When Sharuum the Hegemon enters the battlefield, you may return target artifact card from your graveyard to the battlefield.
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|Want (2)||jak314 , deatn1342|
Fair enough. My point still stands, that running Zur hinders the deck more than it helps it. If you want to use the gimmick, then use some more equipment and run Sharuum the Hegemon . Kamigawa had a fair share of decent ones, such as Konda's Banner , Kusari-Gama , Umezawa's Jitte , Manriki-Gusari , Oathkeeper, Takeno's Daisho , Shuko , etc. I mean Zur will work, ultimately, but he limits your deck to needing to run equipment to utilize his effect, even if it's gimmicky. Personally, I'd run the deck with Oloro at the helm, simply so that I don't need to worry as much about getting behind in my life total and instead only need to worry about getting dudes onto the battlefield.
Also, other fun creatures you could run would be Takeno, Samurai General , Isamaru, Hound of Konda (an absolutely amazing card) and potentially Toshiro Umezawa , if you would add some more white/black instant removal, like Doom Blade , Hero's Downfall , Reprisal , etc. And you're building an Esper EDH with a Kamigawa theme and not running Hinder ? Shame on you!
So I found Sphinxes for the first time not long ago and they looked cool, and I've always wanted to build an Esper deck so this seemed like the right fit. It was quickly and easily realized that the deck is slow, and after several revisions of it being a weird self mill deck with Armored Skaab and whatnot, I decided on focusing on cards like Unburial Rites and Gifts Ungiven to make the deck a lot more consistent with getting cards out (Sharuum the Hegemon is also great at getting things back). The deck became a lot more of the control type and just tries to stall out until you can start making the big plays and win. I'd like some advice please, as it's my first deck of this type and although Sphinxes aren't the strong creature type for this deck (or in general, for that matter) I want to make this actually good and competitive if possible.
I just found this article from Sheldon about various questions people sent in about EDH. Here's what he had to say about proxies:
What is your personal stance on the use of proxies for EDH?
I don't like them, don't support them, and don't think you need them. There are enough cards available to you to be able to make very good decks that you don't need to proxy up dual lands or whatever. The occasional "this card is a proxy for that card because I didn't have the time to swap them" is okay, but usually I just suggest they play with the replacement. I understand the argument that Magic cards can be expensive. I reject the argument that you need the expensive ones to enjoy this format.
LOL ARE WE PLAYING THE SAME GAME?! The difference between a deck with fetches, powerhouse cards (such as Mana Crypt , Force of Will , Jace, the Mind Sculptor , Karn Liberated ) and one of the preconstructed decks is huge. I'd argue that, in EDH, the difference is larger than any other format out there, even going as far to say the format can be "pay to win" at times.
At least in something like Legacy or even Vintage, you can play aggro decks that attack the meta. In EDH? Due to the format's nature and inconsistency, you'll feel it when your token deck plays Gaea's Cradle or you sleeve up a Mana Drain for Sharuum the Hegemon .
I wouldn't make such a big deal out of his proxy comment, if it wasn't for this:
1. In your experience do you believe judges play Commander differently in style or attitude to those who play it perhaps more competitively or even casually? Why?
Kind of. There are high-level competitive players (as well as some judges and some regular players) who can't wrap their brains around the idea of "build casually, play competitively." Sam Black for one has been trying to "get" the format for a while now, and all he can brew up is broken stuff. It's always interesting and off the beaten path, but nonetheless broken. People that stay with the format tend to stay once they come around to the idea that you can't have fun with turn 3 wins.
So we're going to look at people who play with proxies like their scumbags, but then concede the fact our format has turn 3 wins. The turn 3 win isn't so bad if the entire table has proxy Force of Will s, but clearly those two players are the jerks and not me. It's impossible that Sam Black maybe has fun trying to do broken things with other people having fun trying to stop him. My version of fun is the correct one, where we intentionally make the wrong plays so we can stall the game out to turn 10, then arbitrarily decide who should win based on what each of us considers the most fun.
Ugh. This is one of the people on the rules committee?
I'm pretty happy with the changes. Rofellos and Braids could both be pretty brutal if left unchecked. I'm a little concerned about the unbanning of Metalworker , I can see some Sharuum the Hegemon or Memnarch decks getting really ugly hands.
Also its good that they removed the "Banned as a Commander" ruling. Normally cards would be banned as a commander since their power level is too high to consistently be cast. With all of the tutors and such, its best to just eliminate them altogether.
Exile is certainly riskier because it's almost impossible to return a card from exile to another zone (provided the effect that exiled the card is not related to the effect that would return it). The cards that do return unrelated exiled cards to other zones are generally pretty unplayable.
Fiend Hunter , which is an example of a card that has related exile/return effects, is still pretty risky because you can counter the LTB trigger and basically keep someone's commander indefinitely exiled unless he or she has a response. Some U/W control decks actually run Trickbind as both an offensive counter-ability and as a tactical trick with cards like Oblivion Ring and Fiend Hunter because the split second mechanic makes it impossible to save the exiled card as a response.
There are, however, some situations in which you'd want your general to die. Some reanimator strategies evade commander taxes by simply returning their commanders from the graveyard to the battlefield. Sharuum the Hegemon combo builds necessarily depend on dies effects.
|Power / Toughness||5/5|
|Color(s)||Black Blue White|
|Avg. draft pick||1.37|
|Avg. cube pick||5.23|
|Commander / EDH||Legal|
|Commander 2013||Mythic Rare|
|From the Vault: Legends||Mythic Rare|
|Shards of Alara||Mythic Rare|