Wurmcoil is fairly good against Jund, Grixis, Affinity, Fish, BG decks that run Maelstrom Pulse. It is a solid castable threat against decks trying to attack your lands. It is also pretty good against burn, sure a lot of lists have path post board but if they boarded in 4 paths for your one wurmcoil your chances of winning are pretty good anyways. You don't mind seeing it in your opening hand since it pitches well to thirst and you can gifts for it. The problem I have with Ugin sometimes is that you have to draw into it at the right moment.
I think the basic swamp is good enough as a Fetch/Ghost Quarter/Path target.
I went back to a 12 tron land list since 10 tron pieces just didn't feel powerful enough at times.
Wurmcoil is pretty good against non path decks, it is basically our Thragtusk, it is very castable and is a reasonable reanimation target. I have been moving it in and out of the main since it feels like a good threat again decks that don't get shutout by Iona/Elesh Norn. (you can value gift for something like Unburial Rites/Wurmcoil/Lingering Souls/X and always guarantee a board presence)
As it stands I'm testing 4 fetchlands: 2 Flooded Stands, 1 Marsh Flats, 1 Polluted Delta with the targets being 2 Islands, 1 Swamp, 1 Plains and one of each the Esper Shocks.
As you mentioned Lingering Souls indeed help shore up match ups against Affinity, it is also good against Jund and Infect. Being able to cast 3 wurmcoils has also worked wonders against Jund.
Having access to souls and black mana makes the gifts packages a lot smoother. With Unburial Rites in hand I can gifts for a reanimate target and souls on 4 mana and reanimate it on 5 mana (with souls as additional value). The lingering souls also can sometimes just out right win the game by themselves.
I'm playing one Dimir Signet as an additional black source to combat Blood Moon, but I found that the mana base is not that bad once I cut the Inquisitions and Thoughtseizes so I might go back up to 4 Azorius Signets to enable more turn 3 Unburial Rites.
I actually took out 1 Timely, 1 Day of Judgement and 1 Azorius Signet for the 3 Lingering Souls. Think I might add Engineered Explosives in the Sideboard as the 3rd Wrath.
I ended up winning a interesting game against Lantern Control by landing Iona and attacking through the ensnaring bridge with lingering souls. (I doubt that will ever happen again)
I am still not sure if Linger Souls is worth going into black mana for. I have been having troubles with aggro matchups so I have been looking at 4 color gifts and esper gifts to see what could be added.
What do you guys think about splashing black for lingering souls? It makes unburial rites less awkward in hand and makes certain gifts piles better. It brings the list a little closer to Esper Gifts. Although it is really hard to access black mana on turn one to play hand disruption in the deck, it isn't unreasonable to get one black mana on turn 4/5 to flashback lingering souls or to hard cast unburial rites. Been tinkering with a list like this.
It's also a house with Karn and trinkets. Paying 2B to animate Nihil Spellbomb and draw three cards is pretty sweet, especially when Salvaging Station triggers and brings it back for another round. I'm really liking it so far, but I'll need to play more games with it before I can say for sure whether it makes the cut in my list.
It seems really cute indeed
You can also clamp goats from trading post, baleful strix and any creatures that was going to die anyways. You can fetch up Skullclamp with Artificer's Intuition and recur it with salvaging station, not bad for one of the most powerful draw engine in Magic.
Also Skullclamp will work very well with Thopter Sky Network a card I have been very impressed with recently. I think Thopter Sky Network would work great in a our deck as it is both a Phyrexian Arena that can draw cards the turn it enters play and works as a Bitterblossom popping out evasive bodies for defensive and offensive duties.
Shredder...is just so expensive - just play Open the Vaults or Roar of Reclamation!
Shredder actually works really well with Open the Vaults or Roar of Reclamation, sac everything to Krark-Clan Ironworks/Thopter Foundry, cast Open the Vaults and shredder it Open the Vaults back to go off eggs style. It combos with salvaging station too, allowing you to get back non artifact cards during a sharuum loop.
5 mana may seem like a lot but it is made bearable with instant speed. End of turn get back boardwipe/planeswalker for value or tutor/Open the Vault/Bitter Ordeal for the win.
It is a one mana win condition that does some useful things on its own.
Scroll Rack, I found that with Sharuum the hand is quickly emptying. I cannot abuse Scroll Rack as much as in some control strategy that tends to draw more. It is better in my Zedruu deck with Land Tax
I'm actually wondering about this my self. Maybe I'm just not very good at using the card, but it just seem that I am never happy to see it in my sharuum deck.
I run a very similar deck to relative success. Geist isn't the most impactful general like Grand Augustin but at the same time it doesn't draw as much hate from the table and help ward off getting targeted early in the game. My general strategy for the deck is to get value early on with equipments and then play light control game to prevent combo decks winning with counter magic and keep aggro deck in check with wraths. The deck wins by surviving until there are only 2 players left and win by playing better blue cards, or winning off of the huge advantage generated by Consecrated Sphinx or a series of time warps.
Cards that I would suggest:
In addition to the equipments you listed I run Jitte, Sword of Light and Shadow and Sword of War and Peace.
Umezawa's Jitte: While Jitte isn't all that powerful in edh, the ability to ping down utility creatures and one shot someone out of nowhere with general damage is nice.
Sword of War and Peace: Although this sword isn't interested, it just has the fastest clock out of all the swords and the life gain helsp you race.
Sword of Light and Shadow: Light and Shadow is a interested option that usually isn't included in Geist decks but since my deck have a lot more creatures than the french EDH version, I feel light it deserves a spot. I also run Draft of Phantasm which interacts very well with Light and Shadow along with Spell Crumble. The deck is also loaded with very powerful 3 drops so the ability to tutor for one every turn is amazing. It basically turns it into a build your own Sunforger.
Other cards non equipment cards that I recommend looking into.
Sundial of the Infinite: I love Sundial of the Infinite, with Geist it lets you keep your angel token around every turn for the cost of one low mana. It also has cute interactions with cards like Venser blinking Oblivion Ring exiling return trigger on the stack and Thawing Glaciers exiling return to hand trigger. It also can protect you from spells cast on your time.
Time Spiral: Most of time it is just a free wheel of fortune for when you run out of gas, but once a while you get to cast it right after a cyclone rift and makes it a one sided board wipe that also tucks generals. Bonus points for castings it with Consecrated Sphinx out.
Phyrexian Metamorph: Clones are great, better while it can become another copy of Sword of X and Y
All the Manlands: Great for getting value off of your equipments post board wipes.
Sharuum the Hegemon
Thalia, Guardian of Thraben
Marath, Will of the Wild
Trostani, Selesnya's Voice
Geist of Saint Traft
Thassa, God of the Sea
Kaalia of the Vast
Trostani + doubling season + ajani goldmane lets you instant ultimate ajani making life total sized tokens both equal to 4x the life you started with. One of the most broken plays I've seen the deck make.
"Quote:
Originally Posted by genini1 View Post
"9/16/2007 If Tawnos's Coffin leaves the battlefield before its ability has resolved, it will exile the targeted creature forever, since its delayed triggered ability will never trigger.
So it exiles itself forever."
Actually, it exiles itself during the resolution of the ability. However, it is exiled before the delayed triggered is setuped by the ability (you do what's printed on the card in the order written). So the delayed trigger will never trigger."
Hmm, appears it won't help the coffin dodge removal unfortunately.
But it doesn't leave the battlefield before the ability resolves, the ability has to resolve for coffin to leave the battlefield. Therefore you will get it back.
Non artifact clones are not good enough to run in Sharuum. One of the main way of protecting the combo is to playing Sharuum reanimating Sculpting Steel/Phyrexian Metamorph, and since you can't do that with any other clone spells they just don't deserve a slot.
The deck was similar to this list.
I lost game one to a few brutal Oblivion Sowers and got grinded out game two.
Post board I looked at our threats and there just seem to be no good way to win other than Emrakul.
Wurmcoil is fairly good against Jund, Grixis, Affinity, Fish, BG decks that run Maelstrom Pulse. It is a solid castable threat against decks trying to attack your lands. It is also pretty good against burn, sure a lot of lists have path post board but if they boarded in 4 paths for your one wurmcoil your chances of winning are pretty good anyways. You don't mind seeing it in your opening hand since it pitches well to thirst and you can gifts for it. The problem I have with Ugin sometimes is that you have to draw into it at the right moment.
3x Celestial Colonnade
4x Urza's Mine
4x Urza's Tower
4x Urza's Power Plant
2x Flooded Strand
1x Hallowed Fountain
1x Island
1x Plains
1x Swamp
1x Watery Grave
1x Polluted Delta
1x Godless Shrine
1x Snow-Covered Island
Artifact(6):
4x Azorius Signet
2x Expedition Map
1x Iona, Shield of Emeria
1x Elesh Norn, Grand Cenobite
1x Emrakul, the Aeons Torn
1x Wurmcoil
Instant(18):
4x Gifts Ungiven
4x Thirst for Knowledge
4x Path to Exile
3x Remand
1x Sphinx's Revelation
1x Condescend
1x Repeal
Sorcery(6):
1x Wrath of God
1x Supreme Verdict
1x Unburial Rites
3x Lingering Souls
1x Ugin, the Spirit Dragon
2x Timely Reinforcements
2x Dispel
2x Celestial Purge
1x Disenchant
1x Spellskite
1x Terastodon
1x Mindbreak Trap
2x Hurkyl's Recall
1x Negate
1x Spell Snare
1x Engineered Explosives
I think the basic swamp is good enough as a Fetch/Ghost Quarter/Path target.
I went back to a 12 tron land list since 10 tron pieces just didn't feel powerful enough at times.
Wurmcoil is pretty good against non path decks, it is basically our Thragtusk, it is very castable and is a reasonable reanimation target. I have been moving it in and out of the main since it feels like a good threat again decks that don't get shutout by Iona/Elesh Norn. (you can value gift for something like Unburial Rites/Wurmcoil/Lingering Souls/X and always guarantee a board presence)
Updated list
3x Celestial Colonnade
4x Urza's Mine
4x Urza's Tower
4x Urza's Power Plant
2x Flooded Strand
1x Hallowed Fountain
1x Island
1x Plains
1x Swamp
1x Watery Grave
1x Polluted Delta
1x Godless Shrine
1x Snow-Covered Island
Artifact(6):
4x Azorius Signet
2x Expedition Map
1x Iona, Shield of Emeria
1x Elesh Norn, Grand Cenobite
1x Emrakul, the Aeons Torn
1x Wurmcoil
Instant(18):
4x Gifts Ungiven
4x Thirst for Knowledge
4x Path to Exile
3x Remand
1x Sphinx's Revelation
1x Condescend
1x Repeal
Sorcery(6):
1x Wrath of God
1x Supreme Verdict
1x Unburial Rites
3x Lingering Souls
1x Ugin, the Spirit Dragon
2x Timely Reinforcements
2x Dispel
2x Celestial Purge
1x Disenchant
1x Spellskite
1x Terastodon
1x Mindbreak Trap
2x Hurkyl's Recall
1x Negate
1x Spell Snare
Colorless Nameless Inversion.
As you mentioned Lingering Souls indeed help shore up match ups against Affinity, it is also good against Jund and Infect. Being able to cast 3 wurmcoils has also worked wonders against Jund.
Having access to souls and black mana makes the gifts packages a lot smoother. With Unburial Rites in hand I can gifts for a reanimate target and souls on 4 mana and reanimate it on 5 mana (with souls as additional value). The lingering souls also can sometimes just out right win the game by themselves.
I'm playing one Dimir Signet as an additional black source to combat Blood Moon, but I found that the mana base is not that bad once I cut the Inquisitions and Thoughtseizes so I might go back up to 4 Azorius Signets to enable more turn 3 Unburial Rites.
I actually took out 1 Timely, 1 Day of Judgement and 1 Azorius Signet for the 3 Lingering Souls. Think I might add Engineered Explosives in the Sideboard as the 3rd Wrath.
I ended up winning a interesting game against Lantern Control by landing Iona and attacking through the ensnaring bridge with lingering souls. (I doubt that will ever happen again)
I am still not sure if Linger Souls is worth going into black mana for. I have been having troubles with aggro matchups so I have been looking at 4 color gifts and esper gifts to see what could be added.
3x Celestial Colonnade
3x Urza's Mine
4x Urza's Tower
3x Urza's Power Plant
2x Flooded Strand
1x Hallowed Fountain
1x Island
1x Plains
1x Swamp
1x Watery Grave
1x Polluted Delta
1x Godless Shrine
1x Marsh Flats
1x Snow-Covered Island
Artifact(6):
3x Azorius Signet
1x Dimir Signet
2x Expedition Map
1x Iona, Shield of Emeria
1x Elesh Norn, Grand Cenobite
1x Emrakul, the Aeons Torn
1x Snapcaster Mage
Instant(19):
4x Gifts Ungiven
4x Thirst for Knowledge
4x Path to Exile
3x Remand
1x Sphinx's Revelation
1x Condescend
1x Spell Snare
1x Repeal
Sorcery(6):
1x Wrath of God
1x Supreme Verdict
1x Unburial Rites
3x Lingering Souls
Planeswalker:
1x Ugin, the Spirit Dragon
2x Timely Reinforcements
2x Dispel
2x Celestial Purge
1x Disenchant
1x Spellskite
1x Terastodon
1x Mindbreak Trap
2x Hurkyl's Recall
1x Negate
1x Relic of Progenitus
1x Wurmcoil Engine
You can also clamp goats from trading post, baleful strix and any creatures that was going to die anyways. You can fetch up Skullclamp with Artificer's Intuition and recur it with salvaging station, not bad for one of the most powerful draw engine in Magic.
Also Skullclamp will work very well with Thopter Sky Network a card I have been very impressed with recently. I think Thopter Sky Network would work great in a our deck as it is both a Phyrexian Arena that can draw cards the turn it enters play and works as a Bitterblossom popping out evasive bodies for defensive and offensive duties.
Shredder actually works really well with Open the Vaults or Roar of Reclamation, sac everything to Krark-Clan Ironworks/Thopter Foundry, cast Open the Vaults and shredder it Open the Vaults back to go off eggs style. It combos with salvaging station too, allowing you to get back non artifact cards during a sharuum loop.
5 mana may seem like a lot but it is made bearable with instant speed. End of turn get back boardwipe/planeswalker for value or tutor/Open the Vault/Bitter Ordeal for the win.
It is a one mana win condition that does some useful things on its own.
I'm actually wondering about this my self. Maybe I'm just not very good at using the card, but it just seem that I am never happy to see it in my sharuum deck.
betterblue cards, or winning off of the huge advantage generated by Consecrated Sphinx or a series of time warps.Cards that I would suggest:
In addition to the equipments you listed I run Jitte, Sword of Light and Shadow and Sword of War and Peace.
Umezawa's Jitte: While Jitte isn't all that powerful in edh, the ability to ping down utility creatures and one shot someone out of nowhere with general damage is nice.
Sword of War and Peace: Although this sword isn't interested, it just has the fastest clock out of all the swords and the life gain helsp you race.
Sword of Light and Shadow: Light and Shadow is a interested option that usually isn't included in Geist decks but since my deck have a lot more creatures than the french EDH version, I feel light it deserves a spot. I also run Draft of Phantasm which interacts very well with Light and Shadow along with Spell Crumble. The deck is also loaded with very powerful 3 drops so the ability to tutor for one every turn is amazing. It basically turns it into a build your own Sunforger.
Other cards non equipment cards that I recommend looking into.
Sundial of the Infinite: I love Sundial of the Infinite, with Geist it lets you keep your angel token around every turn for the cost of one low mana. It also has cute interactions with cards like Venser blinking Oblivion Ring exiling return trigger on the stack and Thawing Glaciers exiling return to hand trigger. It also can protect you from spells cast on your time.
Time Spiral: Most of time it is just a free wheel of fortune for when you run out of gas, but once a while you get to cast it right after a cyclone rift and makes it a one sided board wipe that also tucks generals. Bonus points for castings it with Consecrated Sphinx out.
Phyrexian Metamorph: Clones are great, better while it can become another copy of Sword of X and Y
All the Manlands: Great for getting value off of your equipments post board wipes.
Thalia, Guardian of Thraben
Marath, Will of the Wild
Trostani, Selesnya's Voice
Geist of Saint Traft
Thassa, God of the Sea
Kaalia of the Vast
Why stop there, use Ajani, Caller of the Pride and get 8x life.
But it doesn't leave the battlefield before the ability resolves, the ability has to resolve for coffin to leave the battlefield. Therefore you will get it back.
If anything just run more dig/tutors.
Personally, I just have a cheap white weenie 1v1 deck in case someone wants to play french.