Post by Mr. Batman on Aug 19, 2013 1:03:16 GMT
Sharuum the Hegemon
The Hegemon is a politician, and so am I.
Alright, it's summer time, and with the changes in weather lately I've found myself with more free time to brew and build. I've been experimenting with a few card choices over the last few weeks and I think it's time to update the thread with my findings. I'll also be making additions to the deck that won't become practical until Magic 2014 comes out because of the new rules concerning legendary creatures. You'll find the decklist below along with an explanation of some of my choices. Keep in mind that I like to keep 4 or 5 slots open for testing so the list is variable depending on what I'm testing. Right now I can usually combo off in the midgame while everyone else is still setting up. Have at ye!
So, why should you play Sharuum combo?
If you like
- Fast paced games
- Little interaction with the combat step
- Being the board police on occasion
- Winning
- Fast paced games
- Little interaction with the combat step
- Being the board police on occasion
- Winning
You really shouldn't play Sharuum combo if...
- Your playgroup hates infinite combos
- You prefer to win by smashing faces
- You don't like having a target painted on your head
- You like losing
- You prefer to win by smashing faces
- You don't like having a target painted on your head
- You like losing
Without any further ado, here's the list:
Cards marked with an asterisk (*) are in the testing phase; cards marked with a minus sign (-) are on the chopping block.
Hegemon (1)
06 Sharuum the Hegemon
Combo Pieces (6)
01 Disciple of the Vault
02 Copy Artifact (*)
03 Bitter Ordeal
03 Sculpting Steel
04 Phyrexian Metamorph
06 Extractor Demon
Digging (18)
01 Vampiric Tutor
01 Mystical Tutor
01 Enlightened Tutor
01 Sensei's Divining Top
01 Preordain
01 Brainstorm
01 Ponder
02 Artificer's Intuition
02 Demonic Tutor
03 Fabricate
03 Thirst for Knowledge
03 Windfall
04 Whispering Madness
04 Tezzeret, Agent of Bolas
05 Memory Jar
05 Tezzeret the Seeker
05 Increasing Ambition
05 Kuldotha Forgemaster (-)
Ramp (10)
01 Expedition Map
01 Sol Ring
01 Mana Vault
02 Armillary Sphere
02 Dimir Signet
02 Azorius Signet
02 Orzhov Signet
03 Coalition Relic
03 Chromatic Lantern
04 Solemn Simulacrum
Board Control (15)
00 Pact of Negation
01 Swords to Plowshares
01 Path to Exile
01 Dispatch
02 Black Sun's Zenith (-)
03 Oblivion Ring
03 Detention Sphere
03 Mortify
03 Spell Crumple
03 Vindicate
04 Day of Judgment
04 Wrath of God
04 Supreme Verdict
04 Nevinyrral's Disk
05 Scourglass (-)
Reanimation Targets (7)
06 Steel Hellkite (*)
06 Wurmcoil Engine (-)
07 Magister Sphinx
07 Myr Battlesphere (*)
08 Sphinx of the Steel Wind
09 Darksteel Forge
09 Inkwell Leviathan
Utility (6)
01 Elixir of Immortality
01 Nihil Spellbomb
01 Quest for Ancient Secrets (*)
02 Mesmeric Orb (*)
05 Unburial Rites
06 Open the Vaults
Real Estate (37)
00 Inkmoth Nexus
00 Temple of the False God
00 Thespian's Stage
00 Drowned Catacomb
00 Glacial Fortress
00 Glimmervoid
00 Hallowed Fountain
00 River of Tears
00 Tolaria West
00 Command Tower
00 Arcane Sanctum
00 City of Brass
00 Bojuka Bog
00 Academy Ruins
00 Adarkar Wastes
9x Island
7x Plains
6x Swamp
Hegemon (1)
06 Sharuum the Hegemon
Combo Pieces (6)
01 Disciple of the Vault
02 Copy Artifact (*)
03 Bitter Ordeal
03 Sculpting Steel
04 Phyrexian Metamorph
06 Extractor Demon
Digging (18)
01 Vampiric Tutor
01 Mystical Tutor
01 Enlightened Tutor
01 Sensei's Divining Top
01 Preordain
01 Brainstorm
01 Ponder
02 Artificer's Intuition
02 Demonic Tutor
03 Fabricate
03 Thirst for Knowledge
03 Windfall
04 Whispering Madness
04 Tezzeret, Agent of Bolas
05 Memory Jar
05 Tezzeret the Seeker
05 Increasing Ambition
05 Kuldotha Forgemaster (-)
Ramp (10)
01 Expedition Map
01 Sol Ring
01 Mana Vault
02 Armillary Sphere
02 Dimir Signet
02 Azorius Signet
02 Orzhov Signet
03 Coalition Relic
03 Chromatic Lantern
04 Solemn Simulacrum
Board Control (15)
00 Pact of Negation
01 Swords to Plowshares
01 Path to Exile
01 Dispatch
02 Black Sun's Zenith (-)
03 Oblivion Ring
03 Detention Sphere
03 Mortify
03 Spell Crumple
03 Vindicate
04 Day of Judgment
04 Wrath of God
04 Supreme Verdict
04 Nevinyrral's Disk
05 Scourglass (-)
Reanimation Targets (7)
06 Steel Hellkite (*)
06 Wurmcoil Engine (-)
07 Magister Sphinx
07 Myr Battlesphere (*)
08 Sphinx of the Steel Wind
09 Darksteel Forge
09 Inkwell Leviathan
Utility (6)
01 Elixir of Immortality
01 Nihil Spellbomb
01 Quest for Ancient Secrets (*)
02 Mesmeric Orb (*)
05 Unburial Rites
06 Open the Vaults
Real Estate (37)
00 Inkmoth Nexus
00 Temple of the False God
00 Thespian's Stage
00 Drowned Catacomb
00 Glacial Fortress
00 Glimmervoid
00 Hallowed Fountain
00 River of Tears
00 Tolaria West
00 Command Tower
00 Arcane Sanctum
00 City of Brass
00 Bojuka Bog
00 Academy Ruins
00 Adarkar Wastes
9x Island
7x Plains
6x Swamp
[/B]
The Card-By-Card Breakdown:
I'll type this up soon, but I've made so many changes lately that this has been hard to keep up with. Be patient and I'll take care of it.
Changelog:
Cards I'd run if I had:
Lotus Bloom
Imperial Seal
Grim Tutor
Phantasmal Image
Scroll Rack
ABUR Duals/Fetches
Force of Will
Lotus Bloom
Imperial Seal
Grim Tutor
Phantasmal Image
Scroll Rack
ABUR Duals/Fetches
Force of Will
Questions, comments, and suggestions are always welcome. Oh, and if you're on the RC and you read this, how about we lift the ban on [CARD]Tolarian Academy[/CARD]?
Other Resources:
The old thread for this deck pre-overhaul can be found here, and its detailed stats can be found on TappedOut.net here. The source of the Sharuum comics can be found in my blog.
Bitterroot's Top-Tier List
Jack_from_NC's Primer
MTGS users who have either inspired or helped to build this deck:
Bitterroot
Jack_from_NC
Koloblicin
Jivanmukta
Werekill
Jostin123
Jack_from_NC
Koloblicin
Jivanmukta
Werekill
Jostin123