Quote from RWF_LessJack! Long time no talk about nothing and get nowhere!
I love the primer, just one question: since you're looking to stay politically correct, how about a counterspell (sometimes you just need one) like Arcane Denial?
"You heard it here folks:
Anyone who disagrees with "Jack from NC" is an idiot."-The Dead Weatherman
Quote from Jack_from_NCLong time indeed!
Low CMC "symmetrical" counters like Arcane Denial are fine, but still politically offensive. The reason for this is that just the act of comboing itself is going to set the table against you-comboing with counter backup is like tossing gas on a fire.
Counters are also extremely linear problems solvers-they solve something (typically indefinitely), but lack the versatility of other options. This is why Muddle The Mixture is included. It's a counter and tutor in a pinch. If the counter can do multiple things and your mana base supports it, run it if you have room. Always consider all other options first though. I would sooner run Esper Charm than Arcane Denial.
Quote from Diogenes
Nothing in this game is degenerate or completely dominant. They haven't banned anything in standard in a long, long time. Hell they should have banned affinity right away, but they didn't until boxed sales collapsed too. Hasbro had to come in and fire people.
I'll enjoy watching all the whiners eat crow monday.
Hello and welcome everyone to what (I’m hoping) will be a well-received departure from expectations. Sharuum is-by any measure-my favorite Commander of all time, as well as one of the strongest in the format. The reasons for her success vary. While combo versions are typical, Sharuum’s power lie in her target selection. Sharuum (and artifact strategies at large) is a walking recovery suite. While grabbing Magister Sphinx and others are often straightforward paths to victory, her ability to grab Mindslaver, Executioner’s Capsule, Memory Jar can turn games around quickly. Contrary to opinion, Sharuum builds should ideally be the “answer” deck at the table. Comboing off as soon as possible is a popular misconception-in fact, it should be your LAST resort.
Quote from XeroxedFoolThis might be a little nit picky.. But you're running more combos then beaters and the deck seems more combo oriented then non-combo oriented. So your intro is a little misleading.
As far as the deck goes though it looks awesome.
Quote from XeroxedFoolI know the deck can provide some beats. But shouldn't plan A be your most powerful move? It just doesn't make much sense to say the deck is a beatdown deck first BEFORE its a combo deck.
Its like saying my gun is a walking stick BEFORE its a weapon lol.
Quote from Jack_from_NCThat being said, the intro kinda sucks, doesn't it?
Quote from Wildfire393If you're interested in trying a more unorthodox Combo (one that might fly under the radar), I might suggest:
Mirrorworks + Krark Clan Ironworks
Both of these cards are already good on their own in your deck. Mirrorworks lets you double up on any artifact you cast, which is especially great when you can drop a mana artifact and immediately tap it to get a second copy. Ironworks can work as an infinite piece in the Thopter-Sword combo (sac the thopters for 2 mana each, which you can then use to make 2 more thopters) and can also help you jump up in mana costs easily.
However, combine the too, and you can infinite out.
Sharuum enters the battlefield, triggering Mirrorworks and her own ability. Stack them in whichever order, but sac her for 2 before the Mirrorworks ability resolves. Use it to pay for the works, put a second Sharuum into play, and have the copy's trigger target the original Sharuum in your yard. The original trigger can bring back whatever artifact you want, and you can sacrifice the second Sharuum for mana to copy that artifact.
Doing this, you can recur every artifact in your graveyard an unlimited number of times (as you can also sac those artifacts), generate infinite colorless, and get infinite copies of all of your artifacts. It doesn't win with no assistance, but there's lots of things that make it immediately lethal or very quickly lethal.
Quote from Jack_from_NC@RWF_Less: Glad to hear. If he's got any questions, he can hit me up on here, or any of these other places:
Quote from RWF_LessThanks Jack, I'll forward that along to him.
FYI: my Doran Primer (and others) weren't looking so good either, luckily I was assisted by a very helpful mod who gave me a lot of the same advice you were given. I spent about 6 hours cleaning everything up, re-writing, etc. It's a chore, but it's a labor of love. Best of luck buddy, you'll get there soon!
Quote from Jack_from_NCHe raises some good points. I've always felt like this thread was less "pretty" than other primers, and missing a few informative parts. I just couldn't put by finger on what. So needless to say, I'll be re-writing and altering certain parts to fit the review board's expectations.
I'm glad they seemed to enjoy it though. That gives me a lot of hope for my next application.
Quote from JivanmuktaI hate casual players. I'd rather watch magic die than see them happy.
Quote from RyujinHey, I really like your deck!
Every deck I have ever designed has been a voltron, and I've been wanting to get away from that.
I really like the Idea of using Sharuum as a toolbox, but my group sadly are not fans of infinite combos.
My friend has a bant deck that is really responsive, and does well.
I was hoping I could do something like that with Sharuum but I have no idea where to begin.
Quote from RyujinThank you!
Here is what I have so far:
Most of it is from your deck with the combo pieces removed.
The rest is just stuff that I thought would be fun to play with.
I'm not crazy attached to anything though....
Quote from RyujinAck, I completely forgot about mana rocks.
Thank you for the advice, I really apreciate it.
-Leyline of the Void
-Teferi, Mage of Zhalfir
+All 3 Signets
I see reanimation but I think I'm good with Bojuka Bog and Spellbomb.
I'm not sure how frequently walkers come out, I know my friends have them but I just recently came back to the game.
The decks I usually played against are:
Horde of Notions
Lyzolda, the Blood Witch
Elesh Norn, Grand Cenobite
Damia, Sage of Stone
Zedruu the Greathearted
Kamahl, Fist of Krosa
Wort, Boggart Auntie
How should I go about playing the deck?
Any non-infinite win conditions that I could add?
Quote from RyujinThank you again, sorry I didn't reply sooner but I wanted to come back with something substantial.
Here is the new list:
I added some sword goodness and the Sun Titan combo from the Hanna, Ship's Navigator primer.
I also side-boarded some of the cards I'd need against more competitive decks.
Let me know what you think.
Quote from Jack_from_NCAnd speaking of which, have you considered Cranial Plating?
That with Inkmoth Nexus can get pretty scary
Quote from Jack_from_NCI apologize for the delay and lack of updates lately, everyone. School has started back for me and I've been unable to get proper testing in.