Base Description:

This is an artifact blink deck with a few combos to pull out the win. Most of what it does is watch, wait, ramp, and answer threats until such a combo becomes opportune. It's great at controlling what hits play, what leaves play, and what never resolves at all. Etherium is immortality, and Sharuum has the power to warp the existence of mere unenlightened flesh (as per her Alara lore).

Strengths:

Versatile answers to problem permanents. Your strategy can change with the game. Very interactive.

Lots of card draw, tutors, and land-fetch ramp. You will not run out of gas once you're off and running.

Great synergy with its general, but not lost without her. Can win games without casting Sharuum even once.

Weaknesses:

So slow. So very, very slow. Even with a lot of ramp, the deck is thin on lands. And even once your manabase is set, your turns can take a long time, with all the ETB triggers.

Lots of answers. Virtually no threats. This deck has no Timmy appeal whatsoever.

Graveyard hate, fast aggro, and mass artifact removal all make this deck's controller a sad panda.

Its winning combos might be numerous, but they can still be disrupted, and some of them are slow.

Can draw a lot of hate from the table.

You should play the deck if:

You love artifacts.

You like answers more than you like threats.

Reanimating utility dudes is your style.

You prefer a longer game.

Your playgroup is cool with the more "Spike" end of the Commander spectrum.

Esper is your slice of the color pie.

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Date added 10 years
Last updated 10 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

39 - 0 Rares

24 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 3.48
Tokens Bird 2/2 U, Copy Clone, Emblem Venser, the Sojourner, Thopter 1/1 U
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