1x Urborg, Tomb of Yawgmoth
1x Arcane Sanctum
1x Gemstone Mine
1x City of Brass
1x Godless Shrine
1x Glimmervoid
1x Ancient Tomb
1x Mishra's Workshop
1x Hallowed Fountain
1x Underground Sea
1x Watery Grave
1x Arid Mesa
1x Polluted Delta
1x Flooded Strand
1x Misty Rainforest
1x Marsh Flats
1x Bojuka Bog
1x Cephalid Coliseum
1x Strip Mine
1x Wasteland
1x Buried Ruin
1x Academy Ruins
1x Phyrexia's Core
1x Tolaria West
1x Maze of Ith
1x Inkmoth Nexus
1x Creeping Tar pit
4 Phyrexian Metamorph
5 Kuldotha Forgemaster
5 Karn, Silver Golem
6 Sharuum the Hegemon
6 Duplicant
7 Magister Sphinx
7 Myr Battlesphere
8 Sphinx of the Steel Wind
Mana Rocks - 14:
0 Lion's eye Diamond
0 Mox Opal
0 Mox Diamond
0 Mana Crypt
0 Lotus Petal
0 Lotus Bloom
1 Mana Vault
1 Sol Ring
2 Grim Monolith
2 Dimir Signet
2 Azorius Signet
3 Darksteel Ingot
3 Chromatic Lantern
5 Gilded Lotus
Draw Spells - 6:
3 Thirst for Knowledge
3 Windfall
3 Timetwister
4 Fact or Fiction
5 Memory Jar
5 Mind's Eye
Tutors - 7:
1 Entomb
1 Expedition Map
1 Vampiric Tutor
2 Artificer's Intuition
2 Demonic Tutor
2 Transmute Artifact
3 Intuition
4 Tezzeret, Agent of Bolas
5 Tezzeret the Seeker
5 Venser, the Sojourner
7 Karn Liberated
Utility Artifacts - 20:
0 Tormod's Crypt
1 Æther Spellbomb
1 Dispeller's Capsule
1 Elixir of Immortality
1 Executioner's Capsule
1 Nihil Spellbomb
1 Sensei's Divining Top
1 Voltaic Key
1 Voyager Staff
2 Sword of The Meek
2 Thopter Foundry
2 Time Sieve
3 Crucible of Worlds
3 Ensnaring Bridge
3 Rings of Brighthearth
3 Sculpting Steel
4 Tawnos's Coffin
4 Trading Post
6 Mindslaver
6 Salvaging Station
Other Sorceries - 5:
3 Bitter Ordeal
5 Unburial Rites
6 Open the Vaults
7 All is Dust
7 Roar of Reclamation
Fetch Engine - 9:
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Marsh Flats
1 Polluted Delta
1 Scrubland
1 Tundra
1 Underground Sea
1 Watery Grave
1 Ancient Tomb
1 Crystal Vein
1 Gemstone Caverns
1 Mishra's Workshop
Artifact Lands - 4:
1 Ancient Den
1 Darksteel Citadel
1 Seat of the Synod
1 Vault of Whispers
Rainbow Lands - 5:
1 City of Brass
1 Command Tower
1 Glimmervoid
1 Reflecting Pool
1 Tarnished Citadel
Mana Fixing - 4:
1 Fetid Heath
1 Mystic Gate
1 Sunken Ruins
1 Urborg, Tomb of Yawgmoth
Utility Lands - 10:
1 Academy Ruins
1 Bazaar of Baghdad
1 Buried Ruin
1 Cavern of Souls
1 Cephalid Coliseum
1 Inkmoth Nexus
1 Petrified Field
1 Phyrexia's Core
1 Strip Mine
1 Wasteland
1x Aether Spellbomb
1x Basalt Monolith
1x Codex Shredder
1x Cranial Plating
1x Crucible of Worlds
1x Darksteel Ingot
1x Dispeller's Capsule
1x Elixir of Immortality
1x Ensnaring Bridge
1x Executioner's Capsule
1x Expedition Map
1x Gilded Lotus
1x Krark-Clan Ironworks
1x Lotus Bloom
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Memory Jar
1x Mind's Eye
1x Mox Opal
1x Nihil Spellbomb
1x Rings of Brighthearth
1x Salvaging Station
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 Tawnos's Coffin
1x Thopter Foundry
1x Time Sieve
1x Tormod's Crypt
1x Trading Post
1x Voltaic Key
1x Voyager Staff
1x Academy Ruins
1x Ancient Tomb
1x Buried Ruin
1x City of Brass
1x Command Tower
1x Darksteel Citadel
1x Drowned Catacomb
1x Flooded Strand
1x Forbidden Orchard
1x Glacial Fortress
1x Glimmervoid
1x Godless Shrine
1x Hallowed Fountain
1x Inkmoth Nexus
3x Island
1x Isolated Chapel
1x Mana Confluence
1x Marsh Flats
1x Phyrexia's Core
3x Plains
1x Polluted Delta
1x Reflecting Pool
1x Scrubland
1x Strip Mine
3x Swamp
1x Tolaria West
1x Tundra
1x Underground Sea
1x Urborg, Tomb of Yawgmoth
1x Watery Grave
Planeswalker (4)
1x Karn Liberated
1x Tezzeret, Agent of Bolas
1x Tezzeret the Seeker
1x Ugin, the Spirit Dragon
1x Blue Sun's Zenith
1x Entomb
1x Fact or Fiction
1x Frantic Search
1x Intuition
1x Thirst for Knowledge
1x Utter End
1x Vampiric Tutor
Creature (8)
1x Baleful Strix
1x Karn, Silver Golem
1x Kuldotha Forgemaster
1x Magister Sphinx
1x Myr Battlesphere
1x Phyrexian Metamorph
1x Sphinx of the Steel Wind
1x Wurmcoil Engine
Sorcery (6)
1x Bitter Ordeal
1x Demonic Tutor
1x Roar of Reclamation
1x Transmute Artifact
1x Whispering Madness
1x Windfall
Enchantment (1)
1x Artificer's Intuition
1 Sharuum the HegemonFoil
Combo (8)
1 Disciple of the VaultFoil
3 Bitter OrdealFoil
3 Sculpting SteelFoil
4 Phyrexian MetamorphFoil
2 Sword of the MeekFoil
2 Time SieveFoil
2 Thopter FoundryFoil
6 Thopter AssemblyFoil
Card Advantage/ Filter (30)
1 Brainstorm
1 Enlightened TutorFoil
1 EntombFoil
1 Gitaxian ProbeFoil
1 Mystical TutorFoil
1 PonderFoil
1 PreordainFoil
1 Sensei's Divining TopFoil
1 Vampiric Tutor
2 Artificer's IntuitionFoil
2 Dark ConfidantFoil
2 Demonic Tutor
2 ImpulseFoil
2 Lim-Dûl's Vault
2 Tainted PactFoil
2 Transmute Artifact
3 FabricateFoil
3 Frantic SearchFoil
3 Intuition
3 NecropotenceFoil
3 Phyrexian ArenaFoil
3 Thirst for KnowledgeFoil
3 Windfall
3 Yawgmoth's Will
4 Fact or FictionFoil
4 Tezzeret, Agent of BolasFoil
5 Ad NauseamFoil
5 Memory JarFoil
5 NecrologiaFoil
5 Tezzeret The SeekerFoil
0 Pact of Negation
1 Dark RitualFoil
1 Swan SongFoil
1 Swords to PlowsharesFoil
2 Mana Drain
2 Muddle the MixtureFoil
2 Snapcaster MageFoil
2 Unexpectedly Absent
3 Crucible of WorldsFoil
3 Ensnaring Bridge
3 OblationFoil
3 Toxic Deluge
5 Force of Will
Mana Rocks (14)
0 Chrome MoxFoil
0 Lotus BloomFoil
0 Mana CryptFoil
0 Mox DiamondFoil
0 Mox OpalFoil
1 Mana Vault
1 Sol RingFoil
2 Azorius SignetFoil
2 Dimir SignetFoil
2 Grim Monolith
2 Orzhov SignetFoil
2 Talisman of DominanceFoil
2 Talisman of ProgressFoil
3 Metalworker
Lands (33)
0 Ancient DenFoil
0 Ancient TombFoil
0 Arid Mesa
0 Bloodstained Mire
0 Cavern of Souls
0 Cephalid ColiseumFoil
0 City of Brass
0 Command TowerFoil
0 Flooded Strand
0 Gemstone CavernsFoil
0 GlimmervoidFoil
0 Godless Shrine
0 Hallowed Fountain
0 IslandFoil
0 Mana Confluence
0 Marsh Flats
0 Mishra's Workshop
0 Misty Rainforest
0 PlainsFoil
0 Polluted Delta
0 Scalding Tarn
0 Scrubland
0 Seat of the SynodFoil
0 Sunken Ruins
0 SwampFoil
0 Tundra
0 Underground RiverFoil
0 Underground Sea
0 Urborg, tomb of YawgmothFoil
0 Vault of WhispersFoil
0 Verdant Catacombs
0 Watery GraveFoil
0 Windswept Heath
1 Sharuum the Hegemon
Combo Pieces(10):
1 Sculpting Steel
1 Phyrexian Metamorph
1 Phantasmal Image
1 Bitter Ordeal
1 Disciple of the Vault
1 Lotus Bloom
1 Thopter Foundry
1 Sword of the Meek
1 Time Sieve
1 Thopter Assembly
Tutors/Advantage/Filtering(30):
1 Necrologia
1 Ad Nauseam
1 Brainstorm
1 Ponder
1 Preordain
1 Impulse
1 Serum Visions
1 Imperial Seal
1 Gitaxian Probe
1 Intuition
1 Muddle the Mixture
1 Sensei's Divining Top
1 Transmute Artifact
1 Demonic Tutor
1 Grim Tutor
1 Vampiric Tutor
1 Imperial Seal
1 Tezzeret the Seeker
1 Mystical Tutor
1 Tainted Pact
1 Artificer's Intuition
1 Lim-Dûl's Vault
1 Necropotence
1 Memory Jar
1 Enlightened Tutor
1 Dark Confidant
1 Fact or Fiction
1 Yawgmoth's Will
1 Snapcaster Mage
1 Frantic Search
1 Pact of Negation
1 Remand
1 Pithing Needle
1 Mana Drain
1 Force of Will
1 Swan Song
Assorted Utility(5):
1 Vindicate
1 Unexpectedly Absent
1 Toxic Deluge
1 Crucible of Worlds
1 Nihil Spellbomb
Non-Land Mana(14):
1 Dark Ritual
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 Grim Monolith
1 Sol Ring
1 Mana Crypt
Lands(33):
1 Island
1 Swamp
1 Mishra's Workshop
1 City of Traitors
1 Ancient Tomb
1 Command Tower
1 Mana Confluence
1 Glimmervoid
1 City of Brass
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Cephalid Coliseum
1 Flooded Strand
1 Scalding Tarn
1 Verdant Catacombs
1 Polluted Delta
1 Arid Mesa
1 Windswept Heath
1 Marsh Flats
1 Misty Rainforest
1 Bloodstained Mire
1 Underground Sea
1 Tundra
1 Scrubland
1 Hallowed Fountain
1 Godless Shrine
1 Watery Grave
1 Academy Ruins
1 Buried Ruin
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Cavern of Souls
TEST CARDS:
Engine:
Clock of Omens
Ugin, the Spirit Dragon
Steel Hellkite
City of Traitors
Sharuum List 1/22/2017
UW Tron ListURXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
What are the main differences between your list and bitterroot's? I've never played fast combo so I wouldn't understand.
Sharuum List 1/22/2017
UW Tron ListURXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
I've gone and retested Altar of the Brood since a lot of my playgroup pulled out their eldrazi. It was pretty much an auto-win when Artificer's Intuition resolved, but the following week there were Eldrazi everywhere. =shrug= It doesn't help that they just bottomed out in price and there is a good chance of seeing more in Battle of Zendikar. If there is only one or two opponents where they'll be a problem then Tormod's Crypt and Nihil Spellbomb are fine, even if it takes a bit more setup. AotB really wants an artifact Leyline of the Void which costs one. We all know that will never happen.
Vedalken Orrery has been fun to experiment with. It's a blast to be able to Bitter Ordeal in reaction to Tooth and Nail. Im not sure if it's a permanant fit for my deck though. while it is an enabler, it doesn't feel like a gear linking with other gears.
1x Aether Spellbomb
1x Basalt Monolith
1x Codex Shredder
1x Cranial Plating
1x Crucible of Worlds
1x Darksteel Ingot
1x Dispeller's Capsule
1x Elixir of Immortality
1x Ensnaring Bridge
1x Executioner's Capsule
1x Expedition Map
1x Gilded Lotus
1x Krark-Clan Ironworks
1x Lotus Bloom
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Memory Jar
1x Mind's Eye
1x Mox Opal
1x Nihil Spellbomb
1x Rings of Brighthearth
1x Salvaging Station
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 Tawnos's Coffin
1x Thopter Foundry
1x Time Sieve
1x Tormod's Crypt
1x Trading Post
1x Voltaic Key
1x Voyager Staff
1x Academy Ruins
1x Ancient Tomb
1x Buried Ruin
1x City of Brass
1x Command Tower
1x Darksteel Citadel
1x Drowned Catacomb
1x Flooded Strand
1x Forbidden Orchard
1x Glacial Fortress
1x Glimmervoid
1x Godless Shrine
1x Hallowed Fountain
1x Inkmoth Nexus
3x Island
1x Isolated Chapel
1x Mana Confluence
1x Marsh Flats
1x Phyrexia's Core
3x Plains
1x Polluted Delta
1x Reflecting Pool
1x Scrubland
1x Strip Mine
3x Swamp
1x Tolaria West
1x Tundra
1x Underground Sea
1x Urborg, Tomb of Yawgmoth
1x Watery Grave
Planeswalker (4)
1x Karn Liberated
1x Tezzeret, Agent of Bolas
1x Tezzeret the Seeker
1x Ugin, the Spirit Dragon
1x Blue Sun's Zenith
1x Entomb
1x Fact or Fiction
1x Frantic Search
1x Intuition
1x Thirst for Knowledge
1x Utter End
1x Vampiric Tutor
Creature (8)
1x Baleful Strix
1x Karn, Silver Golem
1x Kuldotha Forgemaster
1x Magister Sphinx
1x Myr Battlesphere
1x Phyrexian Metamorph
1x Sphinx of the Steel Wind
1x Wurmcoil Engine
Sorcery (6)
1x Bitter Ordeal
1x Demonic Tutor
1x Roar of Reclamation
1x Transmute Artifact
1x Whispering Madness
1x Windfall
Enchantment (1)
1x Artificer's Intuition
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
I just subscribed to the MTGSalvation forum but I'm not new to this thread. I read it everyday since 2013 because it made me a huge fan of Sharuum.
Nowadays, I couldn't resist anymore and I made an account to share my experience with this EDH deck.
As a "brown" artifact lover (maybe a little bit nostalgic to the old Magic template), my first EDH was a combo 3U Arcum Dagsson. I chose blue because at this time Tolarian Academy was my favorite card and wasn't yet banned.
But people were quickly angry against me and my deck (probably because of Darksteel Forge and Nevinyrral's Disk), and I had to retire it if I wanted to stop playing douchebag Archenemy everytime.
So I decided in 2013 to revamp my artifact deck and choose another Commander. I long hesitated with 3WUB Sharuum, 5 Karn , 10 Kozilek, BGG Glissa, or 1R Slobad.
Red had a lot to offer, not to mention Goblin Welder, but the competitive strategy with Slobad was too "Weapon of Mass Destruction", something my group disliked (and Daretti didn't exist at this time).
Glissa is also an excellent artifact-based general but I wished to keep my blue for Academy and the Tinker cousin.
Nevertheless, Karn (mainly this list) was very attractive, because real artifacts lover plays Karn. I ended not to choose him because I had problems to find all the colorless lands at that time.
So my choice focused on Sharuum and, among all the threads on the web, I found the 5th page of this pseudo-primer: the "Engine" list of Jostin123. I am so grateful to this guy.
Sharuum was also a feared commander in my playgroup. So I wished to play it differently and not to follow the "Combo way". I was so happy to find another approach with the list of Jostin. I had all the cheap cards and I decided to give it a try. I first built an "unpow" list also without any "Extra turn" disliked-card (Time Sieve and Mindslaver), still doubtful to not putting any counterspell inside, because Aura Shards, Vandalblast and Austere Command are very common in my meta.
When I brought my new artifact EDH for the first time, my group went Archenemy against me without even bothering what was inside (the shadow of Arcum was still laying over me). Oooh man! I was upset, but also very impressed. They destroyed my board three times if I remember well but I still managed to come back from nowhere to threaten their position. I didn't win this match, lacking of experience with Sharuum, but I enjoyed this game sooo much. It was a real pleasure.
Now, two years later, Sharuum has become my favorite EDH, almost entirely pimped. With her, I found my playstyle in Magic. Although, lots of my other EDH involve artifacts.
My group also enjoy it because I can win without wiping their board all the time.
With all the messages I read here, I was convinced by Jostin to invest in a Timetwister and a Mishra's Workshop. I bought them in 2013 and -Oh God- it was very painful for my wallet. But now when I look at their current (twice) price, I'm glad I did it.
Today my list is almost the same as Jostin's one, with some little exception due to personal flavor. For example, I play Wurmcoil Engine and Clock of Omens instead of the Signets.
Well... all those words to say in fact that someone should really create a good Sharuum Primer that resume this thread and its 42 pages of quality replies. Because Sharuum deserves more devotees to her cause.
Also your Zedruu list.. because.. I love her T_T
GBRJundGBR
URWJeskai NahiriURW
My Legacy Deck:
URBGrixis DelverURB
My EDH Decks:
GJarad, Golgari Lich LordB
GRhys, The RedeemedW
RWArchangel AvacynRW
UWDragonlord OjutaiUW
For the Zedruu list, I apologize it is not available. I built a list with a lot of craps and bombs to donate, then I recently changed for a full control list with the Sunforger package. Today I'm not yet convinced and I'll revamp the deck again.
Here is my Sharuum list :
6 Sharuum the Hegemon
LANDS (36)
1 Flooded Strand
1 Polluted Delta
1 Marsh Flats
1 Tundra
1 Hallowed Fountain
1 Watery Grave
1 Scrubland
1 Godless Shrine
1 Island
1 Urborg, Tomb of Yawgmoth
1 Mystic Gate
1 Sunken Ruins
1 Fetid Heath
1 City of Brass
1 Mana Confluence
1 Command Tower
1 Glimmervoid
1 Reflecting Pool
1 Tarnished Citadel
1 Darksteel Citadel
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Ancient Tomb
1 Crystal Vein
1 Gemstone Caverns (Another Mox if lucky)
1 Mishra's Workshop
1 Academy Ruins
1 Bazaar of Baghdad
1 Buried Ruin
1 Cavern of Souls
1 Cephalid Coliseum
1 Petrified Field
1 Phyrexia's Core
1 Strip Mine
1 Tectonic Edge
4 Phyrexian Metamorph (Toolbox)
5 Kuldotha Forgemaster (Tutor)
5 Karn, Silver Golem (Toolbox)
6 Duplicant
6 Wurmcoil Engine
7 Magister Sphinx
7 Myr Battlesphere
8 Sphinx of the Steel Wind
Mana Rocks (13) +1
0 Mox Diamond
0 Mox Opal
0 Mana Crypt
0 Lotus Petal
0 Lotus Bloom
0 Lion's Eye Diamond
1 Sol Ring
1 Mana Vault
2 Grim Monolith
3 Darksteel Ingot
3 Chromatic Lantern
4 Thran Dynamo
5 Gilded Lotus
Draw Spells (6) +3
3 Thirst for Knowledge
3 Windfall
3 Timetwister (Grave protection also)
4 Fact or Fiction
5 Memory Jar
5 Mind's Eye
Tutors (7) +2
1 Entomb
1 Expedition Map
1 Vampiric Tutor
2 Artificer's Intuition
2 Demonic Tutor
2 Transmute Artifact
3 Intuition
4 Tezzeret, Agent of Bolas (Draw also)
5 Tezzeret the Seeker (Tutor also)
5 Venser, the Sojourner (Blinker & Untaper)
7 Karn Liberated
Utility Artifacts (20) +2
1 Nihil Spellbomb
1 Æther Spellbomb
1 Dispeller's Capsule
1 Executioner's Capsule
1 Elixir of Immortality (Grave protection)
1 Voyager Staff (Blinker)
1 Voltaic Key (Untaper)
1 Sensei's Divining Top (Draw also)
2 Sword of The Meek
2 Thopter Foundry
2 Time Sieve
3 Crucible of Worlds
3 Ensnaring Bridge
3 Rings of Brighthearth
3 Sculpting Steel
4 Clock of Omens (Untaper)
4 Tawnos's Coffin (Blinker)
4 Trading Post (Draw also)
6 Mindslaver
6 Salvaging Station
Other Sorceries (5)
3 Bitter Ordeal
5 Unburial Rites
6 Open the Vaults
7 All is Dust
7 Roar of Reclamation
- Steel Hellkite: Test slot. I might replace it for another Wrath like Toxic Deluge.
- Wurmcoil Engine: It does the same job as SoSW, but more wrath-proof. I added it because I am also a Wurm fan and I needed a second SoSW. It is nice with sacrifice outlets.
- Clock of Omens: An hidden gem, this card is insane and active as you play it. Easily untaps your monoliths. Add Tawnos Coffin and the unused cogs or the Thopters from the foundry. It's like Christmass.
- City of Traitors: Test slot. It is a nice accelerator, but with a cost. The deck is already tight in lands.
- Island: Because of Path to Exile in my meta, and in replacement for the missing Underground Sea.
- Where are Underground Sea, Urborg and Inkmoth Nexus ? Well, Underground Sea is fighting in my Legacy deck. Urborg will be mine soon. Inkmoth Nexus I'm not convinced and unfortunately foil prices have doubled recently.
- Where is Ugin ? He is the next card I'll test.
- About Bazaar of Baghdad: Jostin plays it and I acquired it quite recently. It is powerful, no doubt, but not as important in the deck as Shop is. I might remove it for another utility land because my Balthor Reanimator EDH wants that Bazaar.
Sorry I've been away from the boards. I've been working double shifts to get ahead on seasonal work so I could have shoulder surgery. I went under the knife 2 weeks ago today, but it's been difficult to type in a sling. I've had to really take my time with responses, and so I try to keep them at a minimum. I have however been reading this thread daily, along with other things magical, to maintain my sanity.
I'm on the fence with Ugin as a slot. He currently replaces crypt in my deck. He's great as a removal spell, but really sucks with rings, unlike Karn. Using him is defiantly a metagaming call, as he shines against agressive decks and graveyard strategies, where you can randomly exile random pieces of engines and synergies in one fell swoop, but he really sucks against control. That one extra mana is huge, and I'm not sure if I've been pimping him in games due to how well I pilot the other 98. I've only drawn him a handful of times, and the 3 damage isn't all that intimidating. I don't forsee ever ultimating him. Unlike the other planes walkers in my list where all the abilities are good, you only really want the -X on Ugin 99% of the time you play him. I'm swaying towards putting crypt back in, and staying with Karn and All is dust as removal until a better removal spell comes. In my groups, Tormod's crypt's affect is just as good at containing graveyard strategies, while having additional utility over Ugin as part of the salvaging station engine. It made combating aggro easier, but it wasn't so big a problem before that I needed a second all is dust.
I tbink I also no longer use Steel Hellkite, but I forgot what I cut for it. I'll check.
Lastly, even though tuck is gone, I still use unbridled rites, as it help cheat the air force game plan onto the table and makes it that much more efficient. The deck can get to 7 mana easy, but having an additional way to avoid color screw variance issues and it's facilitating turn 3 Steel Wind Sphinx vs aggro without exposing sharuum on the stack to the rest of the table made this slot a keeper for now.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
Welcome, Stefouch! Your lack of signets for utility artifacts is pretty unique. Do you get your colors as often as you want?
Sharuum List 1/22/2017
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The list of Jostin is very well built. When you play with it, you have the feeling of having in your hands a well-oiled clock whose components perfectly overlap with each other. He's an artist!
About the Signets: I never tested them. In fact, I never thought I needed more color fixing. Color-death is a rare problem which is solved by the fetch engine, the moxes, the lotuses, the Chromatic Lantern, the filterlands and the rainbow lands.
BUT, I often feel I need more manarocks. Because I love manarocks. I would like to include Worn Powerstone & Thran Dynamo but they seem slow. Does someone play them? How are they working for you? How many manarocks do you play ?
And Yes, in the early stage of the game, it could happen that I want to cast two colored spells, but I can't because I'm lacking some colors. Fortunately not a big deal in the first turns, and it's a pretty rare situation.
I've tried the Dynamo, and in retrospect I might prefer it to Gilded Lotus. Without Shop or Crypt 4 is a lot easier to get turn 2 than 5, and the ramp is significant for the rest of the game. The deck rarely tries to rush out the Bitter Ordeal, so using Gilded as a loop-ending Bloom replacement has just never been relevant. (My deck also runs more colored lands, I believe, so there is that.)
Powerstone seems underwhelming a priori. If you don't already have a rock it feels like it wastes your t3, and if you do have a rock you may as well clone it for 3 mana. Maybe it's good, but I'd try the Dynamo first.
Serrasin: I noticed you cut down on removal, with Utter End as your only non-permanent removal. Is it enough? Do you manage by tutoring for Ugin/Karn?
Also, how is Codex Shredder? Is it safe to haphazardly mill your library? I really like its Scroll Rack / Top interaction, but I'm considering replacing the Rack with it. How do you use it, and what interactions make it worthwhile?
Sharuum List 1/22/2017
UW Tron ListAs for the earlier comments on Bazaar: it's a card that really turns the deck on it's head and gives you a completely different way to play the deck (mechanically speaking). Bazaar is a card that let's you trade card advantage for card quality, and when you have a synergistic general that turns that card disadvantage into card advantage, it's difficult to lose when abused properly. In my experience (and I've been playing Vintage since 2003), Bazaar is the single most difficult card to use fairly in the game. Period. But when you pair Bazaar with Sharuum engines, or even a Crucible, you are often so ahead running out the gates, it justifies the early Bitter Ordeal combo kill on the table, just to play the next game. And the RoRs and Open the Vaults with Bazaar are among the most busted.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
Sharuum List 1/22/2017
UW Tron ListThe deck can survive Austere commands, vandal blasts, Bane of Progress, and such. That's why I like neutering graveyards: to make sure these cards only hit me once. Most removal is reactive, and I never want to be sitting back answering threats, but forcing people to have answers. That way, I'm taking advantage of the tempo the deck is capable of giving me. I know in the typical game the deck can survive almost all 1 for 1'some and about 3-6 sweepers, depending on my specific hand. If your board pressure forces them to pull the trigger before they'reach set up, then all the sweeper did was buy the table time to rearm themselves. All it takes is A Sharuum tucked under a Tawnos's coffin and mana to rebuild after a sweeper, and I'd you sandbagged a voltaic key, that sweeper oftentimes put the rest of the table too far back to race. It's when opponeents play sweepers while applying lots of preassure.that gives you the most issues. Bane of aprogress is annoying in that sense, but would be a lot more dangerous if it created an army like avenger of Zendikar.
It'seems sort of like the Shops match-up in Vintage. Hurkyll's recall is awesome against the deck. If your spheres force the opponent to play it on your main phase before they get locked out of the game, then you're going to win, as you can replay them on the rest of your turn denying them an unmolested turn of tempo. If they can cast it on your end-step, and force you to discard on the end step, it's usually pretty bad for the shop player.
It's not a matter of removing all threats as it is an issue of removing the right ones. There'should still politics to take into account, and if another player has no board and can get attacked for the kill, someone will do it, and it doesn't have to be me.
The motto at our games is "when in doubt, bang on Sharuum"
My build is really good at navigating through complicated board states.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009