Sram, Senior Edificer
Legendary Creature — Dwarf Artificer
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
|Have (3)||, jecder , sepheroth119|
|Want (4)||Preturbed , Marvinxxy , Cool_Cat , Link_Master7|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Latest Decks as Commander
Sram, Senior Edificer Discussion
SaltySpecula on Uril
3 weeks ago
A fair chunk of this deck seems to be devoted to creatures. Uril is not a creature deck.
I would recommend stripping out most of the creatures and other 'creatures matters' cards like Collected Company and all the cards that focus on making token creatures.
Probably best to double down on Uril, protecting Uril and creating an aura/card draw engine. That means including more cards with effects like Sram, Senior Edificer. Others you may want include Satyr Enchanter Mesa Enchantress. You will also need additional tutors. Three Dreams is a good place to start. You'll want additional protection in the form of Greater Auramancy and Sigarda, Host of Herons.
Also, I don't know what kind of decks your friend plays with or what decks they use, but a lot of the auras included are... Niche use at best. I'd recommend including more indestructible and unblockable ones instead. Timely Ward, Indestructibility, Shield of the Oversoul, Inviolability, Holy Mantle, Unquestioned Authority.
3 weeks ago
Stax, tax & boardwipes? Forcing your own weaknesses for others to enjoy is something white is great at. Not many great tutors? Aven Mindcensor, now neither do you. Bad at drawing cards? Spirit of the Labyrinth, now you are too. Overwhelming me with many spells I can't keep up with? Rule of Law. I don't have very efficient noncreature spells compared to other colors? Thalia, Guardian of Thraben now neither do you.
All these things are powerful, and giving white good carddraw so they can collect and stack these kinds of effects, will make white a lot more powerful, which is why it's a good thing that Rhystic Study isn't actually white, even though it feels like a white effect.
Yet, Mentor of the Meek, Dawn of Hope, Welcoming Vampire, Esper Sentinel, Bennie Bracks, Zoologist, Bygone Bishop, Thorough Investigation, even when you exclude colorless supplements, white is building a catalog of consistent carddraw anyway, especially if you consider Teleportation Circle has an array of targets to blink for carddraw in mono W as well: Spirited Companion, Inspiring Overseer, Priest of Ancient Lore, Thraben Inspector, Professor of Symbology, Resistance Squad, Search Party Captain and Wall of Omens.
Also strategy-specific stuff like Mesa Enchantress, Sram, Senior Edificer, Puresteel Paladin, Losheel, Clockwork Scholar. I think it's weird to say white can't draw cards, I'd say you're not trying hard enough if you're still complaining about that today. At least for Commander. In 1v1 formats, carddraw just isn't as important to win the game if it has to happen before turn 5.
1 month ago
Anyways with that whole kickstarter thing going on I noticed that the professor hasn't made a video so in case anyone was wondering
Some regular guys non-foil/foil
Void Winnower - 16.07/20.46
Vengevine - 10.71/12.95
Collector Ouphe - 5.63/33.07
Goblin Settler - 48.71/N/a
Non foil: 81.12 Foil: 115.19
Foil: B / non-foil: C+
There's a good bit of value with this secret lair. Goblin settlers getting its' first foil printing is definitely noteworthy. Also, if you're into the Adventure Time art style you'll like be picking this up anyways.
Showcase: Streets of New Capenna
Atraxa, Praetors' Voice - 30.77/35.53
Breya, Etherium Shaper - 7.98/9.84
Yidris, Maelstrom Wielder - N/A/8.84
Non-foil: 47.59 foil: 54.21
Non-foil - D foil: C-
This grade pains me because I REALLY think the art on these is beautiful and they'll likely include a Kynaios and Tiro of Meletis in the same style as a bonus card but putting personal preferance and speculation aside the value just is not here.
Special Guest: Matt Jukes Foil Edition
Glacial Fortress - 3.71/11.25
Drowned Catacomb - 7.28/17.46
Dragonskull Summit - 3.79/6.96
Rootbound Crag - 3.81/6.55
Sunpetal Grove - 3.89/5.96
Non-foil: 22.48 foil: 48.18
Non-foil - F foil - D-
The value in these really speaks for itself.
Artist Series: Magali Villeneuve
Mother of Runes - 4.91/Varies
Death's Shadow - 6.12/10.19
Elvish Mystic - .45/9.97
Forest - N/A
Non-foil - 11.48 Foil: N/A
Non-foil - F Foil - D-
The biggest thing out of this lair is the foil Mother of Runes the prices fluctuates so much with the older foils it's hard to set an exact price to obtain a foil one; if we look at the previous secret lairs those versions of Mother of Runes are sitting at about 6-10 a piece.
Artist Series: Sidharth Chaturvedi
Concordant Crossroads - 46.87/N/A
Nomad Outpost - 1.06/5.74
Ghost Quarter - 1.12/16.90
Island - N/A
Non-foil: 49.05 foil: 69.51
Non-foil: D- foil: C
Essentially this lair is being carried by the fact that Concordant Crossroads only has 1 printing and has never had a foil printing. If you need one or would like to get a foil one knows your chance but outside of that its just some bulky cards with nice art.
Artist Series: Wayne Reynolds
Sram, Senior Edificer - .25/6.09
Torbran, Thane of Red Fell - .95/1.89
Depala, Pilot Exemplar - .23/1.65
Balthor the Defiled - 10.95/59.61
Non-foil: 12.38 Foil: 69.24
Non-foil - F Foil - C
This lair is also being carried by 1 card that has only 1 printing the rest is bulk.
Finally! Left-Handed Magic Cards
Sisay, Weatherlight Captain - .98/6.02
Empress Galina - 18.31/206.82
Geralf's Messenger - 9.89/34.48
Rograkh, Son of Rohgahh - .26/.41
Garruk, Caller of Beasts - 8.20/23.41
Non-foil: 37.64 foil; 271.14
Non-foil - C Foil: A
While Empress Galina is definitely the chase card out of this; it still has value in the other slots too outside of Roger - but even Roger is still highly playable.
Anyways, after doing all the math and putting this all together I appreciate the professor doing this and compiling it a video format. Also, which secret lairs if any are you planning to get?
2 months ago
Sram, Senior Edificer, Puresteel Paladin, Mesa Enchantress, Mentor of the Meek, Welcoming Vampire, Land Tax, Endless Horizons, all the equipment tutors for Sword of Fire and Ice or Mask of Memory, if your only draw in white is cantrips, you're playing white wrong too.
White also has a lot of catch-up ramp like Knight of the White Orchid and Archaeomancer's Map and such, which white is uniquely equipped to profit from with stuff like Karoo, Path to Exile, Winds of Abandon and many more. On top of that, fetchlands + Sun Titan are a powerful engine to not fall behind in spendable mana.
And of course there's tons of Colorless stuff to help you out, but that would help other colors as well, so no real need to mention them.
You'll have to work a bit harder for white than for other colors, but the past 3 years have equipped white well enough to close out the gaps that started the 'white is bad'-meme. You'll lean more on synergy than power, which is why it falls behind competitively, yet the most powerful preemptive answers are in white, which is why many competitive decks will include it, but not be mono colored. Drannith Magistrate, Rest in Peace, Rule of Law, Aven Mindcensor and Stony Silence on the board together will prevent almost every deck from winning.
Tl;dr: white is the worst mono color, but not weak by any stretch. For the best results, combine it with other colors.
2 months ago
I just gotta respond to that last comment otherwise i'll feel rude.
For the majority of my time playing mono-red, i was playing mono-red artifacts, which, admittedly might not the best way to play red. Red artifacts generally work off cheating them in out of the graveyard. Impulse draw in mono-red artifacts is a double edged sword which is why i didn't consider it as weighing as heavily as you do. It's especially risky near the start of the game when i need the draw most. "Amazing, i have exiled my Darksteel Forge and i can play it this turn but i only have 7 untapped mana, so now I've lost it for the rest of this game." Granted, as the game goes on, it becomes a lot better.
Looting/rummaging doesn't give card advantage and can have the same drawbacks as impulse in mono-red artifacts. The commander i mentioned, daretti, he enables rummaging. However, it sucks to do that with him in the situation i described above where people were running a lot of yard hate and i specifically wanted to pitch artifacts into my yard to cheat them out.
And white doesn't just have cantrips. Inspiring Commander, Mesa Enchantress, Losheel, Clockwork Scholar, Welcoming Vampire and Sram, Senior Edificer will double the value of white cantrips. Some only once a turn, but that's still better than nothing. Sage's Reverie can be amazing if youre playing around enchantments.
I might have been overvaluing spot removal a little, since it was one thing i didn't have much access to. I also was undervaluing red's ability to win before removal becomes that relevant. The commander i played the majority of the mono-red with certainly did no favors there.
It seems to me like that other guy who brought up how white doesn't have the greatest commanders is onto something there. That's an explanation which makes more sense than anything else. I guess the card draw is a little on the weaker side in general, and the lack of ramp to get bombs out before opponents is problematic, but since most of the ramp is colorless artifact based, and the most expensive white cards only take like, 3 white mana to cast and then like, up to 9 colorless or so, it's not too behind everything else in that department.
I see the problems now though. I think it's being overblown a little, but i can see it now.
2 months ago
I think your creature count might be a little low. If the opponent can kill the few creatures you cast you’re largely in a bad spot.
It feels like its going to be pretty hard to activate Mechtitan Core with your current land count. Without Sram, Senior Edificer surviving to give you card advantage, your land situation feels pretty slow in general. I would have thought 23ish would work better.
This deck feels like it needs Smuggler's Copter.
Your deck currently lacks any kind of interaction. That’s going to cause you a LOT of grief if your opponent is playing aggro or combo (as well as letting them largely do what they want, whatever deck they’re playing). Your deck won’t be fast enough to race people, so I think you need to ensure you have a way to disrupt them.
Blacksmith's Skill feels more like a situational sideboard card, than a mainboard one. Its going to be very awkward/slow to be having to always keep mana up for this spell (or, not and then be unable to cast it)
Your current sideboard just mostly feels like excess stuff you couldn’t fit mainboard. I think you need to retool it to actually help you in your bad matchups.
3 months ago
3 months ago
(Yeah hey I'm Reece's friend and I had nothing else happening so I thought I'd take a peek at the deck. First of all, it's a pretty sweet deck, I love this commander and how you decided to build it. Everything I'm saying here are just suggestions to help you enjoy your deck more. Do with it what you will.)
- Due to the final activated ability on The World Tree, it actually has a color identity of all 5 colors, so it can't be run in this 3-color deck. If you want a great resource for finding better lands, I'd recommend looking on managathering.com
- Enlightened Tutor is pretty expensive money-wise, but of you're proxying or playing online it is a fantastic tutor that also sets the card to the top of your library to let Galea cast it with her ability
- This deck is pretty heavy on board wipes in my opinion, but if you like them, keep them. It might be worth running more ways to give your commander indestructible or totem armor such as Hammer of Nazahn or Eel Umbra so that she's not caught in the crossfire. These can also replace instants doing a similar thing for just 1 turn, such as Heroic Intervention
- Have a backup plan for if your opponents decide to kill Galea, Kindler of Hope every time she comes out before she can get protected. You may want to run more creatures to have other targets for your buffs. Many good options in the Maybeboard
- You have plenty of defensive interaction to protect yourself (maybe even too much), but not nearly as much offensive interaction to stop others. Cards like Beast Within or Generous Gift are incredible tools to deal with any problem. Or, consider more cards that have multiple modes such as Selesnya Charm or Primal Command so that you can choose when to help yourself or slow down opponents as needed
- Generally speaking you'll probably want more card draw. Spidersilk Net feels great when you cast it off the top of your library for free, but if your hand gets filled with cards like that you'll feel like you can't do anything. Sram, Senior Edificer is the perfect kind of card draw engine this deck wants to see, more things like him will help immensely.
- Since your deck isn't racing as fast as possible to get Galea out, ramp like Avacyn's Pilgrim and Llanowar Elves become a bit more of a liability. If you want more reliable ramp, consider switching them for more effects that put lands from your library into play. These effects have the added benefit of shuffling your deck afterwards, so once Galea is out you can use them to get a new card on top.
- Be very careful with "protection from color" effects in this deck. Giving a creature "protection from white" will cause any white auras attached to it to fall of and be sent to the graveyard, as they can no longer target the creature.
- Assault Suit is very funny. Use at your own risk...
- If you like Trophy Mage, you'll love Tribute Mage and Trinket Mage. Similarly:
- Nature's Lore and Three Visits or Farseek
- Renegade Map and Wayfarer's Bauble or Expedition Map
- Rune of Sustenance and Rune of Might or Rune of Flight
- Wild Growth and Overgrowth
- Gods Willing and Sejiri Shelter Flip
- Indomitable Archangel and Padeem, Consul of Innovation
- All That Glitters and Nettlecyst
Hope this helps! ~Yoshe