Have you considered adding the Teferi, Mage of Zhalfir + Knowledge Pool combo to keep everyone from casting spells? Teferi is pretty good in the deck on his own as another way of protecting your combos and I know Knowledge Pool doesn't really have the most stellar applications outside of this combo, but being able to keep everyone at the table from casting spells other than their general seems pretty sweet. And it's basically an instant win if no one has a dominating board presence or once you find a Damnation. Seems worth testing at least.
i made a few tweaks to this deck, tested it out and won a competition of 4 player EDH, where they practically ganged up on me and manage to win with 3 life left. awesome.
Entomb is great, probably yawgmoth will is kinda "meehh" but that is just out of 1 play-testing and straight to competition.
My Sharuum deck isn't very similar to this one, although I do run combo finishes. My deck has ~15 counterspells and more controlling options in it.
However, Yawgmoth's Will is one of the more consistent ways to win a multiplayer game, and sometimes is the only out that will get you there.
I won an EDH tournament yesterday and picked up an English Mana Drain because of Yawgmoth's Will.
I took two turns and Imperial Seal'd off of it. It was pretty awesome.
I've had a great deal of sucess with these little gems, and they compliment your current decklist; work well with Sharuum, and great utility for your other creatures. An extra wincon never hurts....well, at least not you.
How has Argivian Restoration worked out for you? I've been considering this card for my Sharuum, but right now i see it as card 100/101, and while I do see it has potential, I'm still not sure. I was wondering if you had any arguments in its favor or against it in a relative vacuum.
As a side note, I do run a combo build that trades a few tutors for more control when compared to your list
I've had a great deal of sucess with these little gems, and they compliment your current decklist; work well with Sharuum, and great utility for your other creatures. An extra wincon never hurts....well, at least not you.
That is an interesting combo, but the mana costs of the pieces, combined with the fact that they are pretty bad on their own in this deck, makes it not viable.
How has Argivian Restoration worked out for you? I've been considering this card for my Sharuum, but right now i see it as card 100/101, and while I do see it has potential, I'm still not sure. I was wondering if you had any arguments in its favor or against it in a relative vacuum.
As a side note, I do run a combo build that trades a few tutors for more control when compared to your list
I have made some changes to the deck (which I will try to post soon) and Argivian Restoration got the axe. I agree that it's one of those borderline cards. I'm running Salvage Scout right now, and I can't decide if I'd prefer it to be Argivian Find. Bottom line, I think either of those cards are better than Restoration in this deck because of the very low average costs of the artifacts.
I have made some changes to the deck (which I will try to post soon) and Argivian Restoration got the axe. I agree that it's one of those borderline cards. I'm running Salvage Scout right now, and I can't decide if I'd prefer it to be Argivian Find. Bottom line, I think either of those cards are better than Restoration in this deck because of the very low average costs of the artifacts.
That sounds similar to the conclusion that I reached, I found that I never really needed that effect at that cost. and between Sharuum and Academy Ruins I had enough recursion.
I'm interested to see what your current list looks like.
That sounds similar to the conclusion that I reached, I found that I never really needed that effect at that cost. and between Sharuum and Academy Ruins I had enough recursion.
I'm interested to see what your current list looks like.
Updated. Let me know your thoughts. I am hoping to get the remaining revised duals and a workshop soon.
There is enough redundancy in your deck that you may not need it, but Pull from Eternity has been a good add to my Sharuum deck.
I used to run pull from eternity about a year and a half ago, but I think the crazy amount of redundancy that has come out since then (primarily Phyrexian Metamorph being another Sculpting Steel, as well as Thopter Assembly providing another way to go off with Time Sieve) makes this card far too narrow to justify inclusion.
I do wish there was a better option; five mana is just a little too much IMHO.
EDIT: Just in case any readers are not clear how Dire Undercurrents works as a wincon, here is the rundown. Note that you can force all opponents to deck themselves by drawing, but I find this risky because they may draw combo disruption, here is my preferred approach:
1. Sharuum/Steel loop with Undercurrents on the board.
2. Choose to have opponent discard when Sharuum comes into play, repeat until all hands are empty.
3. Choose to draw. Draw your whole deck.
4. Choose target player discards, targeting yourself and discarding Lotus Bloom
5. Loop 100,000 more times for good measure, choosing to neither draw nor discard.
6. End the loop with Sharuum targeting Lotus Bloom
7. Crack Bloom for BBB, cast Bitter Ordeal exiling all libraries.
I was looking over your list, and I was wondering how well bob is in your list, is there any advantage to him over running say phyrexian arena other coming down a turn earlier.
Also, what it the beifit of sen triplets would it be better to run Teferi to doge sorcery speed removal by flashing him in eot
Edit: are you going to update your card by card analysis to reflect your current build
I was looking over your list, and I was wondering how well bob is in your list, is there any advantage to him over running say phyrexian arena other coming down a turn earlier.
Also, what it the beifit of sen triplets would it be better to run Teferi to doge sorcery speed removal by flashing him in eot
Edit: are you going to update your card by card analysis to reflect your current build
Updated card-by-card.
Bob is a test and I don't know what I think. He beats arena because he's cheaper and only one B. Probably does less damage on average too because of my very low average cmc.
Triplets v. Teferi is a close call. I have run both in the past. The biggest problem with Teferi is his tough mana cost and the fact that I can't recur him with Sharuum. Still, I'd consider switching back.
EDIT: The new land just spoiled from M12 will replace Salvage Scout when the set is released.
Bob is a test and I don't know what I think. He beats arena because he's cheaper and only one B. Probably does less damage on average too because of my very low average cmc.
I'd still think that you would take more damage off of him than phyrexian arena, but I haven't tested with either in my deck yet deck yet, so I don't have much experience with them in this application, so I'm very interested how that testing turns out.
Triplets v. Teferi is a close call. I have run both in the past. The biggest problem with Teferi is his tough mana cost and the fact that I can't recur him with Sharuum. Still, I'd consider switching back.
The only thing that concerns me is that while the triplets are easier to tutor for and recur, they have have their upkeep trigger and only stop one opponent at a time, while Teferi's effect starts at the beginning of your turn and stops all players. So I'm not sure if I'm underestimating triplets or not. Also, I wouldn't think that by the time you need him his mana cost would be tough, but I can obviously see that that concern should exist.
Edit: Also I just pulled a Thopter Assembly and I know you use it with time sieve, and I run both so should I find space for it?
Edit: Also I just pulled a Thopter Assembly and I know you use it with time sieve, and I run both so should I find space for it?
If I understand correctly, you're saying you already run Time Sieve and want to know if you should add Thopter Assembly. I think the answer is a definite "yes". Since adding assembly I have won a surprisingly large number of games from this combo. It is only two cards, meaning it fits well into an Intuition package (with, say, Academy Ruins as the third) and it's just very easy to protect and recur. Plus you can seamlessly transition to Foundry/Sword if the Assembly gets Pathed or whatever.
I am still debating Teferi. I may put him back in to test him. If I do that I may also try to put in Mystical Teachings, which I cut a while back, but I am concerned that this would be rough on the curve. I already feel like anything around cmc 5 just plays a little clunky in the deck, unless it just straight up wins you the game like Necrologia or Ad Nauseam.
I like this deck, and would love to build it (as my esper deck that has sen triplets as the general is not far off), however I get a feeling that you win alot by surprise rather than brute force. I would love a combo deck for edh at my shop but since the meta is rather small (9-16 people) it would get well known and ganked by the other 3 people in the match.
How does your deck do vs people who are keen enough to know if there is a prize on the line that your general = 99% of the time, combo and they decide to gang up on you?
I like this deck, and would love to build it (as my esper deck that has sen triplets as the general is not far off), however I get a feeling that you win alot by surprise rather than brute force. I would love a combo deck for edh at my shop but since the meta is rather small (9-16 people) it would get well known and ganked by the other 3 people in the match.
How does your deck do vs people who are keen enough to know if there is a prize on the line that your general = 99% of the time, combo and they decide to gang up on you?
It's hard to say, exactly. As I said in the OP, with prize on the line I've never lost a game with this deck, but I've also never been hard-core ganged up on in that situation, so it's hard to say. I will say that this is not the kind of deck that most playgroups enjoy playing against on a regular basis, so I have only ever been with one group that was competitive enough for me to use it regularly. I can't totally answer your question, but here are some thoughts:
1. If this deck doesn't encounter early disruption, it wins most multiplayer games it enters. I've even sat down and told people "this is a really cuthroat combo deck" and they just don't really understand what that means. They expect me to play control for a while and eventually combo out, not make plays that say "you'd better have a response turn 2 or 3 or I'll put myself in an almost unbeatable position." So they tap out for the first few turns with the intention of eventually ganging up on me once they play their beaters or whatever and by then it's just far too late.
2. In a competitive meta, getting ganged up on will destroy this deck, but "ganging up" isn't a viable strategy in a competitive meta. In a multiplayer meta full of combo decks and hard-core control decks, players can't afford to use all their resources focused on one player, or another will just steal the win. If you get ganged up on in this setting, another deck will become the bad guy very quickly and the pendulum will have to swing back. In my experience with highly competitive metas, things like politics and strong threat assessment will cut this deck down a notch, but it remains a very strong contender as the meta balances.
3. In a reasonably causal meta, if people hate this deck so much that it becomes 1v3 archenemy, you will probably not do very well. My advice here is that this deck just isn't meant for a casual meta. If people dislike the deck so much that it literally becomes a team game of everyone against you, almost no deck can stand up to that sheer amount of hate. Yes, you'll still win sometimes, but probably no one is having fun in that situation, including you, so don't play the deck in this kind of meta.
I am still debating Teferi. I may put him back in to test him. If I do that I may also try to put in Mystical Teachings, which I cut a while back, but I am concerned that this would be rough on the curve. I already feel like anything around cmc 5 just plays a little clunky in the deck, unless it just straight up wins you the game like Necrologia or Ad Nauseam.
Mystical Teachings, while giving a direct path to teferi that is reusable, seems over costed, and I don't know about you, but I normally tutor for, or at least like to have the option to, a straight up win con. So while Necrologia and Ad Nauseam basically = a won game, the question is how many instants do you run that directly win you the game? Otherwise I see it as something that is trying to trick you into running suboptimal cards.
Are Grim Tutor and Imperial Seal excluded for budget reasons? I can see both being arguably better then Liliana Vess .
Also, I've been testing Momentary Blink to great result should I need a quick way of recurring some random combo piece, or resetting my combo. Have you tested it at all?
Lastly, how has Necropotence tested for you? Certainly it's an enabler in the fashion of Ad Naseaum , but the discard clause prevents us from reaping maximum advantage. Do you still find it worth it?
Are Grim Tutor and Imperial Seal excluded for budget reasons? I can see both being arguably better then Liliana Vess .
Also, I've been testing Momentary Blink to great result should I need a quick way of recurring some random combo piece, or resetting my combo. Have you tested it at all?
Lastly, how has Necropotence tested for you? Certainly it's an enabler in the fashion of Ad Naseaum , but the discard clause prevents us from reaping maximum advantage. Do you still find it worth it?
Grim Tutor and Imperial Seal: Yes, at the moment they're excluded because I don't own them. I think they would replace Vess and Trinket Mage. I may get a bunch of cards before the end of the summer and update the list.
Blink: I ran it a long time ago, and I think it's a pretty solid card. It's definitely better in lists that are more focused on using Sharuum for recursion of finishers, etc. It was just a little too dead too often in this build, but I would be open to testing it again.
Necropotence is very important because this deck needs to keep filling up its hand and digging. Obviously the dicard to exile clause is unfortunate, but the raw card advantage is what I need it for. If I could find another effect similar to this or Ad Nauseam, Necrologia, etc, I would run it as well.
I think that if I were going to a tournament with Sharuum, I would model my deck after yours.
Question though, you seem to be going 100% combo which make sense, have you ever found your mid to late game to be lacking? What I'm asking is if you don't combo off in the early game does your deck fall apart, hold it's own, or get slightly harder to win but not impossible? I'm guessing it gets slightly harder to win, but would like your input.
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Imperial Painter
I think that if I were going to a tournament with Sharuum, I would model my deck after yours.
Question though, you seem to be going 100% combo which make sense, have you ever found your mid to late game to be lacking? What I'm asking is if you don't combo off in the early game does your deck fall apart, hold it's own, or get slightly harder to win but not impossible? I'm guessing it gets slightly harder to win, but would like your input.
The deck is designed to win fast, so there's definitely a focus on the early game. The deck never falls apart, but as the game progresses you'll find that more players have access to more disruption which, of course, makes things harder.
If you can avoid getting wrecked by something like Nevinyrral's Disk, you can always pop a Necrologia and get back on your feet. Still, the goal of the deck is speed and consistency, so my biggest recommendation is to practice with the deck until you're comfortable assembling the combo fast. It definitely takes practice to get used to piloting it.
Hi! I am not very good with english so please, be nice with me
I am a new EDH player and after many months of tests i think i will use your list for an 1vs1 tournament!
I know that all your build is best suited for a multiplayer tournament, but i think your list can be pretty awesome also in 1vs1!
Because i want that my deck can beat all tier1 of the 1vs1 tournaments and many friend say to me that Sharuum as general can help me to get my hand on a winning deck!
Tomorrow i will go to my local store and tryo to win a tournament!
My deck its almost = to your here the change:
Mind Twist = too good in 1vs1, because you can win a game simply with mana accelaration + this card
Misdirection = Good as a Force of Will in 1vs1 and help you to Misdirection bad cards like Thoughseize, Mind Twist, Sword to Plowshares, Destroy artifact and counters
Timetwister = its not banned and draw seven cards can be a good thing, this card its pretty insane early game, maybe late game can be a pain, because you lose all your graveyard advantage
Mindslaver = Yep its very expensive and with Ad Nauseam its pure pain, but i fear to cannot be able to close one of my 2 combos and i want a strong B plan, if you are versus another combo deck you can win a game simply with using it 1 time
Jace The Mind Sculptor = Its too strong for that have this guy around your table, it can help you to bounce some nasty creature or help you to find combo pieces with his brainstorm ability.
Tezzeret Agent of Bolas= I really don't know if keep him or change him, because usually i use only his first ability as card advantages or for find a piece of the combo
Grand Abolisher = I use him instead of Sen Triplets its too fast, because Grand Abolisher can deny your opponent spell the same turn he hit the ground, instead sen triplets, must wait 1 turn before be active.
I don't run Time Sieve, Thopter Assembly, Sword of the Meek, Thopter Foundry, because i don't have enough room for them i use Helm + Leyline combo that can help you to win game (and is good also in 1vs1 while in multiplayer this combo can be pretty poor respect than Thopter/Time Sieve/ Sword of the meek)
I am planning to cut maybe Fabricate or Trinket Mage for make room to other cards, cause i have already very much tutors effect.
Btw your deck list its awesome
I think I approve of all your changes besides that I've found Tezzeret, Agent of Bolas to be surprisingly weak in this deck. I'd be running imperial seal, timetwister and grim tutor if I had them. They are good even in multiplayer.
If I were to run this as a 1v1 list I'd be sure to pack as much hand disruption as possible. Mind Twist is good, but I think I'd also fit in Hymn to Tourach, Duress, and Thoughtsieze.
A combo that I use in my Sharuum build that includes Time Sieve is myr battlesphere + Scarecrone. Sac battlesphere + it's 4 myr tokens to Sieve to get an extra turn, then rip the battlesphere back into play w/ Scarecrone.
- Why is Darksteel Citadel not in the deck? I know that it is colorless, but I feel that any artifact land you can jam in is valuable.
- I don't like the Signets very much because I think they make your mana too funky. I would cut one for Darksteel Ingot. It does cost one more but it is indestructible and fixes your mana.
- After testing the deck myself on cockatrice and playing against it in person, I have found that it is really weak to any sort of mass artifact destruction. I know that you run a higher percentage of artifact mana because of its utility in the deck but it really weakens your mana base. I feel like cutting something for additional lands would make the deck more resilient to disruption.
- Sen Triplets should become Orim's Chant.
- I feel like you could cut Executioner's Capsule/Dispeller's Capsule for another counter. Arcane Denial would work around your mana requirements but Counterspell would be far stronger. Negate might also be a viable option as you are mainly looking for combo protection and people are rarely casting creatures that just ruin your gameplan.
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My Sharuum deck isn't very similar to this one, although I do run combo finishes. My deck has ~15 counterspells and more controlling options in it.
However, Yawgmoth's Will is one of the more consistent ways to win a multiplayer game, and sometimes is the only out that will get you there.
I won an EDH tournament yesterday and picked up an English Mana Drain because of Yawgmoth's Will.
I took two turns and Imperial Seal'd off of it. It was pretty awesome.
Cauldron of Souls + Dross Scorpion + Triskelion = Infinite Damage
I've had a great deal of sucess with these little gems, and they compliment your current decklist; work well with Sharuum, and great utility for your other creatures. An extra wincon never hurts....well, at least not you.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
As a side note, I do run a combo build that trades a few tutors for more control when compared to your list
UWRasputin DreamweaverUW
UWBSen TripletsUWB
That is an interesting combo, but the mana costs of the pieces, combined with the fact that they are pretty bad on their own in this deck, makes it not viable.
I have made some changes to the deck (which I will try to post soon) and Argivian Restoration got the axe. I agree that it's one of those borderline cards. I'm running Salvage Scout right now, and I can't decide if I'd prefer it to be Argivian Find. Bottom line, I think either of those cards are better than Restoration in this deck because of the very low average costs of the artifacts.
That sounds similar to the conclusion that I reached, I found that I never really needed that effect at that cost. and between Sharuum and Academy Ruins I had enough recursion.
I'm interested to see what your current list looks like.
UWRasputin DreamweaverUW
UWBSen TripletsUWB
Updated. Let me know your thoughts. I am hoping to get the remaining revised duals and a workshop soon.
Talrand, Sky Summoner
Darien and his Loyal Army
Marrow-Gnawer tribal rats
Elesh Norn / Sharuum / Damia - Retired
I used to run pull from eternity about a year and a half ago, but I think the crazy amount of redundancy that has come out since then (primarily Phyrexian Metamorph being another Sculpting Steel, as well as Thopter Assembly providing another way to go off with Time Sieve) makes this card far too narrow to justify inclusion.
It's just a third way to go off with Sharuum and Sculpting Steel. It's not as good as Bitter Ordeal or Disciple of the Vault, but it's better than the other cards I could use as a third kill condition (Glassdust Hulk, Arcbound Crusher, Deathgreeter, etc.).
I do wish there was a better option; five mana is just a little too much IMHO.
EDIT: Just in case any readers are not clear how Dire Undercurrents works as a wincon, here is the rundown. Note that you can force all opponents to deck themselves by drawing, but I find this risky because they may draw combo disruption, here is my preferred approach:
1. Sharuum/Steel loop with Undercurrents on the board.
2. Choose to have opponent discard when Sharuum comes into play, repeat until all hands are empty.
3. Choose to draw. Draw your whole deck.
4. Choose target player discards, targeting yourself and discarding Lotus Bloom
5. Loop 100,000 more times for good measure, choosing to neither draw nor discard.
6. End the loop with Sharuum targeting Lotus Bloom
7. Crack Bloom for BBB, cast Bitter Ordeal exiling all libraries.
Love the idea behind the deck BTW.
I'll double check. If it's 98 that's just an inadvertent omission on my part.
Glad you like the deck, I'm always looking for ideas to make it better.
Also, what it the beifit of sen triplets would it be better to run Teferi to doge sorcery speed removal by flashing him in eot
Edit: are you going to update your card by card analysis to reflect your current build
UWRasputin DreamweaverUW
UWBSen TripletsUWB
Updated card-by-card.
Bob is a test and I don't know what I think. He beats arena because he's cheaper and only one B. Probably does less damage on average too because of my very low average cmc.
Triplets v. Teferi is a close call. I have run both in the past. The biggest problem with Teferi is his tough mana cost and the fact that I can't recur him with Sharuum. Still, I'd consider switching back.
EDIT: The new land just spoiled from M12 will replace Salvage Scout when the set is released.
Also, it was 98 cards, had omitted Impulse.
I'd still think that you would take more damage off of him than phyrexian arena, but I haven't tested with either in my deck yet deck yet, so I don't have much experience with them in this application, so I'm very interested how that testing turns out.
The only thing that concerns me is that while the triplets are easier to tutor for and recur, they have have their upkeep trigger and only stop one opponent at a time, while Teferi's effect starts at the beginning of your turn and stops all players. So I'm not sure if I'm underestimating triplets or not. Also, I wouldn't think that by the time you need him his mana cost would be tough, but I can obviously see that that concern should exist.
Edit: Also I just pulled a Thopter Assembly and I know you use it with time sieve, and I run both so should I find space for it?
UWRasputin DreamweaverUW
UWBSen TripletsUWB
If I understand correctly, you're saying you already run Time Sieve and want to know if you should add Thopter Assembly. I think the answer is a definite "yes". Since adding assembly I have won a surprisingly large number of games from this combo. It is only two cards, meaning it fits well into an Intuition package (with, say, Academy Ruins as the third) and it's just very easy to protect and recur. Plus you can seamlessly transition to Foundry/Sword if the Assembly gets Pathed or whatever.
I am still debating Teferi. I may put him back in to test him. If I do that I may also try to put in Mystical Teachings, which I cut a while back, but I am concerned that this would be rough on the curve. I already feel like anything around cmc 5 just plays a little clunky in the deck, unless it just straight up wins you the game like Necrologia or Ad Nauseam.
How does your deck do vs people who are keen enough to know if there is a prize on the line that your general = 99% of the time, combo and they decide to gang up on you?
It's hard to say, exactly. As I said in the OP, with prize on the line I've never lost a game with this deck, but I've also never been hard-core ganged up on in that situation, so it's hard to say. I will say that this is not the kind of deck that most playgroups enjoy playing against on a regular basis, so I have only ever been with one group that was competitive enough for me to use it regularly. I can't totally answer your question, but here are some thoughts:
1. If this deck doesn't encounter early disruption, it wins most multiplayer games it enters. I've even sat down and told people "this is a really cuthroat combo deck" and they just don't really understand what that means. They expect me to play control for a while and eventually combo out, not make plays that say "you'd better have a response turn 2 or 3 or I'll put myself in an almost unbeatable position." So they tap out for the first few turns with the intention of eventually ganging up on me once they play their beaters or whatever and by then it's just far too late.
2. In a competitive meta, getting ganged up on will destroy this deck, but "ganging up" isn't a viable strategy in a competitive meta. In a multiplayer meta full of combo decks and hard-core control decks, players can't afford to use all their resources focused on one player, or another will just steal the win. If you get ganged up on in this setting, another deck will become the bad guy very quickly and the pendulum will have to swing back. In my experience with highly competitive metas, things like politics and strong threat assessment will cut this deck down a notch, but it remains a very strong contender as the meta balances.
3. In a reasonably causal meta, if people hate this deck so much that it becomes 1v3 archenemy, you will probably not do very well. My advice here is that this deck just isn't meant for a casual meta. If people dislike the deck so much that it literally becomes a team game of everyone against you, almost no deck can stand up to that sheer amount of hate. Yes, you'll still win sometimes, but probably no one is having fun in that situation, including you, so don't play the deck in this kind of meta.
Aside from revealing my need for proofreading, yes I do run Time Sieve for the thoptersword interaction, so in the assembly goes.
Mystical Teachings, while giving a direct path to teferi that is reusable, seems over costed, and I don't know about you, but I normally tutor for, or at least like to have the option to, a straight up win con. So while Necrologia and Ad Nauseam basically = a won game, the question is how many instants do you run that directly win you the game? Otherwise I see it as something that is trying to trick you into running suboptimal cards.
UWRasputin DreamweaverUW
UWBSen TripletsUWB
Are Grim Tutor and Imperial Seal excluded for budget reasons? I can see both being arguably better then Liliana Vess .
Also, I've been testing Momentary Blink to great result should I need a quick way of recurring some random combo piece, or resetting my combo. Have you tested it at all?
Lastly, how has Necropotence tested for you? Certainly it's an enabler in the fashion of Ad Naseaum , but the discard clause prevents us from reaping maximum advantage. Do you still find it worth it?
Grim Tutor and Imperial Seal: Yes, at the moment they're excluded because I don't own them. I think they would replace Vess and Trinket Mage. I may get a bunch of cards before the end of the summer and update the list.
Blink: I ran it a long time ago, and I think it's a pretty solid card. It's definitely better in lists that are more focused on using Sharuum for recursion of finishers, etc. It was just a little too dead too often in this build, but I would be open to testing it again.
Necropotence is very important because this deck needs to keep filling up its hand and digging. Obviously the dicard to exile clause is unfortunate, but the raw card advantage is what I need it for. If I could find another effect similar to this or Ad Nauseam, Necrologia, etc, I would run it as well.
Question though, you seem to be going 100% combo which make sense, have you ever found your mid to late game to be lacking? What I'm asking is if you don't combo off in the early game does your deck fall apart, hold it's own, or get slightly harder to win but not impossible? I'm guessing it gets slightly harder to win, but would like your input.
[Legacy]
ANT
Imperial Painter
The deck is designed to win fast, so there's definitely a focus on the early game. The deck never falls apart, but as the game progresses you'll find that more players have access to more disruption which, of course, makes things harder.
If you can avoid getting wrecked by something like Nevinyrral's Disk, you can always pop a Necrologia and get back on your feet. Still, the goal of the deck is speed and consistency, so my biggest recommendation is to practice with the deck until you're comfortable assembling the combo fast. It definitely takes practice to get used to piloting it.
I think I approve of all your changes besides that I've found Tezzeret, Agent of Bolas to be surprisingly weak in this deck. I'd be running imperial seal, timetwister and grim tutor if I had them. They are good even in multiplayer.
If I were to run this as a 1v1 list I'd be sure to pack as much hand disruption as possible. Mind Twist is good, but I think I'd also fit in Hymn to Tourach, Duress, and Thoughtsieze.
Also, if it's not banned in your 1v1 tourney, put in strip mine and crucible of worlds.
Let me know how it goes.
EDH:▼
(links to 3D generals)
Playing: Designing:
Retired:
- I don't like the Signets very much because I think they make your mana too funky. I would cut one for Darksteel Ingot. It does cost one more but it is indestructible and fixes your mana.
- After testing the deck myself on cockatrice and playing against it in person, I have found that it is really weak to any sort of mass artifact destruction. I know that you run a higher percentage of artifact mana because of its utility in the deck but it really weakens your mana base. I feel like cutting something for additional lands would make the deck more resilient to disruption.
- Sen Triplets should become Orim's Chant.
- I feel like you could cut Executioner's Capsule/Dispeller's Capsule for another counter. Arcane Denial would work around your mana requirements but Counterspell would be far stronger. Negate might also be a viable option as you are mainly looking for combo protection and people are rarely casting creatures that just ruin your gameplan.