Sram's Expertise


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Aether Revolt Rare

Combos Browse all


Sram's Expertise


Create three 1/1 colorless Servo artifact creature tokens.

You may cast a card with converted mana cost 3 or less from your hand without paying its mana cost.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 26%

0.34 TIX $1.13 Foil


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Sram's Expertise Discussion

godzilla080 on Let Me Introduce You To My Friends

1 day ago

So a REALLY cool spell that i've been playing with alot is Sram's Expertise! Its expensive at 4 cmc but totally worth it with the crazy interactions you can get! Get 3 servos and 2 spirits? SURE! Get 3 servos and a Brimaz or another Intangible Virtue! Also the way I think of Anguished Unmaking is its Whites version of Abrupt Decay. If you are in white and black it is just a fantastic card and allows that color combo to keep up with black green.

dishmond on AKH Aristocrats

2 days ago

maybe more card advantage/token production, Sram's Expertise seems good, as you cast it, then Pious Evangel  Flip, and flip it next turn. When play testing, I ran out of cards fairly quickly.

abby315 on Junk Constrictor a.k.a. The Trash Compactor

2 days ago

I think you should take out Sram's Expertise for another Tireless Tracker. TT is possibly the best card for grindy decks in the entire catalog of cards; Sram's Ex is good, but as a 1-of you're pretty likely to draw it late in the game when you've already played out your 3-drops.

GardeNoir on Competitive Tribal Vampires

4 days ago

Looks like you have a lot going on, friend.

I think the Vampire theme is always flavorful, and with proper Lords, they can get out of hand fast. However, it doesn't really look like you're taking that route. I also think your control aspect is an interesting one, because your creatures don't seem to take advantage of the incredibly strong hand disruption you have quite as much as something like U/B Faeries would. It looks like you're got two strong halves to two very different decks put together. I can imagine it's powerful in your group, but if what your title "Competitive Vampire" is alluding to is correct, and you want to start heading to FNMs with it, I have a few recommendations.It seems you really want to go with the Vampire tribal. I'd invest in your Lords then: Bloodline Keeper, Vampire Nocturnus, and find ways to get Vampires out fast with Aether Vial, Cavern of Souls, Mutavault, ect. and nix a few of the hand disruption.So if you're going more Strong Vampire route, I can't suggest Blood Artist enough man. Gets you the Highborn effect without tapping out your mana. Add Viscera Seer and you're golden. This route is more of an Aristocrats route, but I think you'll be disappointed to know that the best combo for that really doesn't involve many other vampires, but instead involves cards like Lingering Souls and Sram's Expertise which breaks your flavorful synergy. However, MTGoldfish did this kind of thing in the budget Magic:
The other route would be hand control, which is just better done with U/B Faeries or 8Rack.All in all, your deck looks fun! I'd love to play it, but if you're relaly looking at something competitive, you may find you need to streamline it a bit. Oh, and add a Sideboard, never know what you'll need that isn't in your 60!

greatdevourer on All Hands on Deck

4 days ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

Arakismo on B/w aristocrat

5 days ago

hmm, mayby Servo Exhibition or Sram's Expertise for more sacrifice, that's the only cards I know in sandard to get easy creatures(I play modern normally )

sepharus30 on You've Just Been Servoed

6 days ago

if Marionette master is your ideal win condition then I suggest more than 1 copy. Also you don't really need both Chief of the Foundry and Metallic Mimic. I would suggest adding like Bontu the Glorified to help sac them and fix the top deck and then use cards like Sram's Expertise and now Anointed Procession to swarm.

mollylenore on first deck attempt

2 weeks ago

Purple_Mage thank you for your feedback! I actually have copies of Sram's Expertise on its way to me right now and once I receive that I'll be doing some updates and moving cards around. I have also thought about putting in Stasis Snare so I'll give that another look! Thank you!

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