Sideboard

Creature (1)

Sorcery (1)


Main Combos (2–3 cards)

Backup Combos (4+ cards)

  • Sensei's Divining Top is a great card. Many know this. It would be great in the deck even if it were not part of its main combo: difficult to remove, great synergy with shuffle effects, and sometimes a free artifact cast per turn with a cost reducer on the field. As it is, it's a combo piece that helps find other combo pieces, or whatever else you may need. Just try to use it quickly and decisively, as you'll be spinning a lot.

  • Batterskull attached to Sharuum (or anything else) means good pressure, life gain, and a large blocker. Especially potent after a board wipe.

  • Steel Hellkite offers flexible and powerful removal if it connects, getting around hexproof and keeping tokens in check.

  • Mirrodin Besieged and Sai, Master Thopterist are so good in this list that it's a shame that the other token generators in our colors are so inferior. You're unlikely to win by going wide with tokens, but they provide excellent fodder for Skullclamp, Krark-Clan Ironworks, Kuldotha Forgemaster, Time Sieve, and for blocking. Thopter Assembly provides similar utility outside its combo.

  • Tezzeret the Seeker, slept on for many years in favor of his other versions, is by far the best artifact synergy planeswalker for this deck. His -X can search for most combo pieces since they're low cmc. Sensei's Divining Top, Baleful Strix, and Sol Ring are common targets, but utility eggs like Nihil Spellbomb, the capsules, or even Expedition Mapfoil can provide answers to a variety of problems.

  • Maze of Ith, Crawlspace, and Baleful Strix are our ways to try to mitigate the inevitable mid- to late-game combat nightmares, offering some support against both tall and wide strategies. Maze of Ith can be particularly good at discouraging attacks from opponents who are looking to trigger combat damage effects. Neither provides the complete safety that a card like Peacekeeper (taken out for thematic and table fun reasons) does, but life should be lived on the edge!

  • Memory Jar deserves a mention for how often it facilitates game wins. Drawing 7 is good, but artifact recursion means it can often draw 14–28 cards before you find what you need to close out the game.

  • And Blightsteel Colossus ᕦ( ͡° ͜ʖ ͡°)ᕤ

  • So, why not Sharuum the Hegemon + Phyrexian Metamorph / Sculpting Steel / Machine God's Effigy? Mostly personal preference. It sometimes felt like an anticlimactic end to games when deployed, and I didn't always enjoy having to explain the interaction to players who were unfamiliar with it. While the feeling is subjective, and some players just don't like infinite combos of any kind, the combos that made it into this version feel a lot flashier and/or are easier to see coming, which allows for more interaction from opponents and equates to more fun, without sacrificing much power.

    There's also the issue of the third piece of the combo. Traditionally, this role is filled by popular cards like Disciple of the Vault, Altar of the Brood, Bitter Ordeal, or the recent Marionette Apprentice, all of which show up on Sharuum's EDHREC page. There are, however, many other potential payoffs for the Sharuum graveyard loop, with more being printed every year, so I won't address them individually, but each tends to have a weakness in one or more areas, such as lack of recursion/protection, out-of-combo uselessness, or inability to win immediately. A card may one day come along that's too enticing to not include, but for now I've found the deck more enjoyable to play without the combo it's best known for.

    So why Sharuum the Hegemon at all? It is, admittedly, a bit of a relic, from when it was much easier to permanently take a commander out of the game and build-around commanders were somewhat discouraged. There have been some good Esper legendary creatures printed since then, but I don't think any of them provide the same simple and flexible utility that bringing back any artifact from the graveyard can. I won't list all of the potential contenders, but most of them are build-around commanders in a way that Sharuum is not. (Well, except for Tivit, Seller of Secrets, which two-card combos with Time Sieve and decidedly outclasses her at the same mana cost. But an artifact deck without an artifact general don't sit right with me.) She can sit in the command zone for most of the game, then cast when there's something juicy to get back, with an extra 5/5 flyer on top. Opponents are discouraged from removing her since that means another artifact can be brought back later. I keep waiting for the day that Wizards prints a better commander for this deck, but maybe you just can't beat the original.

    One of the deck's biggest strengths, in my opinion, is that it aims to minimize the number of combo pieces that are unimpactful until ready for their "intended" use—a problem that plagues jankier combo decks. Most of the pieces mentioned above can provide meaningful utility or flexibility while playing the setup/control game until ready to combo off, while redundant recursion like Emry, Lurker of the Loch, Scrap Trawler, and Academy Ruins / Buried Ruin provide resilience and late-game power. It's also entirely possible to win without comboing off through sheer card and mana advantage once the parts are up and running.

    Exile effects/graveyard hate and general artifact hate are the deck's greatest and most obvious weaknesses. Exile can be circumvented by sacrificing to Krark-Clan Ironworks or Thopter Foundry in response, but there's not much counter to artifact hate besides your own counterspells. It's just something to embrace when leaning so heavily into a single card type.

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    Revision 21 See all

    (1 week ago)

    +1 Crawlspace main
    -1 Mana Confluence main
    -1 Path to Exile side
    +1 Underground River main
    Date added 9 years
    Last updated 1 day
    Exclude colors RG
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    4 - 1 Mythic Rares

    49 - 3 Rares

    23 - 0 Uncommons

    15 - 0 Commons

    Cards 100
    Avg. CMC 3.13
    Tokens Bird 2/2 U, Myr 1/1 C, Phyrexian Germ 0/0 B, Thopter 1/1 C, Thopter 1/1 U, Treasure
    Folders Tapped Out - User Decks, Favorite Decks
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