Deck Concept
This is a toolbox-y deck that involves comboing off and winning the game through several means. What's great about this deck is that it doesn't always rely on combo. Due to Sydri, we can win in ways that don't involve combo, but more on that in a minute.
Why Sydri?
For starters, Sydri only costs 3 mana. That opens up the possibility for all sorts of plays. But the biggest reason is the unique way she interacts with artifacts and artifact creatures. A Spine of Ish Sah becomes not only great targeted removal, but a 7/7 with lifelink and deathtouch.
Caltrops
becomes a force to be reckoned with. Ugin's Nexus leads to an extra turn after a wrath. Mana rocks become both blockers and a swarm. These interactions happen both in the interim between combo attempts or possibly even after failed combos. It's a very different kind of game that you play with Sydri, and it's a lot of fun.
Sydri Pros
Enables interesting card interactions and artifact synergies
Allows for adaptation to an ever-evolving boardstate
Cheap casting cost and cheap abilities
Combo pieces can be used creatively
Potential for interesting politics, as you can animate any noncreature artifact
The deck isn't too reliant on Sydri, as it's powerful on its own, but Sydri bumps the power level up a notch or two in the right board states
Sydri Cons
Abilities are color-intensive, requiring a good manabase
Requires a decent number of artifacts to truly come online
Weak against aggro/swarm strategies
Not the fastest
The Competition
Oloro, Ageless Ascetic
- The pillowfort general supreme. Although he can win through combos, he doesn't have as much synergy with artifacts as I'd like.
Ertai, the Corrupted - This is a really interesting general, one that I would like to build someday. But for this kind of strategy he's next to useless.
Dakkon Blackblade
- I never see this guy get talked about. Regardless, if you look at him you could see why he doesn't fit for this kind of strategy.
Sen Triplets - I actually have quite a bit of experience with this particular commander. She was my dream general until I built a janky mess around her. It was a "steal your stuff" kind of deck that had little to no synergy. I enjoyed it for the time being, but I wanted to build something more refined, hence the present deck. Although she is an artifact, she doesn't lend herself to any particular strategy, making her a bit weaker as a general here.
Merieke Ri Berit
- A lot of people seem to forget about here. Basically a better
Rubinia Soulsinger
, Merieke lends herself to more of a steal theme, perhaps even moreso than Sen Triplets. I didn't choose her for the same reasons as Sen Triplets.
Zur the Enchanter - Probably Esper's most hated commander, he just didn't have the artifact synergy I wanted. He is powerful no doubt, but not in the way I was looking for.
Sharuum the Hegemon
- Esper's most famous combo general and the only other viable general for this deck. Honestly, in this deck the two are more or less interchangeable. They both interact quite well with my combo pieces and are part of combos and interactions themselves. However, in the current list, I feel that Sydri has the leg up on Sharuum because the latter prefers a much faster style of play.
Strategy
The main strategy with this deck is to combo out as quickly as possible. If that isn't possible, then the main strategy is to bide your time, outlast, and wait for a time to strike with all of your artifacts.
Combos, Wincons, and Interactions
Combos & Wincons:
Aetherflux Reservoir - We can blast the whole table to death by giving this guy lifelink. This only works if we have 50+ life, but since Sydri gives lifelink, I doubt that goal will be an issue.
Mindslaver + Academy Ruins - Lock one player out of the game. It's a bit expensive, and it experiences diminishing returns in larger multiplayer games, but it's a wincon nonetheless. Nothing is more satisfying than pulling this off, trust me.
Beacon of Tomorrows + Planar Portal
- Infinite turns
Mikaeus, the Unhallowed + Triskelion
- Infinite damage
Sword of the Meek + Thopter Foundry + Time Sieve
- Infinite turns
Thopter Assembly + Time Sieve
- Infinite turns
Sharuum the Hegemon
+ Phyrexian Metamorph + Bitter Ordeal - Exile opponents' libraries
Helm of Obedience + Leyline of the Void
- Exile one library at a time
Blightsteel Colossus - If you get him out at the right time he will just win
Interactions:
Staff of Nin /
Caltrops
+ Sydri = Dead creatures
Mycosynth Lattice + Sydri = Dead lands
Card Choices by Type
Creatures
Arcum Dagsson - Artifact tutor, just amazing.
Baleful Strix - Cantrip and a rattlesnake? Sign me up!
Blightsteel Colossus - A wincon in and of itself. Auto-include.
Duplicant - 6 mana removal and copying is always nice
Elesh Norn, Grand Cenobite - A great creature all around. Buffs your artifact guys and debuffs your enemies' creatures. Auto-include for me.
Ethersworn Adjudicator
- Removal on a stick, what's not to love?
Hanna, Ship's Navigator
- Solid tech in a deck like this, as it allows me to get back combo pieces and beaters alike.
Kuldotha Forgemaster - Sacrificing three irrelevant artifacts to get a wincon is always strong.
Linvala, Keeper of Silence - Shuts down my opponents' creatures and lets my own do what they want. Solid control
Master Transmuter - This allows me to cheat my bigger artifacts into play for just 1 blue mana. Straight value.
Metalworker - Self explanatory.
Mikaeus, the Unhallowed - In addition to being a combo piece, Mikaeus also allows me to get back my artifacts if I reanimate them.
Muzzio, Visionary Architect - Basically a more fair Arcum Dagsson
Phyrexian Metamorph - A combo piece and a staple when it comes to copying things.
Sharuum the Hegemon
- A combo piece and valuable recursion if need be.
Solemn Simulacrum - A great source of ramp, draw, and a good sac target for other cards that can also be recurred if need be.
Sphinx of the Steel Wind - Another solid beatstick.
Steel Hellkite - Solid removal on a solid creature.
Thopter Assembly - A combo piece that offers us chump blockers/artifacts to sac in dire situations.
Triskelion - Doesn't really offer us much outside of being a combo piece.
Wurmcoil Engine - Self explanatory, an EDH staple.
Artifacts
Instants/Sorceries
Planeswalkers
Enchantments
Notable Exclusions
Sculpting Steel - I took this out for Kuldotha Forgemaster. I believe that Phyrexian Metamorph should suffice for the sharuum combo, and I figured that extra artifact tutoring wouldn't hurt.
Rings of Brighthearth - This doesn't actually synergize very well with many of the cards in this deck, thus the lack of inclusion.
Etherium Sculptor - Although cost reduction is nice, I simply didn't have room for this guy. I put Metalworker in his slot and he's been pulling much more weight for me.
Voltaic Key - Although this can be a combo in and of itself, I don't think I could accomplish anything with infinite mana here. That's not the kind of combo I'm going for.
Akroma's Memorial - I see this in a lot of Sydri decks but I'm not sure why. It gives your creatures protection from black, making it impossible to give them deathtouch/lifelink by Sydri. I guess her abilities are good enough to warrant this loss of interaction, but it's just something I noticed and didn't want to to happen to me in a game.
Ethersworn Canonist
- I would've included her in this list if I didn't already have a Linvala lying around. I prefer Linvala's ability because it is asymmetrical and she only costs two more mana.
Darksteel Plate/Lightning Greaves/Swiftfoot Boots - I don't really feel as though equipments synergize as well as I'd like them to here. They offer my commander protection, yes, but for these slots I'd rather have combo pieces or stronger artifacts that Sydri can animate.
Darksteel Forge - I took this out for Planar Portal, as I felt that the latter had a bit better synergy with the rest of the deck. I may swap these two again, though.
Piloting the Deck
Given a higher average CMC, this deck is not suited for players who want to win on turn 2. That being said, this deck wins in a game where it is allowed to bide its time, waiting for the perfect moment to strike. It's not the fastest deck nor is it perfect, but it's certainly a powerderkeg that will explode if left unchecked.
Sydri isn't the most well-known general, so she's not as readily hated. You can use this to your advantage by playing politically through helping people attack by animating their artifacts or discourage them from doing so by giving yours deathtouch. When a board inevitably resets or the control player has tapped out, that is your time to strike.