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Title: Sharuum, the Hegemon
Date Posted: Tue Oct/26/10 at 3:05pm

Turbine
Posts: 10194
Joined: 26-Oct-09

Ok, here's the start to my EDH deck. I haven't made my mana base yet. I have a bit more than 60 cards, so what should I take out. Which cards are the best additions, without being too expensive?

General

Sharuum, the Hegemon

Creatures

Memnite
Steel Overseer
Riddlesmith
Ethersworn Canonist
Vedalken Engineer
Etherium Sculptor
Puppet Conjurer
Master of Etherium
Grand Architect
Etherium Shieldmage
Lodestone Golem
Voltaic Construct
Arcbound Crusher
Dross Scorpion
Master Transmuter
Arsenal Thresher
Darksteel Juggernaut
Sphinx Summoner
Sen Triplets
Duplicant
Steel Hellkite
Sharding Sphinx
Memnarch
Magister Sphinx
Sundering Titan
Filigree Angel

Artifacts

Everflowing Chalice
Mox Opal
Aether Spellbomb
Sol Ring
Executioner's Capsule
Dispeller's Capsule
Sun Droplet
Azorius Signet
Dimir Signet
Isochron Scepter
Throne of Geth
Golem's Heart
Time Sieve
Thopter Foundry
Mimic Vat
Skeleton Shard
Tainted Sigil
Rocket Launcher
Tower of Calamities
Prototype Portal
Scourglass
Mindslaver
Dreamstone Hedron

Equipment

Basilisk Collar
Skullclamp
Lightning Greaves

Enchantments

Oblivion Ring
Inexorable Tide
Tempered Steel

Planeswalkers

Ajani Goldmane

Sorceries

Deny Reality
Telemin Performance
Diabolic Tutor

Instants

Doom Blade
Negate


[Edited by Turbine on 27/Oct/10 at 7:19PM]

[Edited by Turbine on 27/Oct/10 at 7:21PM]
Date Posted: Tue Oct/26/10 at 4:07pm

W@W Podcaster
Posts: 445
Joined: 01-Jun-10

You do know that you are supposed to have ecactly 100 cards, right?
Date Posted: Tue Oct/26/10 at 4:08pm

Turbine
Posts: 10194
Joined: 26-Oct-09

I put more, and wanted to know which ones to take out. I meant to put more than 100 cards.
Date Posted: Tue Oct/26/10 at 4:10pm

W@W Podcaster
Posts: 445
Joined: 01-Jun-10

Sorry
Date Posted: Tue Oct/26/10 at 4:15pm

Turbine
Posts: 10194
Joined: 26-Oct-09

De nada. What do you think of the deck though?
Date Posted: Tue Oct/26/10 at 4:17pm

W@W Podcaster
Posts: 445
Joined: 01-Jun-10

I wouldn't be the person to ask. I don't know squat about arifact decks.
Date Posted: Tue Oct/26/10 at 4:23pm

Turbine
Posts: 10194
Joined: 26-Oct-09

Maybe Gericault or Zark will help. . .
Date Posted: Tue Oct/26/10 at 7:47pm

Turbine
Posts: 10194
Joined: 26-Oct-09

Also, JMD, why would a Sharuum deck need Grand Architect? I have one, but want to know a reason to put it in.
Date Posted: Tue Oct/26/10 at 8:03pm

Turbine
Posts: 10194
Joined: 26-Oct-09

Other cards that might go in:

Ornithopter
Walking Atlas
Pilgrim's Eye
Scepter of Insight
Quietus Spike
Thought Gorger
Rewind
Sludge Strider
Filigree Sages
Corpse Connoisseur
Salvage Titan

Date Posted: Wed Oct/27/10 at 12:13am

RedPanda
Posts: 174
Joined: 27-Aug-10

Cool deck. Very creature heavy for a sharuum deck, looks fun.

For additions, sweepers like Oblivion Stone are good in EDH, as big sweeping effects can effectively keep up card advantage or at least card neutrality in multiplayer (as opposed to 1 for 1, which leaves you behind in multi). O-stone is especially good for sharuum because she can recur it.

Sculpting Steel is a good EDH card that will never be dead. Additionally, copying Sharuum you can set up infinite gravestorm for Bitter Ordeal. Bitter Ordeal is also worth running otherwise just as a way for shutting down other combo decks.

I wouldn't worry about small creatures like ornithopter I'm EDH. You really want creatures with powerful effects here. Mana Curve is often nigh irrelevant in the format, as are big, fat vanillas. Even beatsticks like Tarmagoyf are considered weak choices in 99/100 decks. Etb/187 effects, activated abilities, and triggered abilities are king. Especially those that generate tempo and incremental card advantage.
Date Posted: Wed Oct/27/10 at 1:59am

gericault5
Posts: 2788
Joined: 13-Oct-09

why should you add grand architect...because you can tap a blue creature to add 2 coloeless to your mana pool to play artifacts, thats why, same reason you should add veldkalan engineer to your deck , oh and tolarian acadamy is a must in your land base

as for your deck

General

Sharuum, the Hegemon  -personally i don't like him but its your choice

Creatures

Memnite  - solid keep him
Steel Overseer -boost everything keep him though he will get the hate
Riddlesmith  -not great but provides targets for your general
Myrsmith -lose this-myr incubator is better and provides a wincon                                                       Ethersworn Canonist  -keep this
Vedalken Outlander - a good two drop but can stand to lose
Etherium Sculptor - though the reduction is nice, not strong enough for edh lose this
Puppet Conjurer-
Master of Etherium - good lord
Etherium Shieldmage -holy day will do the same thing lose it
Lodestone Golem- good edh decks build lots of mana this won't matter lose it
Voltaic Construct-  not worth the cost lose it or replace with the key
Arcbound Crusher- keep
Dross Scorpion- keep
Master Transmuter- keep
Arsenal Thresher- keep
Darksteel Juggernaut-this is a meta call, i have played some where he would be a 1/1 which would not be worth the cost
Sphinx Summoner-  fabercaite is cheaper and more effective
Sen Triplets- forceing them to play on their turn, combined with ethersworn = good
Duplicant- lose with memnarch below screw copying them                                                                          Steel Hellkite- possible lose
Sharding Sphinx- keep
Memnarch- keep
Magister Sphinx- keep
Sundering Titan
Filigree Angel

Artifacts

Everflowing Chalice-
Mox Opal-keep
Aether Spellbomb- 
Sol Ring- keep
Executioner's Capsule-
Dispeller's Capsule-
Sun Droplet= with the power of the creatures your oppenent will have this won;t make a dent, lose it
Azorius Signet-keep
Dimir Signet-keep
Throne of Geth- lose not enough counters to make it useful
Golem's Heart- keep
Time Sieve- keep
Thopter Foundry -keep
Mimic Vat -lose
Tainted Sigil -i dont think there will be a large enough life lost to make worth while
Rocket Launcher-lose with what you have it will be hard to get the mana necessary to make effective each time
Tower of Calamities- replace with tower of fortunes
Prototype Portal- keep
Etherwrought Page -keep
Scourglass- keep
Mindslaver- keep
Dreamstone Hedron- debating about
Chimeric Mass- lose

Equipment

Basilisk Collar- keep
Skullclamp- not as effective as it could be though keepable
Lightning Greaves- keep

Enchantments

Oblivion Ring -keep
Inexorable Tide-lose not enough counters
Tempered Steel -keep

Planeswalkers

Ajani Goldmane-lose doesn't help your deck

Sorceries

Deny Reality- good card, lose if you need the space
Telemin Performance-lose to unpredictable to be worth it, sideboard if playing that way
Diabolic Tutor- keep

Instant

Agony Warp -maybe
Zealous Persecution- good card but not worth it  in your deck lose it
Doom Blade-keep



so that is my take, though there are some cards i think you should add other then those listed above

-mistmeadow witch-slide your general each turn, returning artifacts faster, or other of the slide spells like momentary blink, otherworld journey

-argaivan archaoligist- another return

-open the vaults or ritual of restoration- return all artifacts from grave to play

-mortality shift- imagine this combined with either of the two above it is alot of fun

 
Date Posted: Wed Oct/27/10 at 3:28am

Zark-the-Damned
Posts: 523
Joined: 24-Feb-10

Don't have the time right now to have a proper look through the cards in your list, but here are a few suggestions:

* Darksteel Forge (Effectively free with Master Transmuter :D)
* Nevinyrral's Disk (Sweep, excellent in combo with the above)
* Obelisk of Esper (Accel + Mana Fixing)
* Crystal Shard (Bounce, allows you to recur any creature with comes into play effects)
* Skeleton Shard (Graveyard Recursion)
* Courier's Capsule (Card Draw)
* Arcane Sanctum (Colour Fixing)
* Grand Architect (Accel and pump)
* Apprentice Wizard (Accel)
* Cloud Key (Cheaper Artifacts)
* Voltaic Key (Untap stuff)
* Puppet Strings (Untap stuff or lockdown your opponent's general if they are a combat monster)
* Fabricate (Find stuff)
* Tezzeret the Seeker (Friend to all Artifact Decks)
* Tinker (if you can get hold of it!)

EDIT:

Oh yes, and Mycosynth Golem for affinity shenanigans.

[Edited by Zark-the-Damned on 27/Oct/10 at 3:30AM]
Date Posted: Wed Oct/27/10 at 7:59am

RedPanda
Posts: 174
Joined: 27-Aug-10

Tinker's on the banned cards list, so I generally would not recommend it.
Date Posted: Wed Oct/27/10 at 9:23am

Zark-the-Damned
Posts: 523
Joined: 24-Feb-10

Actually, Tinker isn't banned outright. It may be as a house rule amongst your play group, and is suggested as a house rule on the EDH site.

http://www.dragonhighlander.net/rules.php

EDH is played with vintage legal cards, with two exceptions:
* cards are legal as of their set's prerelease
* Shahrazad is legal for play in EDH

The current banlist for Vintage is: http://www.wizards.com/Magic/Magazine/Article.aspx?x=judge/resources/sfrvintage

Tinker is not banned. It is restricted, which means you can only use one of them (but it's EDH anyway so this doesn't matter).

The 'social' rules section, which does list Tinker, is just a general guideline they advise, but this depends on your local playgroup.
Date Posted: Wed Oct/27/10 at 10:02am

RedPanda
Posts: 174
Joined: 27-Aug-10

Yes, hence the "generally." but I would recommend having a substitute ready. I know Tinker wouldn't fly @ my table.

On the other hand, I actually just started throwing a Kokusho deck together last night for a little research & playtestimg. It's looking like a pretty backbreaking deck for casual, but hardly ban worthy. Granted, Kokusho himself might not be the most broken general to abuse Kokusho, arguably.
Date Posted: Wed Oct/27/10 at 1:52pm

Turbine
Posts: 10194
Joined: 26-Oct-09

I'll try to get Tinker.

Thanks for the suggestions.
Date Posted: Wed Oct/27/10 at 7:16pm

Turbine
Posts: 10194
Joined: 26-Oct-09

I changed the decklist a bit.



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