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ウイングス • WINGS | 変移 • 弐心 | ARTIFICE/ALTERATION

Commander / EDH* Artifact Combo Multiplayer WUB (Esper)

Ainiv


Innovation is the lifeblood which strengthens the Steel of the Sphinx!

W.I.P. - Building this deck in Paper

I enjoy playing Daretti's Tin Man All-Star Band so much that I want to explore Artifacts in other colors. Loosely based on an "Eggs in EDH with Sharuum by Gersttt". I wanted to add few big creatures into the deck as well as other combos. Making it a bit more traditional.

Sharuum the Hegemon + Sculpting Steel/Phyrexian Metamorph in the yard + Blasting Station = infinite damage

Intuition for Sculpting Steel, Phyrexian Metamorph and Blasting Station = infinite damage

Arcum Dagsson + Gift of Immortality (+ Sharuum) = Tutor for what you need (and get an artifact card from your graveyard)

Deadeye Navigator + Sharuum/Magister = Cheap recursion and cheap Vengeances

Mycosynth Lattice + Memnarch = Free stuff! F R E E !

Treasure Mage + Master Transmuter + Big Dude = Depending on the summoning sickness, it can be a Colossus or Sphinx!

Codex Shredder + Top deck manipulation/Tutor + Sharuum = Get the thing you need in play right away

Gift of Immortality + Copper Gnomes = Have 4 mana available and just dump all the fatties.

Mana Crypt into Grim Monolith into Sol Ring into Copper Gnomes + Blightsteel Colossus in hand = Fast kill in couple turns

Memory Jar + Sharuum + Tormod's Crypt and/or Nihil Spellbomb (+ Windfall) = Exile ~14 or more cards from target player.

The three colors provide amazing tutors. Early game? Mana rocks if you don't have them: Mana Vault, Mana Crypt, Grim Monolith or a fixer like Chromatic Lantern. Sensei's Top, Intuition and Treasure Mage are also fine targets if you can back them up with already existing rocks. Mid game? Combo piece like Gift of Immortality, Dagsson, Jace or Tezz, Lattice, a big creature Late game? The same applies here but life taxing cards like Necropotence are not recommended.
Traditionally a hand should provide for at least two of the needed colors to cast your commander, prioritize Black and Blue here. Those matter especially for Necropotence and Future Sight. You might want a tutor as well or a top deck manipulator like Ponder or Sensei's Diving Top. (You should also keep in mind that Fetchlands are a great way to reset said topdecks!)
There is not much point in casting Sharuum unless you have either:

a) set up an important and powerful artifact on the graveyard

b) have a flicker combo set up or can establish that soon

c) both of these!

Cabal Ritual and Dark Ritual = I have special versions of these and I really want to use them, but they will mainly pay for re-casted Sharuum. Also casting Necropotence of a single black land is really good. It can also work as an accelerant to Colossus. The rituals also fix mana requirement for a card like the Diabolic Tutor and can fund the X CMC part of Transmute Artifact.

Jace, the Mind Sculptor = Free brainstorm is always value, works wonders with Necropotence and extending the range of Sensei's Top. Can bounce a threat if needed and wins the game when left unchecked.

Dispatch = It's a Path / Plowshares with no downside essentially, you won't cast it unless you have Metalcraft obviously.

Crawlspace = There comes a time in man's life when an invading army of generic creature tokens is threatening his peaceful tinkering, this is meant to hinder said armies.

Memory Jar = a pseudo-Wheel of sorts, it's a decent way to fill your graveyard. Semi-recurrable too if you have the Sharuum combo.

Tormod's Crypt and Nihil Spellbomb = They exile graveyards for cheap which is a powerful effect. Others planning to utilize their yard will have to watch out. These two are also semi-combo pieces that go together with wheel effects. Because I like Daretti so much I wanted to include these two.

Master Transmuter = While it is pretty obvious why this is in here, it is important to examine other artifact inclusions with it. I have many cheap or zero mana artifacts in my deck which provide value and combo well with Transmuter herself.

Necropotence = One of my favorite cards of all time, it is only good really in the early game and after a while, fetching Inventor's Fair or Sphinx becomes mandatory. It might be a slightly obsolete choice but I just like it too much. Pursuit for knowledge at your own risk, it can kill you.

Fact or Fiction = It looks 5 cards deep, that isn't something my other decktop manipulators can reach but that it puts things in my yard to later fetch with Sharuum is why it is here.

Vindicate = A classic Orzhov removal spell, it hits pretty much any permanent. Great spell and not picky so it's a good general inclusion.

Spellskite, Mindslaver, Darksteel Forge, Gilded Lotus, Force of Will, Isochron Scepter, Ethersworn Canonist, Venser the Sojourner, Imperial Seal, Kaya Ghost Assassin, Sword of Feast and Famine, Sydri Galvanic Genius, Pact of Negation, Urborg Tomb of Yawgmoth, Terminus, Unmask, Catastrophe, Altar of the Brood, Kambal Consul of Allocation, Restoration Angel, Padeem Consul of Innovation, Dovin Baan, Noxious Gearhulk, Unburial Rites

You could consider Arcum Dagsson and Master Transmuter working as "hidden commanders" as they do some heavy lifting on their own. However you don't have a regular access to them but their degenerate toolboxy nature is quite something.

Pssst... suggestions are always welcome.

Suggestions

Updates Add

Render Silent replaces Remand, Panharmonicon replaces Helm of Awakening, Cataclysmic Gearhulk replaces Etherium Sculptor, Voltaic Key replaces Brainstorm and Darksteel Citadel replaces Faith's Reward.

Comments

Date added 8 years
Last updated 8 years
Exclude colors RG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

39 - 0 Rares

16 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.09
Tokens Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders WUB (Esper)
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