Sharuum the Hegemon, our true artifact overlord. She is a high tier general; notorious among experienced EDH players for good reason. Built in the right deck, Sharuum is a fast, powerful, and recursive force. The main objective of this deck is to assemble and resolve a game winning combo or destroy the opposition with powerful artifacts and creatures. This deck contains all the elements to complete this objective quickly, and can survive long, dragged out games if needed.


Mana Crypt, Mana Vault, Mox Opal, Sol Ring, Grim Monolith, Mox Diamond, Chrome Mox - The mana accelerators. These are what allow the deck to be fast and push the deck to its objectives faster than it's supposed to.

Gilded Lotus, Azorius Signet, Dimir Signet, Talisman of Dominance, Talisman of Progress - These are slower at mana acceleration, but they are vital to fixing any mana issues.

Basalt Monolith - A bit slow at accelerating, but we can abuse it with Voltaic Key or Paradox Engine.

Lotus Bloom - While it can be cast outright (the earlier in the game the better), it's best abused when brought back from the graveyard and can be repeatedly done so with Salvaging Station.

Voltaic Key - An incredibly useful trinket to further boost mana acceleration with cards like Mana Crypt, Mana Vault, and Sol Ring, or allow for more uses of artifacts such as Salvaging Station.

Salvaging Station, Aether Spellbomb, Dispeller's Capsule, Voyager Staff - The Salvaging Package. The main purpose of this package is to disrupt and recur, and repeat as many times as needed. Salvaging Station can also return mana accelerators such as Mana Crypt and Sol Ring, or bring back Lotus Bloom directly; ignoring its suspend cost.

Altar of the Brood - While it is relatively weak on its own, almost every tutor card in this deck can grab it from the library. It is part of a game winning combo in the deck and is the easiest combo piece to tutor for in this deck.

Clock of Omens - A nice tool that allows for multiple uses of certain artifacts and mana accelerators in a single turn.

Krark-Clan Ironworks - Generate mana from artifacts we're not using, then bring them back later with Open the Vaults!

Ensnaring Bridge - It's easy to burn through our hand and manipulate it in this deck. This artifact capitalizes on that to halt any aggression thrown at us.

Memory Jar - An absolute broken monster in this deck. It fuels both our hand and graveyard and can be used repeatedly through recursion. Best used before our draw step for maximum value.

Sculpting Steel - Not only is it a vital combo piece - it can mimic any artifact on the field, and with many powerful artifacts in this deck, this card packs huge value.

Sensei's Divining Top - Control our next draw. Simple and powerful.

Sword of the Meek, Thopter Foundry - Not very useful on their own, but together they create a very powerful combo. One mana to produce one life and one lovable flying thopter at instant speed. I love thopters.

Time Sieve - Pretty fun card. It can be abused multiple ways in this deck; possibly creating infinite turns.

Paradox Engine - Can be straight up broken when used with multiple mana and utility artifacts in play.

Kuldotha Forgemaster - Turn some trinkets into bombs! With the amount of fast mana artifacts in this deck, this guy can be brought out quick and tutor any artifact we need straight to the battlefield.

Magister Sphinx - The go-to sphinx to end our opponents. An absolute all star, he is my first priority when I'm going for the combat route to finish games.

Myr Battlesphere - The crazy ball of death. It is very useful offensively, defensively, and for utility. It can attack to wittle down opponents or outright kill troublesome Planeswalkers. It can stand and defend with a great seven toughness along with the Myrs that pop out with it, or be used as fodder for other artifact interactions in the deck like Time Sieve and be recurred again for reuse. A powerhouse to this deck.

Phyrexian Metamorph - One of the most important pieces of this deck. Most of the time, this card will be used as a combo piece to win, but is far from anything bad if played by itself. The ability to copy any artifact or creature in EDH can shift the tides of many battles.

Sandstone Oracle - A friend to any Sharuum deck. It's entirely possible to burn through our hand very fast with mana artifacts and other spells in this deck, especially early in the game, and this oracle can refuel our hand just by entering the battlefield. Bring it back from the graveyard or have it flickered with Voyager Staff for maximum gains.

Artificer's Intuition - An outrageous little gem in this deck. Discard artifacts that can be recurred later and grab one of the many mana accelerators like Mana Crypt and Sol Ring or one of our precious combo pieces, Altar of the Brood.

Animate Dead - Cheap reanimation. Can be useful for the creatures in this deck or double as disruption against certain graveyard-based decks.

Tezzeret the Seeker - The best Planeswalker for this deck. All of his abilities are very relevant. His first ability can untap our mana accelerators while his second ability can tutor for many useful artifacts in the deck, including Lotus Bloom for no loyalty cost, or Altar of the Brood to win the game with the Sharuum combo. His last ability is seldom used, but can be useful in niche moments.

Ugin, the Spirit Dragon - A powerhouse that can obliterate colored permanents. Like All Is Dust, Ugin can keep us ahead while setting back our opponents.

Demonic Tutor, Vampiric Tutor, Enlightened Tutor, Entomb, Mystical Tutor - The tutors. These can help in just about any situation, and are necessary for the consistency of this deck.

Intuition - One of the best cards for this deck. Most of our combos and interactions require 2-3 cards making this instant very efficient at getting them into the game.

All Is Dust - A very effective board wipe. It is usually one-sided since most of the permanents in this deck are colorless.

Cyclonic Rift - Similar to All Is Dust, except it's any non-land permanent that's not ours. It's an extremely powerful effect when it's overloaded and can win us the game or save us and bring the game back in our favor.

Open the Vaults - Bring back everything we ditched to the graveyard to the battlefield in one go. It can bring us serious board advantage, if not win us the game, if there are enough artifacts waiting in the graveyard.

Transmute Artifact - A very valuable card. It's essentially a tutor for any artifact in the deck, but the artifact is sent to the graveyard if the cost is not payed. Not much of a problem for us though, right?

Reshape - Similar to Transmute Artifact, but a bit weaker since we'll have to pay the cost up front. Pay and we can get Mana Crypt or Lotus Bloom though!

Unburial Rites - Self-explanatory goodness. Useful card to search for with Intuition and another creature(s).

Fact or Fiction, Thirst for Knowledge, Brainstorm, Impulse, Frantic Search, Ponder, Preordain - The draw spells. Always nice to see them.

Bitter Ordeal - A piece to the Sharuum combo. By itself, it can be used to take out opposing combo pieces before your opponents can get to them.

Windfall - A wonderful refuel card, especially after dumping out mana accelorators at the start of the game.

Swords to Plowshares - Cheap, nasty creature removal.

Swan Song, Counterspell - Counterspells. They counter stuff.

Toxic Deluge - A very cheap and efficient board wipe against creatures.

Most lands are self-explanatory as they only provide mana or have simple effects. These are ones worth mentioning:

Ancient Den, Seat of the Synod, Vault of Whispers, Darksteel Citadel - Artifact lands. They can be tutored up by Tezzeret the Seeker or Artificer's Intuition if we are desperate for land/colored mana. Darksteel Citadel can be a nice target for Tezzeret, Agent of Bolas's second ability.

Ancient Tomb - Accelerator land.

Cavern of Souls - A big middle to blue decks. Usually dropped naming sphinx in this deck which can let us safely bring out Sharuum to combo, or the other sphinxes to advance our strategy without fear of counters.

Inventors' Fair - Can tutor for any artifact in a pinch.

The infamous Sharuum combo:

Bitter Ordeal + Sculpting Steel + Sharuum the Hegemon

Bitter Ordeal + Phyrexian Metamorph + Sharuum the Hegemon

  • Exile our opponent's libraries.

Altar of the Brood + Sculpting Steel + Sharuum the Hegemon

Altar of the Brood + Phyrexian Metamorph + Sharuum the Hegemon

  • Infinitely mill our opponent's libraries.

Disciple of the Vault + Sculpting Steel + Sharuum the Hegemon

Disciple of the Vault + Phyrexian Metamorph + Sharuum the Hegemon


Summary/Step-by-step of the combo:

  1. Cast/bring back Sculpting Steel/Phyrexian Metamorph and copy Sharuum the Hegemon.
  2. The real Sharuum goes into the graveyard due to the legend rule, then the newly copied Sharuum enters the battlefield and its ability triggers.
  3. Bring back the real Sharuum and repeat the copying process. We can end the loop by recurring other artifacts like Gilded Lotus or Lotus Bloom to help cast Bitter Ordeal if mana is needed.


Other combos:

Sword of the Meek + Thopter Foundry

  • With these out, each mana you spend can be a fun, loving thopter! If left untouched, our field can quickly swarm with thopters, and our life total will rapidly increase!

Sword of the Meek + Thopter Foundry + Time Sieve

Thopter Assembly + Time Sieve

  • The above combos can make infinite turns. The game usually concludes after you successfully secure infinite turns. Time Sieve should be played only after our artifacts are ready to reduce the possible interruptions from our opponents.


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