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Competitive Sharuum Combos: Infinite Possibilities

Commander / EDH* Artifact Combo Competitive Infinite Combo Primer W/U/B (Esper)

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Description

Discussion and comments are welcome! This is a competitive deck aim to win within first 5 turns. Unlike many other top tier cEDH decks, this deck is not built to fully optimized for speed and consistency because I don't want each game to end up with the same combo or always tutor for the same cards. On the other hand, this deck doesn't rely on any key card; most cEDH decks have difficult time to win if the key cards got exiled. For example, if someone turn 1 cast Extract can be very painful for many cEDH decks (exile Food Chain for food chain Prossh/General Tazri combo, Laboratory Maniac for Doomsday/Hermit Druid combo, Aetherflux Reservoir for storm, The Chain Veil for Teferi chain veil, Mikaeus, the Unhallowed/Kiki-Jiki, Mirror Breaker for decks that can consistently pull the combo fast...etc). But my deck can still win after 3 to 5 combo cards got exiled.

Please Upvote! if you like the deck =)

Deck Concept

Main idea of this deck is PUZZLE PIECES and infinite combos. The deck has tons of infinite combos with 3 or fewer cards (or include Commander for the 4th). It has decent chance to win even with few combos got interrupted or few combo pieces got exiled. I also built it to be a fast combo deck and as consistent as possible (continuously test for new possibilities!). If you would like to build a similar budget deck you can check out NV_1980's budget variation Construction Complete!. He also has more complete step-by-step explanation of how each combo works!

You will enjoy this deck if you like

  • Constantly thinking the best combination of combo to pull off
  • Enjoy doing a lot of math
  • Like fast and consistency
  • Feel comfortable with many backup plans
  • Look to have a competitive deck that doesn't rely on one key card or combo

Don't even bother look into the deck if you

  • Love to smash opponents with big creatures
  • Dislike artifacts and combos
  • Must have randomness/chaos in the deck
  • Calculate numbers is stressful
  • Want to keep game plan simple and linear

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General Strategy

Just like any competitive decks, SPEED is everything! So make sure the opening hand has some type of mana rocks, not too many lands, the rest can either be refills or combo pieces. Here is where the decision become tricky: the combo pieces in hand have to go together, so you MUST know the deck well to know what cards go together as a combo and as mana efficient as possible. With only one piece of combo in hand, the deck has over 15 tutors hence you're likely to complete the combo (puzzle) by searching the other pieces. Furthermore, many of the combo pieces can fit to variety combos, which is the main concept of this deck, so there is no single way to combo out, finding the most mana efficient combo is the key to victory.

Next, PLAN AHEAD. In order to efficiently use mana to pull off combos often means the order of playing/ramping/searching is crucial. Putting combo pieces on the board leads to exposure of risk being targeted or pieces get destroyed. So carefully calculate the trade-off between speed and efficiency is very important.

Third, BACKUPS. When searching for cards or combo pieces, keep plan B or C in mind, so even main plan gets disrupted there is still a chance of recovery. For example, search for artifact that can be reused for another combo in your hand, commander can bring artifact back to try second attempt. Sometimes search counter spell backup and wait for one more turn is the wisest decision.

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Here are lists of infinite combos with 3 or fewer combo pieces (or include Sharuum the Hegemon as the 4th card). There are too many combos with 4 or more cards so I will not list them here. (It's probably not all so please point out if I am missing any)

Basalt Monolith + Rings of Brighthearth (2 mana to start, produce colorless mana only)

Basalt Monolith/Grim Monolith + Power Artifact

Isochron Scepter + Dramatic Reversal + artifacts tap total of 3 or more mana

Sharuum the Hegemon + Mirrorworks/Minion Reflector + Krark-Clan Ironworks/Ashnod's Altar (colorless mana and return all artifacts back from the graveyard)

Sharuum the Hegemon + Mirrorworks/Minion Reflector + Lion's Eye Diamond (also return all artifacts back from the graveyard

Nim Deathmantle + Su-Chi/Workhorse + Krark-Clan Ironworks/Ashnod's Altar (colorless)

Sharuum the Hegemon + Workhorse + Mirrorworks/Minion Reflector (colorless and infinite army and return all artifacts back from the graveyard)

Sharuum the Hegemon + Nim Deathmantle + Krark-Clan Ironworks + Mana Vault/Gilded Lotus/Basalt Monolith/Thran Dynamo/Sol Ring/Mana Crypt/Azorius Signet/Dimir Signet/Orzhov Signet/Talisman of Dominance/Talisman of Progress/Seat of the Synod/Grim Monolith (also return all artifacts back from the graveyard)

Sharuum the Hegemon + Nim Deathmantle + Krark-Clan Ironworks/Ashnod's Altar + Lion's Eye Diamond (also return all artifacts back from the graveyard)

Sharuum the Hegemon + Phyrexian Metamorph/Sculpting Steel + Krark-Clan Ironworks/Ashnod's Altar (colorless)

Metalworker + Staff of Domination + Rings of Brighthearth and 2+ artifact cards in hand (colorless mana, infinite life, draw entire deck)

Metalworker + Staff of Domination + Power Artifact and 2+ artifact cards in hand (colorless mana, infinite life, draw entire deck)

Metalworker + Staff of Domination and 3+ artifact cards in hand (colorless mana, infinite life, draw entire deck)

Tezzeret the Seeker + Rings of Brighthearth (use Tezzeret's second ability for x = 3 and copy with Rings of Brighthearth to search twice for Basalt Monolith and Staff of Domination, need 4 mana to use rings' ability twice. Get infinite mana and draw entire library to kill the board however you want)

Sharuum the Hegemon + Nim Deathmantle/Mirrorworks/Minion Reflector + Krark-Clan Ironworks + Sensei's Divining Top (draw entire deck and proceed to win with any combo)

Sharuum the Hegemon + Mirrorworks + Ashnod's Altar + Sensei's Divining Top (draw entire deck and proceed to win with any combo)

Basalt Monolith + Rings of Brighthearth + Sensei's Divining Top (infinite mana and draw entire draw)

Sharuum the Hegemon + Nim Deathmantle/Mirrorworks/Minion Reflector + Spine of Ish Sah + Krark-Clan Ironworks (destroy any number of target permanents)

Sharuum the Hegemon + Mirrorworks + Spine of Ish Sah + Ashnod's Altar/Lion's Eye Diamond (destroy any number of target permanents)

Someone questioned me how does this deck win on turn 1. It's very hard but certainly possible. Here are few ways you can win on turn 1! (There are more, but this is just to give you an idea)

----------Monolith and Rings combo--------

Basalt Monolith + Rings of Brighthearth + Staff of Domination/Sensei's Divining Top and rest of cards to be able to product 8 mana. For example: Mana Crypt + Mana Vault + Swamp + Dark Ritual + Sol Ring or Ancient Tomb + Mana Crypt + Semblance Anvil + any artifact + Mana Vault/Grim Monolith

----------Su-chi combo-----------

Mana Crypt + Mana Vault + Ancient Tomb + Krark-Clan Ironworks + Su-Chi + Nim Deathmantle + Staff of Domination/Blasting Station/Grinding Station

----------Classic Sharuum combo-----------

Mana Crypt + Mana Vault + Ancient Tomb + Grinding Station + Dimir Signet/Azorius Signet/ Orzhov Signet + Lion's Eye Diamond + Phyrexian Metamorph/Sculpting Steel then cast Sharuum the Hegemon

(Note: instead of Grinding Station and Ancient Tomb you can have Disciple of the Vault + Dark Ritual and any land that produces black instead)

Many combo pieces can be substituted, which is one of the main concepts of this deck.

------------6 cards combo-----------

All above combos require 7 or 8 specific cards which is nearly impossible. This classic combo only require 6 cards:

Swamp + Dark Ritual + Disciple of the Vault/Altar of the Brood + Mana Crypt /Mana Vault + Lion's Eye Diamond + Phyrexian Metamorph/Sculpting Steel (copy as Lion's Eye Diamond) then cast Sharuum the Hegemon

------------5 cards combo-----------

Recently added dramatic isochron combo which can be pulled with 5 cards.

Mishra's Workshop+Grim Monolith/Mana Vault or Ancient Tomb+Mana Vault with Isochron Scepter+Dramatic Reversal+Walking Ballista/Staff of Domination

Suggestions

Updates Add

I have been testing the deck with more cutthroat fast ramps and finally decided to drop the two less efficient combos, Thopter Foundry and Time Sieve combos. They become more and more rare to pull off, to a point I feel they don't even exist. Now I mainly stick with the classic Sharuum combo and infinite mana combos with high consistency. This deck will continue to improve as more interesting cards become available

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