Sorcery (4)

Commander (1)

Commander: Sharuum the Hegemon

Maybeboard


Esper artifact control deck featuring Sharuum the Hegemon for Commander/EDH.

Hegemony : the social, cultural, ideological, or economic influence exerted by a dominant group.

Praxis : the process by which a theory, lesson, or skill is enacted, practiced, embodied, or realized.

This deck is designed for my EDH group which prefers a fun and casual game environment that is free of infinite combos and sudden ends to games. Fun and optimized - but not broken - is the name of the game. We are also budget-conscious, so the deck is lacking the usual smattering of $100 dual lands and numerous other extremely expensive old artifacts. With that in mind, I set out to make a defensive midrange deck that still has some fun and powerful combos, while also maintaining somewhat of a sphinx-tribal theme (because Sphinxes rule!) Cards like Crown of Empires , Scepter of Empires , and Throne of Empires are in to up the flavor of building my "empire" and establishing hegemony over the other players at my table!

Our group currently limits the price of EDH decks to $80 based on total TCG low price. The cards in the maybeboard are my planned upgrades when we eventually raise the cost limit.


Powerful combos:

-Tezzeret the Seeker + artifact lands for color tutoring and ramp.

- Pentavus / Sharding Sphinx + Vault of the Archangel for generating lots of tokens that suddenly get very strong with deathtouch and lifelink.

-Karn, Silver Golem + Deadeye Navigator + Spine of Ish Sah gives you the ability to pay (3)UU to repeatedly destroy any permanent on the board.

-Deadeye Navigator + Mirrorworks allows you to bounce and clone any other artifact creatures you have for (3)U each.


Specific cards guide:

- Goblin Cannon can be activated multiple times for extra damage, as the triggers all go on the stack before the card is sacrificed.

-Use Artificer's Intuition to find:

  1. Expedition Map
  2. Nihil Spellbomb
  3. Aether Spellbomb
  4. Voltaic Key
  5. Executioner's Capsule
  6. Dispeller's Capsule
  7. Ancient Den / Seat of the Synod / Vault of Whispers / Darksteel Citadel

-Use Treasure Mage to find:

  1. Enigma Sphinx
  2. Filigree Angel
  3. Inkwell Leviathan
  4. Magister Sphinx
  5. Pentavus
  6. Sharding Sphinx
  7. Sphinx of the Steel Wind
  8. Sphinx Sovereign
  9. Darksteel Forge
  10. Dreamstone Hedron
  11. Spine of Ish Sah
  12. Staff of Nin

Suggestions

Updates Add

Got some 1-on-1 playtesting in with this deck yesterday. I am wondering if my curve is potentially too high for what I am getting. I felt like I had to partial paris mulligan away anything that wasn't a land or a mana rock in order to have a proper chance at playing my bombs and stabilizing.

I also feel like the deck needs more removal. In the current colors this shouldn't be a problem, however it is tough because I want to keep the artifact count high (hence cards like Aether Spellbomb, Crystal Shard, and Executioner's Capsule.) There is some EDH goodstuff removal that probably still belongs in here though. Cards like Hinder and Spin into Myth go a really long ways.

I also thought I had enough card-draw, but going through the games I felt like I was often just top-decking. As a deck with blue, this feels wrong!

Looking for any tips/suggestions for any cool artifact-based or Sharuum the Hegemon combos. I would love to hear about them (just no infinite-win-on-the-spot combos which my group is trying to collectively avoid.)

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

33 - 0 Rares

21 - 0 Uncommons

17 - 0 Commons

Cards 101
Avg. CMC 4.52
Tokens Copy Clone, Pentavite 1/1 C, Soldier 1/1 W, Thopter 1/1 U
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