My 9-year-old wanted an EDH deck. So I gave her a 2-3 line rundown of each color (monocolor for the first time, definitely), and she said she wanted the one that "made lots of people and made them scary". Looking for easy white decks, I came across Sram; voila. Nothing easier than Voltron equipment on the cheap (mana-wise).

A few key points (most are obvious, but keep in mind it's for my 9-year-old, who's only played once):

Sram, Senior Artificer + Equipment/Auras -- Yeah, I know that's like, the WHOLE POINT OF THE DECK, but it needs to be said for newbies: You cast Sram, you cast equipment & auras, and he'll draw you cards. Simple as that. As a further note, most of the auras in the deck are to sneak him through; the pump mostly comes from equipment. There're a few exceptions, mostly in the 'too-good-not-to-use' bucket.

Your game plan is to load Sram, Senior Artificer up with as many Equipment and Auras as you can, then hit people for 21 points of damage, at which point they lose. Your back-up plan should that fail is to jam Kemba, Kha Regent and load her with Equipment so she makes you an army of cats.

Special note: vehicles

I love vehicles. Kaladesh was the most fun I've had drafting since return to Ravnica. That said, vehicles are complicated, difficult to understand, and counterintuitive. And this deck's for a 9 year old. I don't intend to make it vehicles, ever, so only the best vehicles printed make the cut.

Honestly, the deck's fairly low cost, so ramp isn't HUGE, but at the same time, playing equipment flat out gives you gas in the mid game and beyond, so having lots of Mana isn't necessarily a bad thing. Ramp in this deck is split between Rocks and land seekers.

Mana Rocks:

Caged Sun

Cultivator's Caravan

Mana Vault

Paradise Mantle

Prying Blade

Sol Ring

You spend mana to cast these and increase the mana you have available. Better in the early game, but usually not a BAD thing. Paradise Mantle and Prying Blade get even better when you have your general out, as they become cantrips that draw a card when cast.

Land Fetchers:

Land Tax

Solemn Simulacrum

Sword of the Animist

Weathered Wayfarer

These don't make mana per se, but they'll go get you lands, which is usually better. Unlike Mana Rocks, there's rarely a bad time to play these, and Sword of the Animist + Sram, Senior Artificer is, again, a cantrip that'll draw you a card.

The deck's mainly designed to play Equipment cards, and as such, has a suite of cards to support them. A quick primer on how Equipment works:
  1. Equipment is an artifact subtype. You cast them like any other card, and usually can use any color mana to do so.

  2. Equipment stays on the battlefield once played, unless someone destroys it.

  3. All Equipment has an 'Equip' keyword, and a cost. If you pay the Equip cost listed, it attaches to one of your creatures and gives it whatever benefits are listed. If that creature dies, the Equipment stays on the battlefield when the creature goes to the graveyard.

  4. You can equip as often as you like during your turn (so long as you can pay the cost), but only at sorcery speed.

Equipment Tutors:

Enlightened Tutor

Inventors' Fair

Masterwork of Ingenuity

Open the Armory

Relic Seeker

Steelshaper's Gift

Stoneforge Mystic

Stonehewer Giant

Taj-Nar Swordsmith

These cards will pull an Equipment out of your deck. Simple as that. As a special note, Masterwork of Ingenuity technically does not pull an equipment out of your deck; it copies one in play. Just think of it as an extra copy of whatever card you like the most, and/or a GREAT way to steal that pretty equipment your opponent's using!

Equipment Cost Reduction:

Auriok Steelshaper

Auriok Windwalker

Brass Squire

Danitha Capashen, Paragon

Hammer of Nazahn

Puresteel Paladin

Sigarda's Aid

These cards either make your equipment cheaper to cast, or make it cheaper to equip. Auriok Windwalker and Brass Squire allow you to not only put an equipment on a critter, but do it at instant speed, as in on someone else's turn. Very handy.

Equipment Recovery:

Buried Ruin

Ironclad Slayer

Restoration Specialist

Sun Titan

Your deck has pretty weapons, and wants to use them. Your opponents won't want that, so they'll try to blow them up. These guys will help you get them back when that happens.

Special case: Leonin Shikari won't find your equipment, make it cheaper, or get it back when your opponents kill it. What it does do is make all your Equipment equip at instant speed, as in ON SOMEONE ELSE'S TURN. Very handy.

There aren't many enchantments in the deck, but the ones you have do serious work.

Unblockable:

Flickering Ward

Holy Mantle

Spectra Ward

Spirit Mantle

Unquestioned Authority

These guys all make your general hard to block. "Protection from X" means that creature can't be targeted by, blocked by, damaged by, or enchanted by X. If it's protection from a color (or all colors), then that color applies. "Protection from Creatures" essentially means unblockable, since you can only block with creatures. Each one of these will also draw you a card when cast if your general's in play.

Protection:

Flickering Ward

Gift of Immortality

Hyena Umbra

Spectra Ward

These will protect your creatures (or you) in some way. Also useful. A couple do double duty, and they will all draw you cards when cast /w your general out.

Targeted Removal:

Dispatch

Oblation

Path to Exile

Return to Dust

Swords to Plowshares

These are your 'kill that one scary thing the one guy has' cards. Pretty self-explanatory.

Mass Removal:

Austere Command

Divine Reckoning

Mass Calcify

...Whereas THESE will kill pretty much everything on the board. Use them to reset everybody including yourself. NOTE: YOU SHOULD ALMOST NEVER CHOOSE ARTIFACTS WHEN USING Austere Command ! IT WILL KILL YOUR WHOLE GAME PLAN! ONLY DO SO IF SOMEBODY'S ABOUT TO USE AN ARTIFACT TO WIN!

Key Combos:

Leonin Shikari + Puresteel Paladin : these two out at the same time will let you equip at instant speed on everybody's turn for free.

Hyena Umbra / Gift of Immortality / Darksteel Plate / Hammer of Nazahn + Mass removal: kill everything EXCEPT the creature wearing one of these. Lets you reset the board and go in for the kill.

Suggestions

Updates Add

Comments

Date added 6 years
Last updated 5 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

36 - 0 Rares

29 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.55
Tokens Cat 2/2 W, Copy Clone, Phyrexian Germ 0/0 B, Treasure
Votes
Ignored suggestions
Shared with
Views