[quote from="Frank_Glascock »" url="http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/217067-sharuum-everyones-favorite-kitty?comment=1599"] Ajacobik, I have two questions. Did you try an all out fast combo version of Sharuum that eliminates secondary win cons in favor of playing more counters and removal? Or another way to put it, are Welgo and I just wasting our time? This is the primary reason I am interested in your list. I do not want to try to create a list which you have already play tested and drawn conclusions.
Secondly, how would you rate the top end decks one to five (Druid, Zur Doomsday, Boonweaver, Derevi, High Tide, Teferi, Jeleva Storm ect)?
I have played most variations of the deck (engine, eggs, reanimator, you name it) at some point in the last five years, though I didn't experiment much with the fast combo version until about a year ago. I ended up with a list similar to Welgo's and it performed very well against most decks, but I kept struggling to set up Gravestorm against prepared tables, and often didn't set it up fast enough against streamlined combo decks because of the limitation of having to resolve a 6CC creature to attempt to win. I will say that you aren't wasting your time with the deck at all if you enjoy playing it, and it's still a very good deck. It's just not quite at the same level as some of the other decks in the format at the moment.
As for decisively ranking the top decks, that's nearly impossible in a format where every game sees four different decks seated at a table, and the interactions between those decks varies wildly depending on their chemistry and the individual who built the decks--many EDH games at high-end tables are determined simply by turn order. However, I'll say I think Doomsday Zur is currently the best positioned deck and, really, that's the deck we're trying to compete with--it's a fast combo deck in Esper colors that relies on sticking a creature and jumping it through some hoops to win on the spot.
Hello ajacobik. Can you link to examples of these other top end decks mentioned here? You seem to have experience running against them. Seeing some example decklist can help all of us undertand how they work, even if we have not been seeing these decks in our local meta (Myself: I mainly play at my local FNM and see a wide range of decks, from amateur to competitive). As Sun Tzu stated, 'It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles'. We will then be able to develop strategy of how me may be able to counteract these other top decks and our optimal response.
If your hitting Alter an infinite number of times, it can still deal with Eldrazi. Yes they can reshuffle their graveyard back into the library when theymill one, but you are able to then repeat and keep milling them. Eventually, no matter how many times the reshuffle, the probability that the last X cards in their library are only the eldrazi titans will occur. Even if the odds of this happening on any one reshuffle are very small, by repeating that reshuffle an infinite number of times, you are guaranteed to force this scenario to occur.
Yes, you will not be able to kill them the turn you combo, but you will heavily limit their library and put them on a X turn clock where X was the number of titans they where running. If they had just one, then they have one turn where they may be able to try something with an empty library. We are also playing Esper, so we should be able to respond to whatever they attempt to do. Even with that turn, it is still likley checkmate and we will win.
Taking shortcut like this is not allowed in Magic the Gathering.
Yes, the probability is less than 1 chance out of 99 that the Eldrazi titan will be shuffled on the bottom of the library. But you don't know when this event will occur and how much shuffing time it will need.
The R&D clearly stated that the outcome of a game of Magic should be decided by cards being played and not by a conjecture that requires a degree in Mathematics.
Read this paragraph to know more : http://blogs.magicjudges.org/articles/2012/12/25/slow-play/#loops
"What is not acceptable is to give a desired outcome where you can’t give a count of how many iterations it will take to get to that end result. Saying “mill until you have one Emrakul left in your deck” is an example of an unacceptable shortcut. While this is theoretically possible to achieve, you cannot determine beforehand how many times it will take to get to that end point."
Thanks for pointing that out. I stand corrected
As a side note, this rule seems to be one reason why Wizards brought the ban-hammer down on one of the Eggs decks that was prevalent in Modern a while back. The combo their was not deterministic and thus had do be done manually and not with a shortcut.
If your hitting Alter an infinite number of times, it can still deal with Eldrazi. Yes they can reshuffle their graveyard back into the library when theymill one, but you are able to then repeat and keep milling them. Eventually, no matter how many times the reshuffle, the probability that the last X cards in their library are only the eldrazi titans will occur. Even if the odds of this happening on any one reshuffle are very small, by repeating that reshuffle an infinite number of times, you are guaranteed to force this scenario to occur.
Yes, you will not be able to kill them the turn you combo, but you will heavily limit their library and put them on a X turn clock where X was the number of titans they where running. If they had just one, then they have one turn where they may be able to try something with an empty library. We are also playing Esper, so we should be able to respond to whatever they attempt to do. Even with that turn, it is still likley checkmate and we will win.
We are acknowledging the rebirth costs 2 extra each time?
Edit: derp, Rebirth effect.
Why not just have: Flying, Haste
Whenever Fira, the Eternal Rebirth enters the command zone from play, you gain an experience counter.
Fira, the Eternal Rebirth costs 1 less to cast for each experience counter on you.
When Fira enters the battlefield it deals damage to each other creature equal to twice the number of experience counters on you.
While I do like this variation, I think it is more powerful than the one I had. It would allow you to multi-cast Fira on the same turn as long as you have mana and a sac source.
The card is absolutely busted and may as well read "whenever a creature enters the battlefield, sacrifice it"
It's an almost complete shutdown on creatures.
The card, with the text printed, would have to cost 6+ mana.
Keep in mind that this card designed for a mono-red edh deck.
I will not disagree that its effect is powerful, as it is a reusable board wipe. I would argue that it is still not obscenely powerful. It only hits creatures and and does so by dealing 'damage', which is a lot easier to mitigate than other wipe mechanics. Torpor orb would prevent the wipe from triggering so that is another answer to Fira.
I would agree that Fira would be very effective against creature based EDH decks. In this regard, it is perhaps similar to gaddock teeg in that it can heavily effect the game.
One idea through may be to shift the phase during which Fira would come back into play, say at the end of your next turn. Maybe that will reduce the power level if necessary.
Hello all. I have been thinking that it would be pretty cool to have a Legendary Phoenix for use in commander. This is what I have brewed up so far:
I think that this card captures the flavor of how phoenix do not die, but are continually reborn. The rebirth mechanic here is designed with being used as a commander in mind. It means that removing Fira from play will have downsides to the battlefield as she will return.
@Stefouch
Congrats an the successful EDH tournament. Alter of the Brood has also been a very powerful win condition for me as well. I just acquired my LED. I am not sure on how best to use it through as part of the Sharuum combo. The discard your hand clause seems a bit scary if you can't win right then and there. I am running KCI to much success. It allows you to make ThropterSword go infinite and, with alter, win instantly. I was able to put together that combo at FNM after having hate preventing me from going out with a Sharuum combo. They did not expect a non-Sharuum combo and I caught my opponent off guard.
On to some more general thoughts and discussion.
What do you folks think are the best board wipes to run in our Sharuum decks?
I am currently running:
Black Sun's Zenith - Reusable creature wipe that gets around indestructible.
Cyclonic Rift - Instant speed. Hits just opponents. Evades indestructible.
I think running board wipe in EDH is important as it allows you to reset the gamestate when it becomes unfavorable to you. It allows is one of the few ways of getting rid of some really problematic stuff.
What do you folks run? Do you think there are better wipes for Sharuum? What do you think is the optimal number of wipes, if any?
This is more or less the point I was attempting to make. I honestly don't see how a Sharuum deck taps out every turn and doesn't get punished for it. Even y'all leave mana open for capsules and tawnos's coffin shenanigans i'm sure. Otherwise, I feel like this deck would just fold to high impact plays like Tooth and Nail and Mass Artifact Destruction, or a variety of two card combos that other decks tend to run (Azami and mind over matter, Prossh and food Chain, etc.) Bringing up Scarecrone was weird to me because it's a completely different card. Nim isn't just used for the recursion, it's for the other utility it offers as well.
I can completely understand thinking that the utility it offers isn't worth the mana cost though. I'm just throwing ideas out there that might be helpful in certain metas and decks that run more creatures than the old list since I thought the general consensus was the old list is a bit dated.
I think that Nim Deathmantle can work in a Sharuum deck and that it is not an bad choice. I also would argue that there are probably better options out there. I would rather be spending 4 on other things then Nim Deathmantle.
Nim Deathmantle costs 6 before it does anything. 2 + 4. Not counting the 2 you paid earlier means you're not paying attention to where your mana's going, which means you had less efficient earlier turns.
Imagine if Argentum Armor only cost 6, it'd probably be an extremely powerful card. It costs 12, even if you can split it.
I tend to agree. The ability to reanimate also can only be used in response to the trigger. This means that you need to keep 4 open during all phases on everyone's turn so that you can respond to the trigger. This is can have a hefty speed penalty as you are essentially always going to be 4 mana behind your opponents to have 1 use of deathmantle online for a response. I would rather have my reanimate effects be able to be used when I choose, not in response to a trigger.
@Ajacobik. You bring up a good point. There are a good number of commanders out there that trigger on attacking. In addition, you can tap down eldrazi so they cannot trigger their 'on attack' triggers. Lots of folks run Eldrazi these days so that is a decent plus.
Regarding Staff of Domination, my thoughts are that is still very versatile even without unlimited mana to fuel it. There will be games where you end up in a bit of a lull for a few turns, and staff can help you zip past that by getting you more gas and protecting you until you are recharged. Even tapping a single critter to prevent it from attacking or a single draw could make all the difference. When you do have unlimited mana, it becomes really oppressive. This is from my past experience with it.
I am also thinking that KCI may be underrated in this deck as it goes infinite with ThropterSword and can provide significant turbo by converting artifacts into mana. This may help increase the aggression and speed of the deck. My 2 Cents.
Thanks for the detailed response! I have been thinking heavily on what you said and have been tinkering with my deck-list. Due to heavy changes I have been making, I am posting an updated version of the deck-list.
Here are some of my thoughts on how I came to this decklist:
Control Elements
I included a more significant control package then I have been seeing on other decks in this thread. This is because I am of the opinion that having access to answers will help this deck respond and deal with a large number of threats and game states. The board wipes will allow me to reset the board state when it gets into an unfavorable position. The counterspells allow me to stop problematic cards from taking effect. The targeted spells allow me to get rid of problematic cards that are in play. This should make it easier for me to assemble a win condition and combo off.
Some Card Explanations
Krark-Clan Ironworks - This card combos well with ThropterSword to produce Infinite Mana and Infinite Life. Can also be used as a sac outlet and mana source.
Spell Crumple - This counterspell tucks the spell back into the library. In Commander, it is generally harder to recover a spell from the library than it is to recur it from the graveyard. As a bonus, you can tuck the counterspell back in so that you may be able to use it again. More Value!
Void Shatter - Similar concept except the spell is gone from the game. Also is colorless so can it can dodge some blue hate.
Staff of Domination - This staff does a bit of everything. It is can synergize well with Infinite Mana and provides a bunch of options to sink extra mana into it.
Consecrated Sphinx - I love this guy. He allows you to draw a bunch of cards and will thus allow you to find what you need. Decent body to boot as well.
Cranial Plating - Might seem a bit odd in this deck, but I think it actually makes a bunch of sense. This ONE CARD can turn any dude of ours into a serious offensive threat. We run a bunch of artifacts that this use to boost a critter and provides an beatdown source. Attached to one of our sphinxes or an inkmoth, and that could shortly be game.
I also played the deck with the above modifications at my local FNM. The game store I go to does 4 player pods of EDH. I played in two on Friday.
Pod 1 was a quick game. I spending my first few turns getting my board state set up and was working on controlling threats. On turn 7, one of my opponents hit me with a traumatize. While this hurt, he ended up putting a Sculpting Steel into my graveyard. I had Altar of the Brood in my hand and I played it with Sharuum for the combo instant win.
Pod 2 was more grinding. I was able to board wipe a bunch of threats and was able to control the game for the most part. Then, one of my opponents played a Realm Razer. I was fortunate in that I was able to recover pretty quickly. I was taken down to 3 life by which time I was able to put in place my pillow-fort enchantments. I strip-mined one of his land and then used Jace, the Mind Sculptor +2 to ensure he did not draw the 4th land he needed to pay the cost to hit me for lethal. I was able to stall and control until I tutored in place a combo and I won.
My thoughts afterwards
I am thinking that a stax/control approach works very well with Sharuum. It allows you to have an answer for pretty much anything and ensuring the saftey of your combo win you do go off. It also allows you to always be playing from an advantage. I am thinking this might a really good way of building Sharuum.
Hello all! I have been putting together a Sharuum deck and wanted to share my list as well as the theory behind it.
Overview
This deck aims to combine stax & control elements with the combo capabilities of Sharuum. It can win via Sharuum Combo, Infinite Turns, Infinite mana combos, or beatdown from Wurmcoil Engine or Blightsteel Colossus
Please provide feedback on how to improve this deck
Gameplan and Strategy
Early game
In the first couple of turns, the deck focusing on ramping up by playing its mana rocks and setting up the initial stax elements. This will help the deck leap-frog over its opponents as well as providing a buffer against early aggressive decks.
Mid Game
Once the first few turns are past, the deck would like to play one of its board wipes to reset opponents board states. This ideally leaves this deck in an advantages position. The deck then works on getting all the combo pieces in place and controlling the game.
Late Game
In the late game, the deck relies on its secondary combos and or beatdown to win. It can also steadily increase the stax elements till the game becomes completely locked up.
Mimic Vat: Mimic Vat allows me to remove and then play problematic creatures from my opponents graveyard as well as allowing a method to replay my own creatures.
Tangle Wire: This is a really effective early game stax play. It can slow down the early game against aggressive decks and allow everyone to get past the first few turns.
Trading Post: The post allows me a multitude of options when it is on the field.
Vedalken Orrery: Who doesn't like to play all their spells at instant speed?
Debtors' Knell: Once a turn recursion of any creature in any graveyard. This is potent if it sticks. Adds game choices.
Grave Pact: Helps protect my dudes and makes killing them have consequences.
Leyline of the Void: Highly effective at stopping graveyard shenanigans by my opponents. Does not affect you so you are able to recur your own stuff.
Propaganda/Ghostly Prison: Helps prevent a creature based onslaught by forcing mana to attack you.
Rhystic Study: Many people don't pay the extra. Lets you draw a bunch because of that.
Jace, the Mind Sculptor: Card draw, removal, and win condition all-in-one. What is not to love?
Karn Liberated: Don't like a card in play? Exile it! Want to thin a players hand? Exile a card there. In a bind? restart the game. Provides reusable removal and an emergency reset.
Tezzeret, Agent of Bolas: Dig for artifacts as well as provide a win condition in the ultimate. Hit middle ability can open an artifact up for a creature based kill effect.
Hello ajacobik. Can you link to examples of these other top end decks mentioned here? You seem to have experience running against them. Seeing some example decklist can help all of us undertand how they work, even if we have not been seeing these decks in our local meta (Myself: I mainly play at my local FNM and see a wide range of decks, from amateur to competitive). As Sun Tzu stated, 'It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles'. We will then be able to develop strategy of how me may be able to counteract these other top decks and our optimal response.
Thanks for pointing that out. I stand corrected
As a side note, this rule seems to be one reason why Wizards brought the ban-hammer down on one of the Eggs decks that was prevalent in Modern a while back. The combo their was not deterministic and thus had do be done manually and not with a shortcut.
If your hitting Alter an infinite number of times, it can still deal with Eldrazi. Yes they can reshuffle their graveyard back into the library when theymill one, but you are able to then repeat and keep milling them. Eventually, no matter how many times the reshuffle, the probability that the last X cards in their library are only the eldrazi titans will occur. Even if the odds of this happening on any one reshuffle are very small, by repeating that reshuffle an infinite number of times, you are guaranteed to force this scenario to occur.
Yes, you will not be able to kill them the turn you combo, but you will heavily limit their library and put them on a X turn clock where X was the number of titans they where running. If they had just one, then they have one turn where they may be able to try something with an empty library. We are also playing Esper, so we should be able to respond to whatever they attempt to do. Even with that turn, it is still likley checkmate and we will win.
While I do like this variation, I think it is more powerful than the one I had. It would allow you to multi-cast Fira on the same turn as long as you have mana and a sac source.
Thanks for all the feedback!
Thanks for the suggestion. I like your re-wording of the first passive clause better than mine.
Keep in mind that this card designed for a mono-red edh deck.
I will not disagree that its effect is powerful, as it is a reusable board wipe. I would argue that it is still not obscenely powerful. It only hits creatures and and does so by dealing 'damage', which is a lot easier to mitigate than other wipe mechanics. Torpor orb would prevent the wipe from triggering so that is another answer to Fira.
I would agree that Fira would be very effective against creature based EDH decks. In this regard, it is perhaps similar to gaddock teeg in that it can heavily effect the game.
One idea through may be to shift the phase during which Fira would come back into play, say at the end of your next turn. Maybe that will reduce the power level if necessary.
I think that this card captures the flavor of how phoenix do not die, but are continually reborn. The rebirth mechanic here is designed with being used as a commander in mind. It means that removing Fira from play will have downsides to the battlefield as she will return.
Thoughts?
Congrats an the successful EDH tournament. Alter of the Brood has also been a very powerful win condition for me as well. I just acquired my LED. I am not sure on how best to use it through as part of the Sharuum combo. The discard your hand clause seems a bit scary if you can't win right then and there. I am running KCI to much success. It allows you to make ThropterSword go infinite and, with alter, win instantly. I was able to put together that combo at FNM after having hate preventing me from going out with a Sharuum combo. They did not expect a non-Sharuum combo and I caught my opponent off guard.
On to some more general thoughts and discussion.
What do you folks think are the best board wipes to run in our Sharuum decks?
I am currently running:
I think running board wipe in EDH is important as it allows you to reset the gamestate when it becomes unfavorable to you. It allows is one of the few ways of getting rid of some really problematic stuff.
What do you folks run? Do you think there are better wipes for Sharuum? What do you think is the optimal number of wipes, if any?
I think that Nim Deathmantle can work in a Sharuum deck and that it is not an bad choice. I also would argue that there are probably better options out there. I would rather be spending 4 on other things then Nim Deathmantle.
I tend to agree. The ability to reanimate also can only be used in response to the trigger. This means that you need to keep 4 open during all phases on everyone's turn so that you can respond to the trigger. This is can have a hefty speed penalty as you are essentially always going to be 4 mana behind your opponents to have 1 use of deathmantle online for a response. I would rather have my reanimate effects be able to be used when I choose, not in response to a trigger.
I am also thinking that KCI may be underrated in this deck as it goes infinite with ThropterSword and can provide significant turbo by converting artifacts into mana. This may help increase the aggression and speed of the deck. My 2 Cents.
(@SerenadeSSBM)
Thanks for the detailed response! I have been thinking heavily on what you said and have been tinkering with my deck-list. Due to heavy changes I have been making, I am posting an updated version of the deck-list.
1 Academy Ruins
1 Ancient Den
1 Arcane Sanctum
1 Celestial Colonnade
1 Command Tower
1 Creeping Tar Pit
1 Darkslick Shores
1 Darksteel Citadel
1 Drowned Catacomb
1 Fetid Heath
1 Flooded Strand
1 Glacial Fortress
1 Glimmervoid
1 Godless Shrine
1 Hallowed Fountain
1 Inkmoth Nexus
4 Island
1 Isolated Chapel
1 Marsh Flats
1 Maze of Ith
1 Mirrorpool
1 Mystic Gate
1 Polluted Delta
1 Reliquary Tower
1 Scrubland
1 Seachrome Coast
1 Seat of the Synod
1 Strip Mine
1 Sunken Ruins
1 Temple of Deceit
1 Temple of Enlightenment
1 Temple of Silence
1 Tundra
1 Vault of Whispers
1 Watery Grave
1 Consecrated Sphinx
1 Magister Sphinx
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Sphinx of the Steel Wind
1 Steel Hellkite
1 Thopter Assembly
1 Wurmcoil Engine
Salvaging Station Package
1 Aether Spellbomb
1 Altar of the Brood
1 Dispeller's Capsule
1 Elixir of Immortality
1 Executioner's Capsule
1 Nihil Spellbomb
1 Salvaging Station
1 Voyager Staff
Mana Rocks
1 Basalt Monolith
1 Chromatic Lantern
1 Coalition Relic
1 Lotus Bloom
1 Lotus Petal
1 Mox Opal
1 Sol Ring
1 Thought Vessel
Other Artifacts
1 Cranial Plating
1 Crucible of Worlds
1 Ensnaring Bridge
1 Krark-Clan Ironworks
1 Mind's Eye
1 Rings of Brighthearth
1 Scroll Rack
1 Sculpting Steel
1 Sensei's Divining Top
1 Staff of Domination
1 Sword of the Meek
1 Thopter Foundry
1 Time Sieve
1 Trading Post
1 Vedalken Orrery
1 Counterspell
1 Force of Will
1 Mana Drain
1 Spell Crumple
1 Swan Song
1 Void Shatter
Board Wipes
1 Black Sun's Zenith
1 Cyclonic Rift
1 Merciless Eviction
1 Wrath of God
Other Spells
1 Demonic Tutor
1 Enlightened Tutor
1 Bitter Ordeal
1 Roar of Reclamation
1 Sphinx's Revelation
1 Utter End
1 Vindicate
Planeswalkers
1 Jace, the Mind Sculptor
1 Tezzeret the Seeker
1 Tezzeret, Agent of Bolas
1 Venser, the Sojourner
Enchantments
1 Leyline of the Void
Link to deck @ TappedOut.net
Control Elements
I included a more significant control package then I have been seeing on other decks in this thread. This is because I am of the opinion that having access to answers will help this deck respond and deal with a large number of threats and game states. The board wipes will allow me to reset the board state when it gets into an unfavorable position. The counterspells allow me to stop problematic cards from taking effect. The targeted spells allow me to get rid of problematic cards that are in play. This should make it easier for me to assemble a win condition and combo off.
Some Card Explanations
Thoughts and Feedback would be appreciated
Link to deck @ TappedOut.net
Additions
Cards Removed
I also enhanced the mana-base.
I also played the deck with the above modifications at my local FNM. The game store I go to does 4 player pods of EDH. I played in two on Friday.
Pod 1 was a quick game. I spending my first few turns getting my board state set up and was working on controlling threats. On turn 7, one of my opponents hit me with a traumatize. While this hurt, he ended up putting a Sculpting Steel into my graveyard. I had Altar of the Brood in my hand and I played it with Sharuum for the combo instant win.
Pod 2 was more grinding. I was able to board wipe a bunch of threats and was able to control the game for the most part. Then, one of my opponents played a Realm Razer. I was fortunate in that I was able to recover pretty quickly. I was taken down to 3 life by which time I was able to put in place my pillow-fort enchantments. I strip-mined one of his land and then used Jace, the Mind Sculptor +2 to ensure he did not draw the 4th land he needed to pay the cost to hit me for lethal. I was able to stall and control until I tutored in place a combo and I won.
My thoughts afterwards
I am thinking that a stax/control approach works very well with Sharuum. It allows you to have an answer for pretty much anything and ensuring the saftey of your combo win you do go off. It also allows you to always be playing from an advantage. I am thinking this might a really good way of building Sharuum.
Thoughts?
Overview
This deck aims to combine stax & control elements with the combo capabilities of Sharuum. It can win via Sharuum Combo, Infinite Turns, Infinite mana combos, or beatdown from Wurmcoil Engine or Blightsteel Colossus
1x Academy Ruins
1x Ancient Den
1x Arcane Lighthouse
1x Arcane Sanctum
1x Celestial Colonnade
1x Command Tower
1x Darksteel Citadel
1x Darkslick Shores
1x Drowned Catacomb
1x Fetid Heath
1x Flooded Strand
1x Glacial Fortress
1x Godless Shrine
1x Hallowed Fountain
6x Island
1x Isolated Chapel
1x Maze of Ith
1x Mystic Gate
2x Plains
1x Polluted Delta
1x Reliquary Tower
1x Seachrome Coast
1x Seat of the Synod
1x Strip Mine
1x Sunken Ruins
2x Swamp
1x Temple of Deceit
1x Temple of Enlightenment
1x Tundra
1x Vault of Whispers
1x Watery Grave
1x Blightsteel Colossus
1x Consecrated Sphinx
1x Leonin Abunas
1x Master Transmuter
1x Phyrexian Metamorph
1x Solemn Simulacrum
1x Thassa, God of the Sea
1x Thopter Assembly
1x Wurmcoil Engine
Artifacts
1x Basalt Monolith
1x Chromatic Lantern
1x Coalition Relic
1x Crucible of Worlds
1x Darksteel Forge
1x Dispeller's Capsule
1x Executioner's Capsule
1x Gilded Lotus
1x Lightning Greaves
1x Mimic Vat
1x Mycosynth Lattice
1x Nevinyrral's Disk
1x Rings of Brighthearth
1x Salvaging Station
1x Scroll Rack
1x Sculpting Steel
1x Sensei's Divining Top
1x Sol Ring
1x Sword of the Meek
1x Tangle Wire
1x Thopter Foundry
1x Thought Vessel
1x Time Sieve
1x Tormod's Crypt
1x Trading Post
1x Vedalken Orrery
1x Winter Orb
1x Debtors' Knell
1x Ghostly Prison
1x Grave Pact
1x Leyline of the Void
1x Propaganda
1x Rhystic Study
Planeswalkers
1x Jace, the Mind Sculptor
1x Karn Liberated
1x Tezzeret the Seeker
1x Tezzeret, Agent of Bolas
Spells
1x Bitter Ordeal
1x Black Sun's Zenith
1x Counterspell
1x Cyclonic Rift
1x Demonic Tutor
1x Dissipate
1x Enlightened Tutor
1x Exsanguinate
1x Merciless Eviction
1x Spell Crumple
1x Sphinx's Revelation
1x Utter End
1x Vindicate
1x Void Shatter
1x Wrath of God
Link to deck @ TappedOut.net
Please provide feedback on how to improve this deck
Gameplan and Strategy
Early game
In the first couple of turns, the deck focusing on ramping up by playing its mana rocks and setting up the initial stax elements. This will help the deck leap-frog over its opponents as well as providing a buffer against early aggressive decks.
Mid Game
Once the first few turns are past, the deck would like to play one of its board wipes to reset opponents board states. This ideally leaves this deck in an advantages position. The deck then works on getting all the combo pieces in place and controlling the game.
Late Game
In the late game, the deck relies on its secondary combos and or beatdown to win. It can also steadily increase the stax elements till the game becomes completely locked up.
Combos!
The deck utilizes the following combos:
Card Choice Details