I've always struggled with white decks, and I've never had a monowhite deck for any length of time that I can remember in EDH. It's a color that I struggled to see how it could be fun. Well, with this new standard set, we got a monowhite commander which allows me to play 90% of my deck as non-white cards, have a monowhite deck, and have a blast playing it! The lines of play can get surprisingly complicated, but overall, it's tons of fun and your opponents will either love it with you, or get bored during your 5 minute long turns comboing off.
Each of these serves generally one of two purposes
0-1 cost artifact played to cantrip
Most of these have +1 to power on equip, so Sram or another creature can get to 3 power and Crew Cultivator's Caravan. Potentially Looter Scooter if I acquire a foil on the cheap
These allow for clutch plays of continuing to cast equipment and spells from your deck without having to need to wait a turn to untap. Clock allows you to turn those cantrip equipment into a way to untap your fast mana! Engine allows you to just go even further, untapping everything whenever you cast a spell. It's utterly busted in this deck and will punish those who let it sit on the table. Ironworks is similar to clock of omens, but works without fast mana on the table. It allows you to turn your 0-1 cost artifacts into 2.
Fast mana allows us to explode out the gate quickly, getting Sram into play then going nuts casting spells. Given our extremely low land count, these are absolutely essential.
These equipment allow us to turn Sram into a mana dork, fetch lands, or create Lotus Petals when we connect!
Aetherflux Reservoir Our main win condition and one that is quite easy to kill with. Even if you cant kill the table in one fell swoop, killing the most dangerous player is a good play. Alhammarret's Archive One of the absolute all stars in the deck and deserves being foiled. It gives you double draws off any of your triggers and double life from Aetherflux Reservoir. I typically tutor for this if I cant win off of tutoring anything else. Altar of the Brood Blinding Powder Mostly used as a cantrip, but can be used to use Sram or a token as a blocker in a pinch. Conqueror's Flail Testing this out over Silence as a backup Grand Abolisher to enable a clean combo turn. Credit Voucher This card allows you, at a cost, pitch your hand back for a new hand of cards. Sometimes you need to find removal/tutors/a win condition. Dowsing Dagger An amazing new card that allows us to spend 2 mana (sometimes less!) to draw a card, then spend another 2 mana, swing, and transform it into a Gilded Lotus! Lightning Greaves Protects Sram and grants him haste. Memory Jar Jar is a great colorless wheel that can give us enough gas to find that win condition. Scroll Rack This card allows you, at a cost, pitch your hand back for a new hand of cards. Sometimes you need to find removal/tutors/a win condition. Sensei's Divining Top A key card in allowing us to dig deeper into the deck to find what we need to keep going.
Land
Ancient Tomb
Arid Mesa Buried Ruin Recurs our Engines and Win Conditions Command Beacon Sram gets killed alot.
Flooded Strand Inventors' Fair Easily allows us to fetch an Engine or Win Condition
Marsh Flats
Plains
Remote Farm Urborg, Tomb of Yawgmoth Urborg gives our fetchlands something to do when we have no Plains left in the deck.
Windswept Heath
Instant
Enlightened Tutor Fetches a win condition or engine Swords to Plowshares Removes annoying hatebears and threats Tithe We dont run many lands, but sometimes we need to hit those land drops and thin the deck.
Foundry Inspector A cost reducer that is a creature. Gold Myr A white mana dork that can be untapped using your Clock of Omens, equipped, defend, attack, etc. Grand Abolisher A way to protect your board during the combo turn, by preventing any interaction by your opponents. Monastery Mentor A card that quickly generates tokens that can quickly overwhelm an opponent. Usually you only need a few to start building up Prowess once they can attack opponents. Puresteel paladin A draw engine similar to Sram, but it cannot trigger off your Vehicle or Auras. However, it makes up for that in making equip costs cost nothing at all! Recruiter of the Guard Fetches Puresteel paladin (engine-draw), Monastery Mentor (win condition), or Grand Abolisher (Protection)
Enchantment (3) Flickering Ward An amazing Aura that becomes a draw engine with a way to produce WW in between cantripping. It also doubles as a way to protect Sram from a color you fear. Hyena Umbra A solid one mana Aura that can protect Sram from burn spells or board wipes that do not exile or give -X/-X. Land Tax Filters lands out of your deck so you may hit your land drops.
Cost reducers are key to cycling through your deck. If you have a cost reducer and at least two of Sram, Senior Edificer / Puresteel Paladin / Aetherflux Reservoir + Sensei's Divining Top, you can draw through most of your deck assuming you hit equipment/auras along the way. This also allows you to get into kill range with our win conditions
Puresteel Paladin a backup Sram, bonus effect of allowing free equips so general damage can become a possible, but inconsistent kill condition
Garta's list has always used infinite mana combos. I originally didnt think this was necessary or worthwhile. I realized my mistake recently after a dozen or so odd test games. That is that this deck really wants to draw into a combo that is less than six pieces, and I'm not totally exaggerating. So, after plenty of Vandalblast/Merciless Eviction blowouts, and a few wins here and there, I've come to the conclusion that these combos are necessary. I do still differ from his list a tiny bit and you can see that here: http://tappedout.net/mtg-decks/come-on-and-sram/
Without cultivator, the need for 3 power has been removed. Ghostfire is meh. Honed is standard and will probably come back in. I threw in infinite mana combos for the new equipment we are adding.
I am also planning to copy Garta's build more as I find this build stalls too hard trying to win unless I hit critical mass. He runs infinite mana combos and equipment that allow him to shoot folks to death
Stoneforge -> Jeweled
Uh, this might just be another one of the bad 1 mana equipment I've already cut instead of Amulet, but I wanna keep testing it as some games I really need it. Stoneforge as discussed is bad bad bad. We're actually trying to evaluate equipment beyond their mana cost now. That being said, I could do with more equipment in the deck.
Kuldotha -> Recruiter
Kuldotha has been underperforming for me, but Sram has been getting killed frequently, so recruiter entering to test out fetching Puresteel seems good. Kuldotha stays on my Maybelist, however.
Silence -> Flail
Obvious swap, I love Silence, and the cost to use Flail is expensive, but it meshes with the deck better.
Gift -> Dagger
Gift stays on the MaybeList. My problem with it is that none of the equipment, save Dagger, Flail, Skullclamp MAYBE? are worth tutoring. It's mostly been a tax on myself to hit an equipment to start a chain of draws at best. Dagger is the card I've been most bigly pumped for from the new set. I'm hoping the cost of using it to flip it makes it worth it. Having a gilded lotus off of an equipment is just golden.
The idea always was that I could equip Eye in a pinch to dig deeper... but I never needed to. It's a do nothing equipment 99.5% of the time. Helm rarely gets me even a bonus power which we want for crewing the caravan, so I get to bring back Runed Stalactite.
Stoneforge Masterwork may be cut for Recruiter of the Guard. it's only good with Monastery Mentor. Another worry is going too low on equipment. So I'm nervous. Haha. Fellwar stone for plains since I'm hitting too much land. As a bonus, it's another useful artifact for paradox engine and clock of omens
Another meh equipment that gets the chopping block. I know other lists like this run blade, but there arent many scenarios where i actually want it out and equipped over something that i can equip for 0-1 mana and crew my caravan.
Myth -> Altar
This one wasn't too hard of a swap; Myth is really only good when I hit critical mass and can swing (usually needing evasion via flying or skulk), but only hits one player. Altar combos with Flickering Ward+Paradox Engine+Mox Opal/Gold myr/Mox Diamond/etc to go infinite and mill everyone out.
Carapace -> Sphere
I'm gonna slowly try reducing the number of dead artifacts in the deck for more utility based ones. One of the biggest issues with the deck is bricking, and the spheres allow us to continue our combos and also filter our mana. Ideally, we want to only use the spheres when we have a cost reducer out so that they're "0; 1->W, draw a card"
Runed -> Jeweled
I may throw one of these junk equipment back in for a land, but Amulet is a neat, cheap way to store a single white mana for a turn (especially if we lack white mana)
Goggles -> Credit
The goggles do nothing, whereas Credit Voucher is an insanely cool way to ditch our hand for more gas.
Dagger -> Bauble
Bauble is another replacement equipment that allows us to reclaim a combo piece (usually paradox engine/aetherflux resevoir)
Need more removal, not more bad ways to get infinite mana. Sig's Aid hasnt been performing as well as I'd like. It's cute, but doesnt help us get there. Replacing it with more equipments.
Engine, while expensive, gives us a way to keep going with our mana rocks. The issue is the games where i dont see mana rocks and it sits in my hand. I want to also add in batterskull for it so we may draw our deck.
Removed some bad equipment for a good one. We need equipment to give evasion or +1 power at minimum. We need to be able to activate caravan and swing in for general damage in a pinch. Plains back for testing. Gonna do some goldfishing tonight and see. Myth Realized as another alt win con to test out.
Out goes the jank (and lowering the land count, I'm sick of being mana flooded) and bad equipment. In comes better mana fixing, removal, a tutor for skullclamp, and Panharmonicon as a tiny Archive for double the draw.
I really am disliking the eggs combo. It just doesnt fit in nicely to the deck and requires too many cards to get going. 3+ card combos rarely are good without protection or real interaction, and we lack both here. In goes gas while I try to find more things to play in these flex slots.
Shuko back in. I've read reports of the eggs not being particularly great. Same with the eggs combo. I'm gonna fiddle with it for a while and see if I wanna just go back to a more equipment focus.
I also cut more things and forgot to update the list. Basically LED Salvager and Basalt Rings are out as well as Cogwork assembler. I wanna focus on the better combos, not just shoving in tons of combos, as it dillutes our general and eggs strategy.
I've been trying to build this deck as well. I like what you're doing because it's very to the point. One of my wincons is commander damage, though. Being able to equip all those things to Sram for free means being able to take out an opponent out of nowhere. Here's my list so far:
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I think the ability to produce white mana in a pinch is more important than one or two recursions. If we ran more varied CMC equipment maybe. I just dont see Trawler has essential, more or less, more gas if I have KCI setup already.
I really am disliking the eggs combo. It just doesnt fit in nicely to the deck and requires too many cards to get going. 3+ card combos rarely are good without protection or real interaction, and we lack both here. In goes gas while I try to find more things to play in these flex slots.
Out goes the jank (and lowering the land count, I'm sick of being mana flooded) and bad equipment. In comes better mana fixing, removal, a tutor for skullclamp, and Panharmonicon as a tiny Archive for double the draw.
Removed some bad equipment for a good one. We need equipment to give evasion or +1 power at minimum. We need to be able to activate caravan and swing in for general damage in a pinch. Plains back for testing. Gonna do some goldfishing tonight and see. Myth Realized as another alt win con to test out.
Engine, while expensive, gives us a way to keep going with our mana rocks. The issue is the games where i dont see mana rocks and it sits in my hand. I want to also add in batterskull for it so we may draw our deck.
Need more removal, not more bad ways to get infinite mana. Sig's Aid hasnt been performing as well as I'd like. It's cute, but doesnt help us get there. Replacing it with more equipments.
Myth -> Altar
This one wasn't too hard of a swap; Myth is really only good when I hit critical mass and can swing (usually needing evasion via flying or skulk), but only hits one player. Altar combos with Flickering Ward+Paradox Engine+Mox Opal/Gold myr/Mox Diamond/etc to go infinite and mill everyone out.
Carapace -> Sphere
I'm gonna slowly try reducing the number of dead artifacts in the deck for more utility based ones. One of the biggest issues with the deck is bricking, and the spheres allow us to continue our combos and also filter our mana. Ideally, we want to only use the spheres when we have a cost reducer out so that they're "0; 1->W, draw a card"
Runed -> Jeweled
I may throw one of these junk equipment back in for a land, but Amulet is a neat, cheap way to store a single white mana for a turn (especially if we lack white mana)
Goggles -> Credit
The goggles do nothing, whereas Credit Voucher is an insanely cool way to ditch our hand for more gas.
Dagger -> Bauble
Bauble is another replacement equipment that allows us to reclaim a combo piece (usually paradox engine/aetherflux resevoir)
What do you think about Recruiter of the Guard? It finds 5 of your 6 creatures.
It has some more targets in my list, with Stoneforge Mystic maybe being the best.
With Stoneforge, I include Argentum Armor. Not sure, if this is worth it, though...
Would you say that 20 lands is enough? I run 28, plus Land Tax, Tithe and Crucible of Worlds, but still, you need 2 lands in your starting hand and hitting the third one soon.
HEY! sorry didnt see your post
So Fragmentize is to kill Stony Silence which hoses alot of our cards and Aetherflux. I was thinking of running Erase in addition.
Balan is too expensive for what this deck wants to be doing. Equipping him doesnt do much as he still wont be able to kill anyone.
I want a bloodforged battle axe pretty badly for the deck i must say haha
I do need to pick up a dispatch, good call!
Tithe worries me if they have open mana haha
recruiter ive considered. i may have to toss him in here. he's going on the maybelist. its funny, maybe now ill finally get to play puresteel paladin if i include him since ive NEVER had PP in a hand.
Ive considered stoneforge mystic but i also dont run open the armory either, since usually there's 1-2 targets i ever want to hit.
usually i dont have an issue with lands, even with the new mulligan rule, due to all of our fast mana. I've even considered going down to 18. Usually i hit a cost reducer+sram then draw into the rest of my lands.
What do you think about Recruiter of the Guard? It finds 5 of your 6 creatures.
It has some more targets in my list, with Stoneforge Mystic maybe being the best.
With Stoneforge, I include Argentum Armor. Not sure, if this is worth it, though...
Would you say that 20 lands is enough? I run 28, plus Land Tax, Tithe and Crucible of Worlds, but still, you need 2 lands in your starting hand and hitting the third one soon.
HEY! sorry didnt see your post
So Fragmentize is to kill Stony Silence which hoses alot of our cards and Aetherflux. I was thinking of running Erase in addition.
Balan is too expensive for what this deck wants to be doing. Equipping him doesnt do much as he still wont be able to kill anyone.
I want a bloodforged battle axe pretty badly for the deck i must say haha
I do need to pick up a dispatch, good call!
Tithe worries me if they have open mana haha
recruiter ive considered. i may have to toss him in here. he's going on the maybelist. its funny, maybe now ill finally get to play puresteel paladin if i include him since ive NEVER had PP in a hand.
Ive considered stoneforge mystic but i also dont run open the armory either, since usually there's 1-2 targets i ever want to hit.
usually i dont have an issue with lands, even with the new mulligan rule, due to all of our fast mana. I've even considered going down to 18. Usually i hit a cost reducer+sram then draw into the rest of my lands.
I understand that Stony Silence is an issue, but I still don't like the sorcery speed of Fragmentize. Have you considered Abolish? Not enough Plains, I guess...
My list is not as fast and focused as yours, so I guess, for me, Balan, Wandering Knight is another wincon, being able to equip all these +1/+1 and +2/+0 things. But I see your point.
I need to consider Remote Farm. Never seen the card before...
You bring up a ton of good points and ideas. Honestly I've not considered alot of hatebears since we're more in on the whole glass cannon thing. I've not played the deck a ton against my meta yet to figure out if I need X or Y besides more hate/protection like Fragmentize. I do wanna make room for Warping Wail to stop Vandalblast though! Vandalbast is probably my biggest problem. It's why I used to run Second Sunrise, but holding up 1WW is harder than 1C. I'm still figuring the list out in any case
Yeah the remote farm cycle is neat. I found them as a kid when digging through boxes, and used the red one in Daretti stax when I played that!
Another meh equipment that gets the chopping block. I know other lists like this run blade, but there arent many scenarios where i actually want it out and equipped over something that i can equip for 0-1 mana and crew my caravan.
What an amazing deck for Mentor! I'm going to have to build this to try.
Only thing holding me back is a Sram player already at my store that runs his list for budget.
Ahh thats stinks. I still think you should experiment with him! I've seen similar aura builds and the big draw there is nobody runs Tranquility effects besides Bane of Progress; most hate is artifact-centric.
Odric is also a great way to give haste/flying/etc to your monk tokens if you equip the mentor. There's alot of goofy win conditions with this build and honestly it's the most fun combo deck I've ever played besides PSI.
On the surface, it looks really simple, but the decision trees and triggers slowly build to this huge snowball of effects and your turn can take forever. It makes your brain work, but not at 100% the whole time you're playing like I feel like when i play doomsday/PSI. I usually have so much fun I'm laughing when I win, and the losses can even be satisfying.
So I might be replacing Kuldotha Forgemaster with Fellwar Stone. Reasons being that I want more mana rocks, especially something that produces white. Even Coldsteel Heart might be preferably to guarantee it. I've just pulled many hands where I needed one more white source, or a white source for paradox engine + flickering ward to just hit some really sick combos.
Forgemaster, a friend pointed out, was kinda replaced by Inventors' Fair in many decks. Fair can be used the turn it enters play assuming you have the mana, avoids creature and artifact removal as well, in addition to not needing a board to sacrifice. However, it's not repeatable and only places the artifact to hand. Given I'm usually hitting Aetherflux Reservoir or Paradox Engine, putting it into play is important.
If general damage is a win-con, how come not Balan? Balan + an Inquisitor's Flail threatened +40 damage in a game last night.
General damage isnt a wincon per my Wincons section. Balan is a possibility, but winning via beats is so inconsistent and only kills one player at a time. It's why Myth Realized was removed. I dont want to rule out Balan yet, but he's on a list of cards to try.
The idea always was that I could equip Eye in a pinch to dig deeper... but I never needed to. It's a do nothing equipment 99.5% of the time. Helm rarely gets me even a bonus power which we want for crewing the caravan, so I get to bring back Runed Stalactite.
Stoneforge Masterwork may be cut for Recruiter of the Guard. it's only good with Monastery Mentor. Another worry is going too low on equipment. So I'm nervous. Haha. Fellwar stone for plains since I'm hitting too much land. As a bonus, it's another useful artifact for paradox engine and clock of omens
I'm building Sram deck myself and I still wonder how much reliable this combo is and if I should include any alternative ways to win. As I see it, the most wins should come from Aetherflux Reservoir with Paradox Engine + Flickering Ward backup plan. Each requires additional setup though - cost reducers for the first one and white mana producers for the other. While having both makes deck faster these setups and are mutually exclusive to each other and occupy separate slots which limits other cards choices. Which worries me.
Is any of the above viable as alt wincon or support?
I personally am trying to avoid the combat step due to how unreliable it is to win via beats. That being said, I dont wanna rule it out. It's why I've experimented with a few things like Myth Realized to at least have a way to kill a problem player that is actively trying to stop us. This deck does draw some hate, even when its just durdling. Perhaps having one of those in the deck is a good way to be able to threaten life totals.
One of my coworkers is trying out some sort of reanimator/Inspiring Statuary build of Sram with Eldrazi and other big fatties. He doesnt have a list yet, or I'd be happy to share it here haha!
Stoneforge -> Jeweled
Uh, this might just be another one of the bad 1 mana equipment I've already cut instead of Amulet, but I wanna keep testing it as some games I really need it. Stoneforge as discussed is bad bad bad. We're actually trying to evaluate equipment beyond their mana cost now. That being said, I could do with more equipment in the deck.
Kuldotha -> Recruiter
Kuldotha has been underperforming for me, but Sram has been getting killed frequently, so recruiter entering to test out fetching Puresteel seems good. Kuldotha stays on my Maybelist, however.
Silence -> Flail
Obvious swap, I love Silence, and the cost to use Flail is expensive, but it meshes with the deck better.
Gift -> Dagger
Gift stays on the MaybeList. My problem with it is that none of the equipment, save Dagger, Flail, Skullclamp MAYBE? are worth tutoring. It's mostly been a tax on myself to hit an equipment to start a chain of draws at best. Dagger is the card I've been most bigly pumped for from the new set. I'm hoping the cost of using it to flip it makes it worth it. Having a gilded lotus off of an equipment is just golden.
Shield -> Axe
Axe makes more sense here. It increases the power of Sram for crewing the Cultivator, it makes additional equipment which are useful for Clock of Omens and Krark-Clan Ironworks. Shield... doesnt do much that Blinding powder doesnt (but strictly worse in most situations), and Blinding Powder itself is pretty meh.
Plains -> Geier
Trying another colorless land out (fingers crossed I'm not going too deep on colorless) to help with draw.
Its an interesting take on Sram. I guess my biggest fear would be if someone could keep you off of your commander. This deck really looks like a big glass cannon I guess and something like Imprisoned in the Moon / Nevermore / Theft sounds like a GG situation.
Hammer of Nazahn also seems potentially interesting for the resiliency + auto equip. I just noticed that nobody had mentioned it.
I went auras with my own build but its fun to see what others did.
Its an interesting take on Sram. I guess my biggest fear would be if someone could keep you off of your commander. This deck really looks like a big glass cannon I guess and something like Imprisoned in the Moon / Nevermore / Theft sounds like a GG situation.
Hammer of Nazahn also seems potentially interesting for the resiliency + auto equip. I just noticed that nobody had mentioned it.
I went auras with my own build but its fun to see what others did.
Those are definite fears. Luckily I havent ran into much trouble besides general board wipes/targeted hate. If so, Erase, Path to ExileDispatch and Demystify all can be added in.
I got the idea for this from Garta on the competitive edh subreddit.
Hammer looks so costly, but it may end up being an inclusion just because it can help sram get equipped in a hurry. My worry is including too many 2+ CMC equipments. Ideally I wanna get a cost reducer and Sram down and just start hammering the Cantrip button. Anything 2cmc or greater tends to slow me down significantly and as such, needs to make a big impact. Generally, I'm not too concerned with him being equipped since hes just a draw engine, but I'll keep it in mind It's been added to the maybelist.
I am also planning to copy Garta's build more as I find this build stalls too hard trying to win unless I hit critical mass. He runs infinite mana combos and equipment that allow him to shoot folks to death
I've always struggled with white decks, and I've never had a monowhite deck for any length of time that I can remember in EDH. It's a color that I struggled to see how it could be fun. Well, with this new standard set, we got a monowhite commander which allows me to play 90% of my deck as non-white cards, have a monowhite deck, and have a blast playing it! The lines of play can get surprisingly complicated, but overall, it's tons of fun and your opponents will either love it with you, or get bored during your 5 minute long turns comboing off.
1x Sram, Senior Edificer
Artifact (70)
1x Accorder's Shield
1x Aetherflux Reservoir
1x Altar of the Brood
1x Ashnod's Altar
1x Avacyn's Collar
1x Basalt Monolith
1x Basilisk Collar
1x Blade of the Bloodchief
1x Blazing Torch
1x Bloodforged Battle-Axe
1x Bone Saw
1x Bonesplitter
1x Cathar's Shield
1x Chromatic Sphere
1x Chromatic Star
1x Cloud Key
1x Conjurer's Bauble
1x Conqueror's Flail
1x Copper Carapace
1x Credit Voucher
1x Dowsing Dagger Flip
1x Explorer's Scope
1x Flayer Husk
1x Golem-Skin Gauntlets
1x Grim Monolith
1x Hankyu
1x Helm of Awakening
1x Hot Soup
1x Infiltration Lens
1x Jeweled Amulet
1x Kite Shield
1x Krark-Clan Ironworks
1x Lightning Greaves
1x Lion's Eye Diamond
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Mask of Memory
1x Masterwork of Ingenuity
1x Memory Jar
1x Mox Opal
1x Neurok Hoversail
1x O-Naginata
1x Paradise Mantle
1x Paradox Engine
1x Phyrexian Altar
1x Prying Blade
1x Razor Boomerang
1x Rings of Brighthearth
1x Rogue's Gloves
1x Runed Stalactite
1x Semblance Anvil
1x Sensei's Divining Top
1x Shard of Broken Glass
1x Shield of the Avatar
1x Sigil of Distinction
1x Skeleton Key
1x Skullclamp
1x Slagwurm Armor
1x Sol Ring
1x Spidersilk Net
1x Surestrike Trident
1x Swiftfoot Boots
1x Sword of Feast and Famine
1x Sword of Fire and Ice
1x Sword of Light and Shadow
1x Sylvok Lifestaff
1x Trusty Machete
1x Viridian Longbow
1x Witches' Eye
1x Ancient Tomb
1x Arid Mesa
1x Bazaar of Baghdad
1x Buried Ruin
1x Cavern of Souls
1x City of Traitors
1x Flooded Strand
1x Gemstone Caverns
1x Inventors' Fair
1x Marsh Flats
1x Mishra's Workshop
1x Remote Farm
5x Snow-Covered Plains
1x Urborg, Tomb of Yawgmoth
1x Windswept Heath
Creature (6)
1x Auriok Salvagers
1x Foundry Inspector
1x Gold Myr
1x Monastery Mentor
1x Puresteel Paladin
1x Recruiter of the Guard
Instant (4)
1x Disenchant
1x Dispatch
1x Enlightened Tutor
1x Path to Exile
Artifacts
General Cantrip Artifacts
Each of these serves generally one of two purposes
Engines
These allow for clutch plays of continuing to cast equipment and spells from your deck without having to need to wait a turn to untap. Clock allows you to turn those cantrip equipment into a way to untap your fast mana! Engine allows you to just go even further, untapping everything whenever you cast a spell. It's utterly busted in this deck and will punish those who let it sit on the table. Ironworks is similar to clock of omens, but works without fast mana on the table. It allows you to turn your 0-1 cost artifacts into 2.
Cost Reducers
Allow you to reduce the cost of basically every spell in your deck by 1-2. This makes a vast majority of your artifacts free to cast.
Fast Mana [Rocks]
Fast mana allows us to explode out the gate quickly, getting Sram into play then going nuts casting spells. Given our extremely low land count, these are absolutely essential.
Cantrips that Cantrip
These equipment allow us to draw cards when we connect with an equipped creature (or it hits the graveyard)
Equipment/Vehicles that produce/find mana
These equipment allow us to turn Sram into a mana dork, fetch lands, or create Lotus Petals when we connect!
Aetherflux Reservoir Our main win condition and one that is quite easy to kill with. Even if you cant kill the table in one fell swoop, killing the most dangerous player is a good play.
Alhammarret's Archive One of the absolute all stars in the deck and deserves being foiled. It gives you double draws off any of your triggers and double life from Aetherflux Reservoir. I typically tutor for this if I cant win off of tutoring anything else.
Altar of the Brood
Blinding Powder Mostly used as a cantrip, but can be used to use Sram or a token as a blocker in a pinch.
Conqueror's Flail Testing this out over Silence as a backup Grand Abolisher to enable a clean combo turn.
Credit Voucher This card allows you, at a cost, pitch your hand back for a new hand of cards. Sometimes you need to find removal/tutors/a win condition.
Dowsing Dagger An amazing new card that allows us to spend 2 mana (sometimes less!) to draw a card, then spend another 2 mana, swing, and transform it into a Gilded Lotus!
Lightning Greaves Protects Sram and grants him haste.
Memory Jar Jar is a great colorless wheel that can give us enough gas to find that win condition.
Scroll Rack This card allows you, at a cost, pitch your hand back for a new hand of cards. Sometimes you need to find removal/tutors/a win condition.
Sensei's Divining Top A key card in allowing us to dig deeper into the deck to find what we need to keep going.
Land
Arid Mesa
Buried Ruin Recurs our Engines and Win Conditions
Command Beacon Sram gets killed alot.
Flooded Strand
Inventors' Fair Easily allows us to fetch an Engine or Win Condition
Marsh Flats
Plains
Remote Farm
Urborg, Tomb of Yawgmoth Urborg gives our fetchlands something to do when we have no Plains left in the deck.
Windswept Heath
Instant
Swords to Plowshares Removes annoying hatebears and threats
Tithe We dont run many lands, but sometimes we need to hit those land drops and thin the deck.
Sorcery
Creatures
Gold Myr A white mana dork that can be untapped using your Clock of Omens, equipped, defend, attack, etc.
Grand Abolisher A way to protect your board during the combo turn, by preventing any interaction by your opponents.
Monastery Mentor A card that quickly generates tokens that can quickly overwhelm an opponent. Usually you only need a few to start building up Prowess once they can attack opponents.
Puresteel paladin A draw engine similar to Sram, but it cannot trigger off your Vehicle or Auras. However, it makes up for that in making equip costs cost nothing at all!
Recruiter of the Guard Fetches Puresteel paladin (engine-draw), Monastery Mentor (win condition), or Grand Abolisher (Protection)
Enchantment (3)
Flickering Ward An amazing Aura that becomes a draw engine with a way to produce WW in between cantripping. It also doubles as a way to protect Sram from a color you fear.
Hyena Umbra A solid one mana Aura that can protect Sram from burn spells or board wipes that do not exile or give -X/-X.
Land Tax Filters lands out of your deck so you may hit your land drops.
Win Conditions
Notes
Changelog
1/25/2017
Removed:
Added:
Ok big changes, here's why.
Garta's list has always used infinite mana combos. I originally didnt think this was necessary or worthwhile. I realized my mistake recently after a dozen or so odd test games. That is that this deck really wants to draw into a combo that is less than six pieces, and I'm not totally exaggerating. So, after plenty of Vandalblast/Merciless Eviction blowouts, and a few wins here and there, I've come to the conclusion that these combos are necessary. I do still differ from his list a tiny bit and you can see that here: http://tappedout.net/mtg-decks/come-on-and-sram/
Honed Kopesh -> Rings of Brighthearth
Ghostfire Blade -> Auriok Salvagers
sai of the shinobi -> Basalt monolith
Cultivator's Caravan -> Lion's Eye Diamond
Without cultivator, the need for 3 power has been removed. Ghostfire is meh. Honed is standard and will probably come back in. I threw in infinite mana combos for the new equipment we are adding.
silver-inlaid dagger -> Viridian Longbow
Hedron Blade -> Razor Boomerang
Bladed Bracers -> Hankyu
Neglected Heirloom -> Truestrike Trident
And for our infinite mana combos... kill outlets.
Bonesplinter -> Dispatch
Blinded Bracers -> Erase
I definitely wanted instant speed enchantment hate for both Stony Silence and Darksteel Mutation effects.
1/20/2017
Removed:
Secluded Steppe
Added:
Urborg, Tomb of Yawgmoth
Urborg gives our fetchlands something to do when we have no Plains left in the deck. Steppe hurt coming into play tapped, and might return.
1/7/2018
Removed:
Sylvok Lifestaff
Added:
Witches' Eye
For the combos with Paradox Engine.
I am also planning to copy Garta's build more as I find this build stalls too hard trying to win unless I hit critical mass. He runs infinite mana combos and equipment that allow him to shoot folks to death
10/7/2017
Removed:
Added:
Stoneforge -> Jeweled
Uh, this might just be another one of the bad 1 mana equipment I've already cut instead of Amulet, but I wanna keep testing it as some games I really need it. Stoneforge as discussed is bad bad bad. We're actually trying to evaluate equipment beyond their mana cost now. That being said, I could do with more equipment in the deck.
Kuldotha -> Recruiter
Kuldotha has been underperforming for me, but Sram has been getting killed frequently, so recruiter entering to test out fetching Puresteel seems good. Kuldotha stays on my Maybelist, however.
Silence -> Flail
Obvious swap, I love Silence, and the cost to use Flail is expensive, but it meshes with the deck better.
Gift -> Dagger
Gift stays on the MaybeList. My problem with it is that none of the equipment, save Dagger, Flail, Skullclamp MAYBE? are worth tutoring. It's mostly been a tax on myself to hit an equipment to start a chain of draws at best. Dagger is the card I've been most bigly pumped for from the new set. I'm hoping the cost of using it to flip it makes it worth it. Having a gilded lotus off of an equipment is just golden.
9/29/2017
Removed:
Added:
The idea always was that I could equip Eye in a pinch to dig deeper... but I never needed to. It's a do nothing equipment 99.5% of the time. Helm rarely gets me even a bonus power which we want for crewing the caravan, so I get to bring back Runed Stalactite.
Stoneforge Masterwork may be cut for Recruiter of the Guard. it's only good with Monastery Mentor. Another worry is going too low on equipment. So I'm nervous. Haha. Fellwar stone for plains since I'm hitting too much land. As a bonus, it's another useful artifact for paradox engine and clock of omens
9/19/2017
Removed:
Blade of the Bloodchief
Added:
Chromatic Star
Another meh equipment that gets the chopping block. I know other lists like this run blade, but there arent many scenarios where i actually want it out and equipped over something that i can equip for 0-1 mana and crew my caravan.
9/17/2017
Removed:
Added:
Myth -> Altar
This one wasn't too hard of a swap; Myth is really only good when I hit critical mass and can swing (usually needing evasion via flying or skulk), but only hits one player. Altar combos with Flickering Ward+Paradox Engine+Mox Opal/Gold myr/Mox Diamond/etc to go infinite and mill everyone out.
Carapace -> Sphere
I'm gonna slowly try reducing the number of dead artifacts in the deck for more utility based ones. One of the biggest issues with the deck is bricking, and the spheres allow us to continue our combos and also filter our mana. Ideally, we want to only use the spheres when we have a cost reducer out so that they're "0; 1->W, draw a card"
Runed -> Jeweled
I may throw one of these junk equipment back in for a land, but Amulet is a neat, cheap way to store a single white mana for a turn (especially if we lack white mana)
Goggles -> Credit
The goggles do nothing, whereas Credit Voucher is an insanely cool way to ditch our hand for more gas.
Dagger -> Bauble
Bauble is another replacement equipment that allows us to reclaim a combo piece (usually paradox engine/aetherflux resevoir)
8/5/2017
Removed:
Batterskull
Sigarda's Aid
Added:
Fragmentize
Sai of the Shinobi
Need more removal, not more bad ways to get infinite mana. Sig's Aid hasnt been performing as well as I'd like. It's cute, but doesnt help us get there. Replacing it with more equipments.
7/28/2017
Removed:
Panharmonicon
Added:
Batterskull
7/25/2017
Removed:
Sai of the Shinobi
Added:
Paradox Engine
Engine, while expensive, gives us a way to keep going with our mana rocks. The issue is the games where i dont see mana rocks and it sits in my hand. I want to also add in batterskull for it so we may draw our deck.
5/30/2017
Removed:
Added:
Removed some bad equipment for a good one. We need equipment to give evasion or +1 power at minimum. We need to be able to activate caravan and swing in for general damage in a pinch. Plains back for testing. Gonna do some goldfishing tonight and see. Myth Realized as another alt win con to test out.
Removed:
5/25/2017
Added:
Out goes the jank (and lowering the land count, I'm sick of being mana flooded) and bad equipment. In comes better mana fixing, removal, a tutor for skullclamp, and Panharmonicon as a tiny Archive for double the draw.
Removed:
Added:
I really am disliking the eggs combo. It just doesnt fit in nicely to the deck and requires too many cards to get going. 3+ card combos rarely are good without protection or real interaction, and we lack both here. In goes gas while I try to find more things to play in these flex slots.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Chromatic Star
Added:
shuko
Shuko back in. I've read reports of the eggs not being particularly great. Same with the eggs combo. I'm gonna fiddle with it for a while and see if I wanna just go back to a more equipment focus.
I also cut more things and forgot to update the list. Basically LED Salvager and Basalt Rings are out as well as Cogwork assembler. I wanna focus on the better combos, not just shoving in tons of combos, as it dillutes our general and eggs strategy.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
I've been trying to build this deck as well. I like what you're doing because it's very to the point. One of my wincons is commander damage, though. Being able to equip all those things to Sram for free means being able to take out an opponent out of nowhere. Here's my list so far:
1 Sram, Senior Artificer
Artifacts: 49
1 Accorder's Shield
1 Aetherflux Reservoir
1 Alhammarret's Archive
1 Batterskull
1 Blade of the Bloodchief
1 Bladed Bracers
1 Bone Saw
1 Bonesplitter
1 Cathar's Shield
1 Civic Saber
1 Cloud Key
1 Conqueror's Flail
1 Darksteel Axe
1 Darksteel Plate
1 Flayer Husk
1 Ghostfire Blade
1 Golem-Skin Gauntlets
1 Hedron Blade
1 Helm of Awakening
1 Honed Khopesh
1 Inventor's Goggles
1 Kite Shield
1 Leering Emblem
1 Leonin Scimitar
1 Lightning Greaves
1 Mana Crypt
1 Mana Vault
1 Masterwork of Ingenuity
1 Mox Opal
1 Neglected Heirloom
1 O-Naginata
1 Paradise Mantle
1 Runed Stalactite
1 Sai of the Shinobi
1 Scroll of the Masters
1 Shield of Kaldra
1 Shield of the Avatar
1 Shuko
1 Sigil of Distinction
1 Silver-Inlaid Dagger
1 Skullclamp
1 Skybinder Staff
1 Slagwurm Armor
1 Sol Ring
1 Spidersilk Net
1 Stoneforge Masterwork
1 Swiftfoot Boots
1 Sylvok Lifestaff
1 Trusty Machete
1 Arcbound Crusher
1 Foundry Inspector
1 Grand Abolisher
1 Kemba, Kha Regent
1 Leonin Shikari
1 Monastery Mentor
1 Mother of Runes
1 Odric, Lunarch Marshal
1 Puresteel Paladin
1 Recruiter of the Guard
1 Stoneforge Mystic
Enchantment: 6
1 Endless Horizons
1 Flickering Ward
1 Land Tax
1 Myth Realized
1 Oblivion Ring
1 Sigarda's Aid
Spells: 6
1 Enlightened Tutor
1 All Is Dust
1 Open the Armory
1 Open the Vaults
1 Roar of Reclamation
1 Steelshaper's Gift
Lands: 27
1 Ancient Tomb
1 Arid Mesa
1 Buried Ruin
1 Cavern of Souls
1 Eiganjo Castle
1 Flagstones of Trokair
1 Flooded Strand
1 Inventors' Fair
1 Marsh Flats
1 Mistveil Plains
15 Plains
1 Rogue's Passage
1 Windswept Heath
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Scrap Trawler
Added:
Cultivator's Caravan
I think the ability to produce white mana in a pinch is more important than one or two recursions. If we ran more varied CMC equipment maybe. I just dont see Trawler has essential, more or less, more gas if I have KCI setup already.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Added:
I really am disliking the eggs combo. It just doesnt fit in nicely to the deck and requires too many cards to get going. 3+ card combos rarely are good without protection or real interaction, and we lack both here. In goes gas while I try to find more things to play in these flex slots.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Added:
Out goes the jank (and lowering the land count, I'm sick of being mana flooded) and bad equipment. In comes better mana fixing, removal, a tutor for skullclamp, and Panharmonicon as a tiny Archive for double the draw.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Added:
Removed some bad equipment for a good one. We need equipment to give evasion or +1 power at minimum. We need to be able to activate caravan and swing in for general damage in a pinch. Plains back for testing. Gonna do some goldfishing tonight and see. Myth Realized as another alt win con to test out.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Sai of the Shinobi
Added:
Paradox Engine
Engine, while expensive, gives us a way to keep going with our mana rocks. The issue is the games where i dont see mana rocks and it sits in my hand. I want to also add in batterskull for it so we may draw our deck.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
.... youre absolutely right. I need to RTFC.
Removed:
Panharmonicon
Added:
Batterskull
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Removed:
Batterskull
Sigarda's Aid
Added:
Fragmentize
Sai of the Shinobi
Need more removal, not more bad ways to get infinite mana. Sig's Aid hasnt been performing as well as I'd like. It's cute, but doesnt help us get there. Replacing it with more equipments.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Added:
Myth -> Altar
This one wasn't too hard of a swap; Myth is really only good when I hit critical mass and can swing (usually needing evasion via flying or skulk), but only hits one player. Altar combos with Flickering Ward+Paradox Engine+Mox Opal/Gold myr/Mox Diamond/etc to go infinite and mill everyone out.
Carapace -> Sphere
I'm gonna slowly try reducing the number of dead artifacts in the deck for more utility based ones. One of the biggest issues with the deck is bricking, and the spheres allow us to continue our combos and also filter our mana. Ideally, we want to only use the spheres when we have a cost reducer out so that they're "0; 1->W, draw a card"
Runed -> Jeweled
I may throw one of these junk equipment back in for a land, but Amulet is a neat, cheap way to store a single white mana for a turn (especially if we lack white mana)
Goggles -> Credit
The goggles do nothing, whereas Credit Voucher is an insanely cool way to ditch our hand for more gas.
Dagger -> Bauble
Bauble is another replacement equipment that allows us to reclaim a combo piece (usually paradox engine/aetherflux resevoir)
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
HEY! sorry didnt see your post
So Fragmentize is to kill Stony Silence which hoses alot of our cards and Aetherflux. I was thinking of running Erase in addition.
Balan is too expensive for what this deck wants to be doing. Equipping him doesnt do much as he still wont be able to kill anyone.
I want a bloodforged battle axe pretty badly for the deck i must say haha
I do need to pick up a dispatch, good call!
Tithe worries me if they have open mana haha
recruiter ive considered. i may have to toss him in here. he's going on the maybelist. its funny, maybe now ill finally get to play puresteel paladin if i include him since ive NEVER had PP in a hand.
Ive considered stoneforge mystic but i also dont run open the armory either, since usually there's 1-2 targets i ever want to hit.
usually i dont have an issue with lands, even with the new mulligan rule, due to all of our fast mana. I've even considered going down to 18. Usually i hit a cost reducer+sram then draw into the rest of my lands.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
You bring up a ton of good points and ideas. Honestly I've not considered alot of hatebears since we're more in on the whole glass cannon thing. I've not played the deck a ton against my meta yet to figure out if I need X or Y besides more hate/protection like Fragmentize. I do wanna make room for Warping Wail to stop Vandalblast though! Vandalbast is probably my biggest problem. It's why I used to run Second Sunrise, but holding up 1WW is harder than 1C. I'm still figuring the list out in any case
Yeah the remote farm cycle is neat. I found them as a kid when digging through boxes, and used the red one in Daretti stax when I played that!
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Blade of the Bloodchief
Added:
Chromatic Star
Another meh equipment that gets the chopping block. I know other lists like this run blade, but there arent many scenarios where i actually want it out and equipped over something that i can equip for 0-1 mana and crew my caravan.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Only thing holding me back is a Sram player already at my store that runs his list for budget.
Ahh thats stinks. I still think you should experiment with him! I've seen similar aura builds and the big draw there is nobody runs Tranquility effects besides Bane of Progress; most hate is artifact-centric.
Odric is also a great way to give haste/flying/etc to your monk tokens if you equip the mentor. There's alot of goofy win conditions with this build and honestly it's the most fun combo deck I've ever played besides PSI.
On the surface, it looks really simple, but the decision trees and triggers slowly build to this huge snowball of effects and your turn can take forever. It makes your brain work, but not at 100% the whole time you're playing like I feel like when i play doomsday/PSI. I usually have so much fun I'm laughing when I win, and the losses can even be satisfying.
...anyway sorry to gosh. I love this deck haha
Removed:
Plains
Added:
Secluded Steppe
Trying out more draw, hoping this wont hurt me too badly! ETB tapped lands ruin the speed of the deck when drawn too early.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Forgemaster, a friend pointed out, was kinda replaced by Inventors' Fair in many decks. Fair can be used the turn it enters play assuming you have the mana, avoids creature and artifact removal as well, in addition to not needing a board to sacrifice. However, it's not repeatable and only places the artifact to hand. Given I'm usually hitting Aetherflux Reservoir or Paradox Engine, putting it into play is important.
General damage isnt a wincon per my Wincons section. Balan is a possibility, but winning via beats is so inconsistent and only kills one player at a time. It's why Myth Realized was removed. I dont want to rule out Balan yet, but he's on a list of cards to try.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Removed:
Added:
The idea always was that I could equip Eye in a pinch to dig deeper... but I never needed to. It's a do nothing equipment 99.5% of the time. Helm rarely gets me even a bonus power which we want for crewing the caravan, so I get to bring back Runed Stalactite.
Stoneforge Masterwork may be cut for Recruiter of the Guard. it's only good with Monastery Mentor. Another worry is going too low on equipment. So I'm nervous. Haha. Fellwar stone for plains since I'm hitting too much land. As a bonus, it's another useful artifact for paradox engine and clock of omens
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
I personally am trying to avoid the combat step due to how unreliable it is to win via beats. That being said, I dont wanna rule it out. It's why I've experimented with a few things like Myth Realized to at least have a way to kill a problem player that is actively trying to stop us. This deck does draw some hate, even when its just durdling. Perhaps having one of those in the deck is a good way to be able to threaten life totals.
One of my coworkers is trying out some sort of reanimator/Inspiring Statuary build of Sram with Eldrazi and other big fatties. He doesnt have a list yet, or I'd be happy to share it here haha!
Okay so today's changes
Removed:
Added:
Stoneforge -> Jeweled
Uh, this might just be another one of the bad 1 mana equipment I've already cut instead of Amulet, but I wanna keep testing it as some games I really need it. Stoneforge as discussed is bad bad bad. We're actually trying to evaluate equipment beyond their mana cost now. That being said, I could do with more equipment in the deck.
Kuldotha -> Recruiter
Kuldotha has been underperforming for me, but Sram has been getting killed frequently, so recruiter entering to test out fetching Puresteel seems good. Kuldotha stays on my Maybelist, however.
Silence -> Flail
Obvious swap, I love Silence, and the cost to use Flail is expensive, but it meshes with the deck better.
Gift -> Dagger
Gift stays on the MaybeList. My problem with it is that none of the equipment, save Dagger, Flail, Skullclamp MAYBE? are worth tutoring. It's mostly been a tax on myself to hit an equipment to start a chain of draws at best. Dagger is the card I've been most bigly pumped for from the new set. I'm hoping the cost of using it to flip it makes it worth it. Having a gilded lotus off of an equipment is just golden.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Added:
Shield -> Axe
Axe makes more sense here. It increases the power of Sram for crewing the Cultivator, it makes additional equipment which are useful for Clock of Omens and Krark-Clan Ironworks. Shield... doesnt do much that Blinding powder doesnt (but strictly worse in most situations), and Blinding Powder itself is pretty meh.
Plains -> Geier
Trying another colorless land out (fingers crossed I'm not going too deep on colorless) to help with draw.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Hammer of Nazahn also seems potentially interesting for the resiliency + auto equip. I just noticed that nobody had mentioned it.
I went auras with my own build but its fun to see what others did.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Those are definite fears. Luckily I havent ran into much trouble besides general board wipes/targeted hate. If so, Erase, Path to Exile Dispatch and Demystify all can be added in.
I got the idea for this from Garta on the competitive edh subreddit.
Hammer looks so costly, but it may end up being an inclusion just because it can help sram get equipped in a hurry. My worry is including too many 2+ CMC equipments. Ideally I wanna get a cost reducer and Sram down and just start hammering the Cantrip button. Anything 2cmc or greater tends to slow me down significantly and as such, needs to make a big impact. Generally, I'm not too concerned with him being equipped since hes just a draw engine, but I'll keep it in mind It's been added to the maybelist.
That being said I do really like your aura build!
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Sylvok Lifestaff
Added:
Witches' Eye
For the combos with Paradox Engine.
I am also planning to copy Garta's build more as I find this build stalls too hard trying to win unless I hit critical mass. He runs infinite mana combos and equipment that allow him to shoot folks to death
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown