Sram, Senior Edificer

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Rare

Combos Browse all

Sram, Senior Edificer

Legendary Creature — Dwarf Artificer

Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.

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Sram, Senior Edificer Discussion

AwesomeOctopus on Sen Triplets Control

5 days ago

Voltron decks hate sac effects, to the point that most of them play Tajuru Preserver if you're playing against a lot of Sram, Senior Edificer or Uril The Mist Stalker cards like The Abyss Anowon, the Ruin Sage, Fleshbag Marauder or more prison effects like a Windborn Muse work well. What kind of combos are we talking about for the other players? many degenerate combos rely on graveyard recursion, like breakfast hulk. Rest in Peace and Grafdigger's Cage hose them. storm combos hate tax effects. Damping Sphere was basically printed just to give the middle finger specifically to tron and storm and it makes it nearly impossible for them to go off while it is out.

squillem on Equipped Cats

1 week ago

Hey man, here are my thoughts

First, although I know your manabase isn't finished, I'd recommend running at 37 lands total.

Second, it's important to consider which equipment are powerful with this strategy, especially with Mirri. You'll likely need ways to keep her from dying. Since she has first strike, giving her deathtouch in addition will make it such that she will always kill the opposing creature before it deals damage, making her almost invincible in combat. You've already mentioned Quietus Spike, but other must-includes for this deck (imo) are Gorgon's Head, Gorgon Flail, and Basilisk Collar. You may also want to have ways to keep Mirri from dying to board wipes and removal. Darksteel Plate and Shield of Kaldra are both about 5 bucks, but they're pretty good. Cards that prevent targeting can be good, but hexproof is preferable to shroud. However, some shroud giving cards, such as Lightning Greaves and General's Kabuto. Mask of Avacyn gives Hexproof, but it's not a Great equipment.

Third, let's consider the equipment you're including. You want most of them to be strong enough to make a single creature into a threat on its own. You've already included cards like Argentum Armor, but frankly you don't really have enough equipment. I'm gonna list a bunch of equipment in various categories here that are worth considering (Sorry if some of this is already in your deck).

Utility:

Sword of the Animist

Conqueror's Flail

Dowsing Dagger

Mask of Memory

Protection/Insurance:

Heirloom Blade

Forebear's Blade

Evasion:

Prowler's Helm

Trailblazer's Boots

Threat-makers:

Fireshrieker

Godsend

Strata Scythe

Helm of the Host

Golem-Skin Gauntlets

Inquisitor's Flail

Grafted Exoskeleton

Stoneforge Masterwork

Assault Suit

Tenza, Godo's Maul

Bloodforged Battle-Axe

Blackblade Reforged

Masterwork of Ingenuity

Fourth, let's look at your creatures. In commander, lower-impact things tend to be outclassed quickly. As such, you generally want your creatures to either be significant threats or utility. Some creatures that I feel are worth cutting are:

Jareth, Leonine Titan (Not a particularly good card. He's only got a good size when blocking)

Leonin Relic-Warder (He's likely to die over the course of the game. Long-lasting removal is better)

Oreskos Explorer (You're in green, so your ramp spells are likely to be land-focused)

Phantom Nishoba (You'll probably want something stronger for you 7 mana. It's basically a 7-mana 7/7 with lifelink/trample and a downside.)

Qasali Ambusher (This creature just isn't impactful on its own)

Sunspear Shikari (This one is also low impact. I wouldn't play a 2-mana 2/2 with both of those abilities natively in commander, and this card is worse than that.)

Don't get too attached to the cat theme. Have it be something you can take advantage of, but don't put in a bad card just because it's a cat. Additionally, don't be averse to putting in noff-type creatures when doing so improves your deck.

Let's look at some creatures that might improve your deck.

Eight-and-a-Half-Tails (Can help get your other creatures through for damage or protect them from removal. A tricky one to play with, but with high upside)

Sram, Senior Edificer (Card draw is A1 in commander, and this guy gets it for you while also carrying equipment)

Odric, Lunarch Marshal (Makes one threat into a whole team of them)

Leonin Warleader (Makes more vessels for the equipment, which have lifelink and benefit from tribal synergies)

Taj-Nar Swordsmith (Gets you what you need when you need it. Make sure you know what you're looking for though!)

Grand Abolisher (Gives you a lot more control over combat on your turn)

Leonin Abunas (Protects your equipment. May be unecessary, but worth considering)

Indomitable Archangel (As above, but it also has flying, which makes it even better.)

Brass Squire (Sneakily fantastic. Avoids the equip cost while also letting you move an equipment at instant speed)

Auriok Windwalker (As above, but it also has flying, which...huh, deja vu)

Mother of Runes (Good for defending from removal or getting a creature through combat)

Armory Automaton (Note: this can take your opponents' equipment as well. They can re-equip it, but not until they get back to their own turn.)

Alms Collector (This is a good cat. Worth including on its own merits. Takes stuff away from the blue player.)

Stone Haven Outfitter (Insurance for a board wipe. Your deck is weak to them, so keep an eye out for ways to protect your team.)

Mentor of the Meek (More card draw since most of your creatures are cheap)

Adorned Pouncer (Not sure about this one, but it has double strike and can come back from the dead, so that's something)

Mirran Crusader (This guy sees modern and legacy play for a reason. He hits hard and doesn't die easy)

Silverblade Paladin (The ability to give another creature double strike is fantastic.)

Steelshaper Apprentice (Weird card, but lets you get what you need.)

Emeria Shepherd (Another way to rebuild after a wipe. Consider holding this in hand w/ a few lands rather than playing it out.)

Jhoira's Familiar (Makes equipment and legendary creatures cheaper and has flying.)

Some additional advice: Run 10 ramp cards and 10 card draw cards. Consider including Steelshaper's Gift and Open the Vaults. That's all I've got for now!

Tenshi41 on Angel Tribe

1 week ago

Response to Vargavaka comment.

I see what you’re saying about Vanquisher's Banner and Sram, Senior Edificer, but I think both almost work. Boros Signet seems like it should fit, I was also considering running the new Boros Locket which can also be sacrificed for draw cards if I ever need it.

I’m really thinking of cutting Starstorm but my deck does lack in board wipes. Even though Extraplanar Lens dose seem slow. I normally play it later game when I have 5-6 mana play for 3 and generate 3 mana, so essentially its free late game. If I cast it early game I have ton of rock that can easily cast it without tapping land. Rocks: Sol Ring, Mana Vault and Mana Crypt. I might remove some special land to add more plains to make Extraplanar Lens more powerful.

Gleeock on Land destruction: taboo or legit ...

1 week ago
  • MLD is fine, it just gets control & instant-based undies in a bunch. Find yourself in a less opinion-tilted playgroup and it will be just fine. You know the most mind-blowing anti MLD play? Strong permanents!! Ooh! there's the big secret, I'm probably not playing my 'geddon if A SINGLE planeswalker, or self-sufficient creature is on the field.
  • And I don't really agree that the slowdown is anywhere near Yidris storm, combos, solution-finding, or general storm. The game is near RESET, you know which turns go fast?... Beginning rounds do, because all you're doing is resetting the field: drop my land, pass... repeat. Being someone who has played MLD regularly I can tell you that those following turns tend to go hyperfast - If you have the right deck you recover quite nicely.
  • I believe MLD should be thought of as more "acceptable" in mono-color due to the other limitations inherent to those decks. I mean Sram, Senior Edificer should have access to harder locks than the fragile mono-W voltron, if mono-U has a bunch of durdle-locks then why not MLD for mono-W? If I set up a permanent presence advantage some wait-to-play spellslinger should be punished & not able to instantly topple all that work at whim. Also, mono-colored decks should enjoy ways to turn a perfectly filtered multi-colored advantage into a big fat disadvantage.

Vargavaka on Angel Tribe

1 week ago

I’ve never considered Browbeat, but I suppose it could have potential in EDH. Probably inconstistent though. Dead against lifegain decks, bad in the beginning of games but perhaps good later on. There’s a factor of not wanting to be the one that takes damage that might give you the cards more often than normal.

Perhaps Vanquisher's Banner could be alright in your deck, but the angel count might be too low for it to really shine. Depending on how hard you go for voltron, maybe Sram, Senior Edificer?

I would add Boros Signet btw. I find the 2-mana rocks much better than the 3-mana rocks and the signets are my favourites since they give colored mana.

For which cards to cut, I would consider Starstorm and maybe Extraplanar Lens. You can expect to tap less than 1/3 of your lands for one more mana if you exile a Plains. I suppose the advantage is that it can scale in the late game, but it seems lacklustre early on when you need the ramp the most. Wordt case you exile a land at turn three and you have it tap for 0-1 while being down a card. I would probably only run that in mono-colored decks.

Tycho_Nova on Knights of the First Strike

2 weeks ago

I'm working oon a similar BW Knights list, and the UW Control match-up seems worse than RDW for this deck as long as their Soul-Scar Mages don't stick to the board. The first strike on our blockers starting at 2-drops makes it really tough for them to attack. Some number of Radiant Destiny or Benalish Marshal also seem good for keeping your guys out of range of Chainwhirler, Golden Demise, Plaguemare, etc. Even more important for the sideboard would be more answers to Teferi if you expect control in your meta at all. Duress, Vraska's Contempt and Sorcerous Spyglass along with 2 more Ixalan's Binding would help a lot in that match-up. Settle the Wreckage is probably the best anti-aggro sideboard tech right now.

I'd also go up to 25 (or even 26) lands, seeing as your average CMC is nearly 3 and your biggest pay-offs are 4-drops.

Danitha's real synergy seems to be with Short Sword and Sram, Senior Edificer. I have them in a list with Valduk, Keeper of the Flame. It's not particularly well-positioned in the meta since it's slower than RDW and folds to the quality of answers in UW Control, but it's a fun, goofy budget brew that can steal a few wins off a good draw.

I don't have the Lyras or Ajani yet because of budget reasons. Would you say that they're worth it?

Casual_gamer_John on Red/White commander, needs work

3 weeks ago

I suggest you put Sram, Senior Edificer since your commander plays around Aura and Equipment. You can also put some Equipment cards that'll work with Odric, Lunarch Marshal and Concerted Effort. There are still a lot of useful cards like Thalia, Heretic Cathar that'll work well with your deck.

redace10 on Estrid, the Masked EnBantress

3 weeks ago

I had considered Archmage Ascension for a deck, but was put off by it needing six turns to turn on. Even with something like Vorel or Doubling Season out, 3 turns is a long time.

I've looked at a few Estrid and Tuvasa decks, seems like no one is running Sram, Senior Edificer. I get that there are plenty of enchantress effects, but in an Aura heavy deck, why isn't it seeing play? More cards are good, and I really like 2 CMC draw engines. A card to consider.

I also think you need more lands. 3.26 is yours deck's CMC, you should be running at least 35 IMO. Just for consistency's sake.

Cool deck though, looks nasty to try and stop. Which is the point of it I think :)

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