Once you bin everything, you only need the 6 for our lady. Cast her, get gearhulk, hulk casts flicker targeting our lady and the hulk, our lady grabs altar, and hulk casts cloudshift targeting our lady, who grabs metamorph.
Yes, getting the pieces into play can seem like a pain, but the pieces have utility in themselves. Monolith is an okay rock, orb helps us get targets in the yard, but the flicker effects are marginal I'll admit.
My only other thought on this is that you might be able to justify cutting Ad Nauseam.
If you're cutting the best card in the format to play a 7-mana conditional sorcery speed board wipe, you're making a massive concession to bad deckbuilding.
I disagree. It is not bad deckbuilding to play All Is Dust. This is a very powerful boardwipe almost one-sided. The card has its place in Tier 2 decks.
I agree with the fact that if you want to play Tier 1 competitive EDH, you need Ad Nauseam, and thus All Is Dust seems dangerous to play into your deck. But not everybody want to play fast-combos that kill in 1 or 3 turns. Myself I like longer games, thus I still play the Engine Sharuum. And All Is Dust is an All-star here.
That's fine, but my meta is too fast for Engine Sharuum to thrive. In a competitive environment, All Is Dust isn't worth playing when you need to be prepared to win or lose in the first 3-4 turns.
Yeah, I tried switching to engine and the more pieces I added the more I lost. It's the coolest build but at the serious tables you need AN and the counters and Silence and what not. It's the fine line of local competitive meta and what you'd need to be prepared for for side events.
When I first read the post, I'll admit I was a bit confused. It's a lot of extra pieces, some of which don't seem to do much on their own.
However, while talking to myself last night I realised what I was missing - it bins all the pieces at once. So as long as you have the mana, you're guaranteed to be able to go off that turn (assuming your opponents don't interfere also).
Of course, you're assuming then that you can get Mesmeric Orb and Basalt Monolith into play, and if you've managed that.. Well, why couldn't you have put Blasting Station in play and Sculpting Steel in the bin? We don't have a T&N for two artifacts so we've had to cast two tutors in either case.
And between those two scenarios, the Mesmeric Orb option will then cost you a further 6 for Sharuum, 3 for Ghostly Flicker, 1 for Cloudshift. Whereas the traditional route will cost 6 for Sharuum. Granted, you're guaranteed 3 mana from Basalt so perhaps we can say you need to have found 7 vs 6 mana by the time you combo.
Cards like Ghostly Flicker are ok without the combo, but don't work from the yard without Torrential Gearhulk, which is why we ran Unburial Rites. Monolith is very meh, except with Voltaic Key, Clock of Omens or maybe Power Artifact/Rings. Mesmeric Orb could do well just as disruption (t1 Altar of the Brood tends to need playing around and so would Orb).
My only other thought on this is that you might be able to justify cutting Ad Nauseam.. I know, it costs less, it's one card, it's instant speed, yadda yadda yadda.. But I miss running the curve-toppers. The All is Dust, the Ugin/Karn. They hurt with AN, but Mesmeric Orb doesn't care. Heck, little things hurt with AN. Time Spiral, Memory Jar, Karn Silver-Golem, if anyone still runs him.. Gilded Lotus, Thran Dynamo even. And honestly, I've felt like I've been missing mana rocks since I swapped to the eggs list - or at least, mana rocks that stick around. The whole ramp element is gone, I don't become a big scary deck late-game, so if the combo gets denied I'm pretty screwed because BUG has just been spewing lands everywhere.
Intuition piles involving Panharmonicon are still something I need to play to get a feel for whether that card is good enough before really looking at this seriously, but I think it merits a closer look. I've racked my brains trying to think if we can replace the flickers with artifact-based flicker, but you need two, and can't get two without Torrential into Ghostly, from what I see..
This combo is significantly cheaper and is not meant to replace the Sharuum combo but to work as an alternate to the Sharuum combo that costs less and wins the game on the spot. The deck works like the more common eggs list that generates 15-30+ mana while drawing 20+ card chunks of the deck in the same turn. You can just as easily play the main Sharuum combo here if you draw into it, or go full Four Horsemen. It doesn't matter. The idea is to win fast but more flexibly than the current Sharuum fast-combo lists, and with added marginal control elements.
Let me explain my thought process : Sharuum has always been an optimization puzzle. We will use Altar in this example because it is the cheapest and best wincon, and we will make some assumptions.
Clone in hand + Altar in hand = 3WUB + 3 + 1 = 10
Clone in hand + Altar in graveyard = 3WUB + 3 = 9
Clone in graveyard + Altar in hand = 3WUB + 1 = 7
Compare that to these scenarios (assuming Monolith is untapped):
Basalt Monolith in hand + Mesmeric Orb in Hand = 3WUB + 2 = 8
Basalt Monolith in hand + Mesmeric Orb on field = 3WUB = 6
Basalt Monolith on field + Mesmeric Orb in Hand = 2WUB = 5
Basalt Monolith on field + Mesmeric Orb on field = WUB = 3
That isn't accounting for several other scenarios where we use Basalt Monolith to pay for Orb, or we have cost reducers, or we have other cards in play that may reset or untap Monolith (Voltaic Key, Dramatic Reversal, Ghostly Flicker, Hurkyl's Recall working in tandem with other effects, etc.) The normal scenarios all result in a lower converted manacost to combo-kill.
A side note: Labman version with Orb combo takes at minimum 4 mana to win with 3W for Unburial Rites but could take more depending on the draw spell cast..
Like you mentioned, Orb eats topdeck tutors and we can play around it. This severely hurts several other 'competitive' lists. Binning our own cards is irrelevant here. We have ways to recur, flicker, and sacrifice Sharuum to get whatever we want back. It is a very usable piece of disruption and has proven its worth so far for me. Ghostly Flicker is a minor utility piece on its own and has been useful in hand when resetting any rocks that generate >3 mana. I had one corner case where I used it on a rock and Sharuum, grabbed the loop, and dropped a Bitter Ordeal from hand.
I admit Cloudshift is pretty bad except when dropped on cards like Sharuum, Gearhulk, an opposing Zur that couldn't find Doomsday (at beginning of combat, of course), or any Voltroning list. These cases should rarely ever happen, but do keep in mind several other of the 'top' combo decks run 1-2 cards that are useless outside the turn they win the game. The list also isn't finished, so I'm hoping to improve this aspect -- there aren't many better options for this particular combo. There is a bad flashback-capable flicker effect, but at that point just run Labman combo. If only Gearhulk could hit Yawgwin...
In no circumstances would I ever cut Ad Nauseam for curve toppers or (relatively) bad rocks like Gilded Lotus. There's a reason our average CMC is hovering around 2.00. I wouldn't run Blasting Station anymore either, but it is an option if you are playing against the very few 'competitive' lists that still run Eldrazi.
I think my issue with this is Animar is one of my main threats so the Altar of the Brood combo isn't so reliable, it actually never has been for me. I suppose I'll need to go to an LGS to really try it out. I support the combo without Cloudshift, sounds like it works to me and that was probably the only card I didn't want to really run.
Thanks for taking the time to write out your thoughts, it's much more useful than "Ad Nauseam is gud, u r bad" a few posts up. This is a really cool idea and so far goldfishing your list it seems like an excellent addition to Sharuum. It gets a little slower when I drop Workshop/Twister/Seal (which I cannot afford and am loathe to proxy) but it still ups the consistency and gives us more lines of play.
I'm in absolute agreement about Mesmeric Orb functioning as disruption for opponents and pseudo-card-draw for us since we want a lot of cards in the bin and can get ones we need back. I often found myself wishing Altar of the Brood hit us as well when I played it. Ghostly Flicker is useful enough outside of the combo, as you say, so no real complaints there, and you're right about other competitive lists running dead cards. The original Sharuum combo with Disciple of the Vault or Extractor Demon had the same problem with the two kill conditions, in my opinion.
My issues with Ad Nauseam are quite possibly meta specific. While I'd love to see how AJacobik is lining up to win with Sharuum t3-4 every game, I tend to find myself only getting there t5-6 (with the eggs list minus 3 or 4 of the money-cards), and a stifle or counter on Sharuum, an exiled graveyard, or Krosan Grip on my Blasting Station (2/3 opponents are usually packing an Eldrazi Titan so Altar of the Brood is dead) can put me out of the game since I may not have a way to refill my hand and/or restart the combo before they can use their turn to further set me back.
....
I agree with your points, and I can definitely agree on Altar of the Brood. I had wished that was a reciprocal effect since it was printed.
A lot of your issues though seem very meta-specific. I try to be meta agnostic, since I've had to play in several parts of the country in the last year. I have a 'home' meta which depending on the decks can be light or heavy on interaction, and the heavy ones tend to be slow enough that I can re-assemble my often disrupted win.
Cloudshift can't be used to disrupt an opponent, it can only target our creatures. It can help Sharuum dodge removal, but Sharuum usually isn't hitting the field until we combo, so..
We can use Second Sunrise or Faith's Reward in the combo instead of Cloudshift! Here's how:
Target Torrential Gearhulk with Sharuum ETB
Target Ghostly Flicker with Torrential Gearhulk ETB
Target Sharuum and Torrential Gearhulk with Ghostly Flicker
Target Second Sunrise or Faith's Reward with Torrential Gearhulk ETB; Target Sculpting Steel or Phyrexian Metamorph with Sharuum ETB
Resolve Sharuum ETB
Copy Sharuum with Sculpting Steel/Metamorph
Sacrifice the Fake-Sharuum as SBA
Target Altar of the Brood or Blasting Station with the Fake-Sharuum ETB
Cast the Second Sunrise/Faith's Reward - Sculpting Steel/Phyrexian Metamorph returns to play
Execute the Sharuum loop and win the game
I love this. Thank you for posting it -- for some reason I hadn't even thought about using those. I will edit my list.
I too did not like the dead card in Cloudshift. It is clunky and useless every time I draw it, and the art is bad (then again we run Dramatic Reversal). I've been away from the deck and Magic for awhile, so I must've gotten it confused with another flicker effect I had opted to cut.
Something else to consider about using Second Sunrise in this loop is that if we run Panharmonicon, we can bring that back before we cast sunrise, and get two Sharuum triggers from the clone. So then we can bring back every artifact card from our graveyard. The possibilities after that are limited only by what artifacts you run.
I quite like the idea of Panharmonicon as a 'better' mass reanimator than cards like Open the Vault/Roar of Reclamation, and if you get anywhere with it let me know, but I haven't found a good way to use it and still retain my speed. I really haven't tried too many options with it though and I'm sure there's some viable list out there. It slots nicely into the old Engine list with the focus on ETB effects as well.
This line of play is becoming more and more appealing. I need to figure it out on paper now, but I know theres some loops we cn jump through to throw Pull from Eternity in the combo if needed. I think it involved Second Sunrise and KCI, but the fact that option is there is amazing and the unique resillience I was looking for. The fast list I had could def push through hate and control, but the one thing that always slowed me down too much was needing to tutor for pull and casting it. 3 mana, 2 of which was colored was bothersome. I'd also like to keep the high-tide package in and see if it can flow with it.
I think if you throw KCI in there to sac off some of the artifacts in response to Sunrise it works. I'm pretty sure it was in there, it wasn't meant to be a part of the main combo, just that it can get back a piece removed, which is usually all I need for Bitter Ordeal. I'm also super curious what'll happen once the gear hulk combo happens a lot, I bet those pieces get ordealed than I just play it liked I used to :]
As for High Tide, it just worked out really well once I tested it. I didn't realize how low impact my land mana was. I think it was just knowing Necro was in deck and the fact I was cutting white sources, but with the mana rocks and usually one proper fetch I'm good. It's really worth trying to figure out a way to get it to stay. I'm very interested in your list Tetra, I think with that bit of community sculpting it's the way to go.
I think I'm going to give the Orzhov Charm/Disciple of the Vault route a shot. I don't see myself more likely not facing Eldrazi than not, so this could be the safer bet here. The other options have some fringe value, I'm a big fan of killing t1 dorks and The bounce isnt awful...I think
I think I'm going to give the Orzhov Charm/Disciple of the Vault route a shot. I don't see myself more likely not facing Eldrazi than not, so this could be the safer bet here. The other options have some fringe value, I'm a big fan of killing t1 dorks and The bounce isnt awful...I think
For my list now, I'm keeping Bob and Baby Jace. They're becoming more useful outside of dropping them early for games where everyone drew counters and no ones really resolving anything too important. I got the crazy special edition baby jace and I'd honestly love to cut it to play him as a commander.
Edit: So am I mistaken, or couldn't we sac Sharuum after the first Panharomicon Trigger goes off or in response to the original and just Pull all our artifacts back? Not saying I want to run it at all, but for curiosity's sake.
Edit: So am I mistaken, or couldn't we sac Sharuum after the first Panharomicon Trigger goes off or in response to the original and just Pull all our artifacts back? Not saying I want to run it at all, but for curiosity's sake.
I don't think you can, both triggers would have to go on the stack, and they target. It's different with Sculpting Steel because you are forced to sacrifice them as a State-Based-Action, which doesn't use the stack (at least, that's what I think).
Kaolbrec is right. You can't. Panharmonicon is a replacement effect, so both triggers are put onto the stack at the same time.
And when you put something onto the stack, you must choose a target for every word "target" in that spell or ability before you get back priority.
The difference with Sculpting Steel copying Sharuum, is that the legend rule applies. That rule is a state-based action and is checked every time a player would receive priority. That means it is checked before the trigger of Sharuum-copy is put onto the stack, and thus before you choose a target to reanimate. When you will choose your target, Sculpting Steel is already in the graveyard.
704.3. Whenever a player would get priority (see rule 116, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends. #
Considering this, if you have both Panharmonicon AND Sculpting Steel with your Sharuum, you may reanimate all your artifacts
If the Mesmeric Orb combo becomes our go - to combo, I'm interested in the possibility of adding red and just have Sharuum in the 99, jump starting the loop with Unburial Rites or some other reanimation spell. What does red offer us? Sa heeling, both Daretti, scrap Mastery, more wheel effects,Goblin welder...
I disagree. I think she is different from Sharuum, and potentially better. Having access to red lets us also get more card filtering. I've already thrown together a list, and she seems promising, but only time will tell.
She'll very much be a different deck. For me, Engine Sharuum is what I've enjoyed, but I've always wanted to add red to it. I think I might transition from a purely competitive Sharuum deck to a more casual, but still combo-tastic Breya build, pulling some combos and synergies from Sharuum.
She'll very much be a different deck. For me, Engine Sharuum is what I've enjoyed, but I've always wanted to add red to it. I think I might transition from a purely competitive Sharuum deck to a more casual, but still combo-tastic Breya build, pulling some combos and synergies from Sharuum.
Not to mention she also has an active removal option against other competitive generals like Zur, Brago, Yisan, Leovold, etc..
Her thopters may also be used as chumpblockers or food for our planeswalkers (Daretti?).
But the mana-base for such 4-colors deck will be difficult to built. Space for utility lands will be scarce.
Another combo that works very well with Breya is Auriok Salvagers + LED: Infinite colored mana (white, then what you want), thus infinite Breya casting, and infinite sacrifice herself and a token for damage.
I know I'm always the one talking a lot about cards that end up being awful, but Whir of Invention is arguably better than TRANSMUTE ARTIFACT.
The triple blue is a little rough with the current manabase, so I'll see what Sharuum can do with a much heavier color focus and some classic colored toys like Force of Will and Ad Nauseam.
Upside to Transmute over that for Sharuum specifically is it can bin the new artifact. If you're adding AN odds are you going combo heavy and if youre tutoring an artifact it's always to combo and tutoring a clone will cost you at least six, and can only loop if Sharuum is already out, meaning you already crept up to six. I can see it in an engine build, but I don't see it making the cut for combo. Or at least, I'm not intrigued as slots are already fought over. Instant speed is great and maybe better for the Future Sight route I guess, but then that goes everywhere.
For combo based builds, Transmute is better, not just because it can act as a pseudo entomb, but because Sharuum combo builds generally use their artifacts for either the combo itself or for ramp, making the "artifact convoke" ability worse than better, since almost all the artifacts in that build would tap for one mana, and usually more.
Whir of Invention is better in engine builds, which sacrifice the marginal ramp pieces for utility artifacts, getting you more value from the "artifact convoke" than a typical mana rock. Engine builds take the time to scuplt your boardstate, allowing you the time to build your mana and able to tutor for something large when you need to. The triple blue is rough, but being able to use something like a salvaing station to pay the tap cost to ramp it is sweet, especially if it's going to tinker something onto the table to make it untap again (something like Noxious Gearhulk) so you can still gain value from the station.
I was disappointed with the first half of the block, but Whir of Invention gives me hope something will come to revitalize this archetype. Inventor's Fair was a step in the right direction, but printings have come too late for too long to Keep up with the EDH arms race.
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Personally, I believe that Whir of Inventions is better suited to a Memnarch deck than a Sharuum deck.
I plan on using it in Teferi stax, its instant so it can tap down Winter Orb right before your turn. Sharuum's current problem is the lack of speed against other faster combo decks in the format, unfortunately a UUU spell is not going to help us go faster.
I've been really tempted to build a Sharuum deck and was wondering if this is a good base to base my deck of off even though it is an old post?
I dunno, it has really fallen behind many other decks, Sharuum is slow, and as Ajacobik said if you are not in a totally cutthroat meta it might be good, but I think if you don't have the cards already to build it, you will end up spending a lot of money for a Tier 2 deck where as you could have invested in something more powerful. Even budget versions of Zur, Jenera, Tasigur, Teferi PW, Yisan, Prossh, or Animar just leave Sharuum in the dust. If you are only going for fun factor, I still think Sharuum is very fun with all the interaction choices, but if I want to wreck face, I go with one of the previously mentioned.
Yes, getting the pieces into play can seem like a pain, but the pieces have utility in themselves. Monolith is an okay rock, orb helps us get targets in the yard, but the flicker effects are marginal I'll admit.
I disagree. It is not bad deckbuilding to play All Is Dust. This is a very powerful boardwipe almost one-sided. The card has its place in Tier 2 decks.
I agree with the fact that if you want to play Tier 1 competitive EDH, you need Ad Nauseam, and thus All Is Dust seems dangerous to play into your deck. But not everybody want to play fast-combos that kill in 1 or 3 turns. Myself I like longer games, thus I still play the Engine Sharuum. And All Is Dust is an All-star here.
Yeah, I tried switching to engine and the more pieces I added the more I lost. It's the coolest build but at the serious tables you need AN and the counters and Silence and what not. It's the fine line of local competitive meta and what you'd need to be prepared for for side events.
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This combo is significantly cheaper and is not meant to replace the Sharuum combo but to work as an alternate to the Sharuum combo that costs less and wins the game on the spot. The deck works like the more common eggs list that generates 15-30+ mana while drawing 20+ card chunks of the deck in the same turn. You can just as easily play the main Sharuum combo here if you draw into it, or go full Four Horsemen. It doesn't matter. The idea is to win fast but more flexibly than the current Sharuum fast-combo lists, and with added marginal control elements.
Let me explain my thought process : Sharuum has always been an optimization puzzle. We will use Altar in this example because it is the cheapest and best wincon, and we will make some assumptions.
Compare that to these scenarios (assuming Monolith is untapped):
That isn't accounting for several other scenarios where we use Basalt Monolith to pay for Orb, or we have cost reducers, or we have other cards in play that may reset or untap Monolith (Voltaic Key, Dramatic Reversal, Ghostly Flicker, Hurkyl's Recall working in tandem with other effects, etc.) The normal scenarios all result in a lower converted manacost to combo-kill.
A side note: Labman version with Orb combo takes at minimum 4 mana to win with 3W for Unburial Rites but could take more depending on the draw spell cast..
Like you mentioned, Orb eats topdeck tutors and we can play around it. This severely hurts several other 'competitive' lists. Binning our own cards is irrelevant here. We have ways to recur, flicker, and sacrifice Sharuum to get whatever we want back. It is a very usable piece of disruption and has proven its worth so far for me. Ghostly Flicker is a minor utility piece on its own and has been useful in hand when resetting any rocks that generate >3 mana. I had one corner case where I used it on a rock and Sharuum, grabbed the loop, and dropped a Bitter Ordeal from hand.
I admit Cloudshift is pretty bad except when dropped on cards like Sharuum, Gearhulk, an opposing Zur that couldn't find Doomsday (at beginning of combat, of course), or any Voltroning list. These cases should rarely ever happen, but do keep in mind several other of the 'top' combo decks run 1-2 cards that are useless outside the turn they win the game. The list also isn't finished, so I'm hoping to improve this aspect -- there aren't many better options for this particular combo. There is a bad flashback-capable flicker effect, but at that point just run Labman combo. If only Gearhulk could hit Yawgwin...
In no circumstances would I ever cut Ad Nauseam for curve toppers or (relatively) bad rocks like Gilded Lotus. There's a reason our average CMC is hovering around 2.00. I wouldn't run Blasting Station anymore either, but it is an option if you are playing against the very few 'competitive' lists that still run Eldrazi.
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I agree with your points, and I can definitely agree on Altar of the Brood. I had wished that was a reciprocal effect since it was printed.
A lot of your issues though seem very meta-specific. I try to be meta agnostic, since I've had to play in several parts of the country in the last year. I have a 'home' meta which depending on the decks can be light or heavy on interaction, and the heavy ones tend to be slow enough that I can re-assemble my often disrupted win.
I love this. Thank you for posting it -- for some reason I hadn't even thought about using those. I will edit my list.
I too did not like the dead card in Cloudshift. It is clunky and useless every time I draw it, and the art is bad (then again we run Dramatic Reversal). I've been away from the deck and Magic for awhile, so I must've gotten it confused with another flicker effect I had opted to cut.
I quite like the idea of Panharmonicon as a 'better' mass reanimator than cards like Open the Vault/Roar of Reclamation, and if you get anywhere with it let me know, but I haven't found a good way to use it and still retain my speed. I really haven't tried too many options with it though and I'm sure there's some viable list out there. It slots nicely into the old Engine list with the focus on ETB effects as well.
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As for High Tide, it just worked out really well once I tested it. I didn't realize how low impact my land mana was. I think it was just knowing Necro was in deck and the fact I was cutting white sources, but with the mana rocks and usually one proper fetch I'm good. It's really worth trying to figure out a way to get it to stay. I'm very interested in your list Tetra, I think with that bit of community sculpting it's the way to go.
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Ow! Nice catch with Orzhov Charm and Torrential Gearhulk
Could Makeshift Mannequin make it with Marionette Master ?
Edit: So am I mistaken, or couldn't we sac Sharuum after the first Panharomicon Trigger goes off or in response to the original and just Pull all our artifacts back? Not saying I want to run it at all, but for curiosity's sake.
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Kaolbrec is right. You can't.
Panharmonicon is a replacement effect, so both triggers are put onto the stack at the same time.
And when you put something onto the stack, you must choose a target for every word "target" in that spell or ability before you get back priority.
The difference with Sculpting Steel copying Sharuum, is that the legend rule applies. That rule is a state-based action and is checked every time a player would receive priority. That means it is checked before the trigger of Sharuum-copy is put onto the stack, and thus before you choose a target to reanimate. When you will choose your target, Sculpting Steel is already in the graveyard.
Thoughts?
Xira Arien Lands EDH List
Marchesa Recursion EDH List
Oloro Reanimator EDH List
Xira Arien Lands EDH List
Marchesa Recursion EDH List
Oloro Reanimator EDH List
Me too, and Breya, Etherium Shaper loves Salvaging Station.
And she comboes at infinite rank with Eldrazi Displacer/Nim Deathmantle + Ashnod's Altar/KCI. (Infinite mana, life, -4/-4 and damage.)
A cheaper and more reliable combo than our classic Sculpting Steel + Altar of the Brood
Not to mention she also has an active removal option against other competitive generals like Zur, Brago, Yisan, Leovold, etc..
Her thopters may also be used as chumpblockers or food for our planeswalkers (Daretti?).
But the mana-base for such 4-colors deck will be difficult to built. Space for utility lands will be scarce.
Hey, for Mesmerum lists (Mesmeric Orb + Basalt Monolith): What about slotting Past in Flames / Recoup / Scrap Mastery ?
Same with Worldgorger Dragon + Animate Dead: Infinite mana --> infinite Breya
The triple blue is a little rough with the current manabase, so I'll see what Sharuum can do with a much heavier color focus and some classic colored toys like Force of Will and Ad Nauseam.
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Whir of Invention is better in engine builds, which sacrifice the marginal ramp pieces for utility artifacts, getting you more value from the "artifact convoke" than a typical mana rock. Engine builds take the time to scuplt your boardstate, allowing you the time to build your mana and able to tutor for something large when you need to. The triple blue is rough, but being able to use something like a salvaing station to pay the tap cost to ramp it is sweet, especially if it's going to tinker something onto the table to make it untap again (something like Noxious Gearhulk) so you can still gain value from the station.
I was disappointed with the first half of the block, but Whir of Invention gives me hope something will come to revitalize this archetype. Inventor's Fair was a step in the right direction, but printings have come too late for too long to Keep up with the EDH arms race.
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I plan on using it in Teferi stax, its instant so it can tap down Winter Orb right before your turn. Sharuum's current problem is the lack of speed against other faster combo decks in the format, unfortunately a UUU spell is not going to help us go faster.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
I dunno, it has really fallen behind many other decks, Sharuum is slow, and as Ajacobik said if you are not in a totally cutthroat meta it might be good, but I think if you don't have the cards already to build it, you will end up spending a lot of money for a Tier 2 deck where as you could have invested in something more powerful. Even budget versions of Zur, Jenera, Tasigur, Teferi PW, Yisan, Prossh, or Animar just leave Sharuum in the dust. If you are only going for fun factor, I still think Sharuum is very fun with all the interaction choices, but if I want to wreck face, I go with one of the previously mentioned.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort