Sram, Senior Edificer
Legendary Creature — Dwarf Artificer
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
|Have (2)||WillofForce ,|
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|Commander / EDH||Legal|
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Sram, Senior Edificer Discussion
1 month ago
I have been using a tweked version based in this deck and it is a blast. Props to the user of the deck.
After many games the things I have changed and think are for the best in my personal experience:
The 2 things I am most concerned every game are: Sigarda indestructibility and enchantress effects to keep the game flowing. Every game I opened with this pieces the game goes smoothly. That and obviously a piece of ramp but I think that´s well covered.
With the draw engine, I don´t own argothian and verdurant enchantress, but I added Season of Growth (one of the best as it survives wipes), Eidolon of Blossoms , Sram, Senior Edificer and Kor Spiritdancer . Sythis, Harvest's Hand will go to deck as soon as I get her.
Have some tech according to my group, but I have to say Hushbringer is a MVP in this deck.
1 month ago
Working on the card draw and acquisition:
End game requires consideration of going going long or wide:
If wide, switch commander to Siona, Captain of the Pyleas and include cards like Shielded by Faith , Gift of Immortality , Flickering Ward , Spirit Loop , Rancor , Fortitude , Whip Silk , Auratog , Thaumatog .
Siona would be my push because she adds combo lethality. Sythis is just a great 99 imo.
1 month ago
I appreciate the robust argument for white! It is almost enough to make me want to try mono-white again, but while Sram, Senior Edificer can indeed draw cards, he stands alone and card draw is under-supported. To be clear, I don't need to be a blue deck with an embarrassment of riches when it comes to cards, just enough to not be in top-deck mode in a four-player game, which shouldn't be too much to ask. White doesn't have that unfortunately. It is nice they are giving us more ways to protect our board, but Cosmic Intervention and Semester's End don't help our tokens much, so we're still limited in supporting that strategy to Unbreakable Formation , Make a Stand , and the $20 Flawless Maneuver .
I think Omniscience_is_life is correct in that Wizards hasn't really figured out what to do with white. At one point Maro admitted he was wrong about card draw in white and that all colors need to have card draw, which was promising. Unfortunately lately he was apparently waxing eloquently on how Swords to Plowshares and Path to Exile break the color pie. Apparently the most iconic white cards aren't white anymore, and we need to give Ravenform to blue, because blue is so underpowered. So, I think they have a way to go!
That being said, this was a cool post and tribute to the things white can indeed do, and I look forward to future installments!
Also, FormOverFunction I'm so impressed that you have a banding deck! I still don't understand how that mechanic works, but its a tribute to the format and cool players like you that something like that might work!
1 month ago
some suggestions based on your comments in the commander help page:
1) Add more lands: If you aren't hitting land drops, simply running more lands will fix this. 31 is very low, even for such a low mana curve. I'd up the number to 34-35.
2) Issues with lack of interaction, can't get the pump spells or unblockable spells that you need: I think this issue could be resolved by cutting most of your pump and unblockable spells and replacing them with more card draw (you only run 5 actual card advantage spells) and interaction. Card draw allows you to draw into your pump spells, which means you can run fewer of those and play more interaction/ramp/lands etc. Card selection (i.e. scrying, Mirri's Guile , and other top-deck manipulation effects) and tutors are great and all, but you aren't actually drawing the cards and gaining resource advantage.
3) Running better pump spells: I'd suggest cutting most of your narrow pump/unblockable spells in favor of more flexible options. For example, the Sword of X/Y cycle. They make Rafiq bigger, give him protection (unblockable) and provide extra effects. In my experience, if you are running a single use pump spells in commander then you want it to have a big effect. Berserk , which you run, is a good example of such a spell. It is single use, but it is also can outright remove someone from the game. Outside of those big effects, you want your pump spells to provide more consistent buffs or additional value. I find equipment to do this quite well since they often give additional boons like trample and stay around if Rafiq dies, but auras also can do this if that is more your cup-of-tea. And, if you move to a more equipment or aura focus, you can tailor your card advantage choices to feed off that strategy (i.e. equipment and Puresteel Paladin or auras and Enchantress's Presence , or both and Sram, Senior Edificer ).
Happy deck building!
2 months ago
Siona, Captain of the Pyleas is a great budget commander. Key cards like All That Glitters , Sram, Senior Edificer and Ajani's Chosen are all pretty cheap. Its pretty easy to play and could be easily upgraded down the road. I had one for a bit and used it to show my sister how to play for the first time.
2 months ago
Hi all! While there are great decks for most color combinations in commander today, mono-colored decks have often struggled to keep up in the format. Some might say that this is fine because multi-colored decks are more fun, but there is a simplicity to mono-colored decks that makes them more accessible to newer players and budget players, and many established players also enjoy this focus.
That being said, what does everyone think is the state of various mono-colored decks in commander today? I'll relate my impressions, and tell me if you think they are accurate or not.
In general, I think mono-green and mono-black are very strong. Both colors can ramp, draw cards, and tutor things in ways characteristic to their colors, and there are a variety of powerful commanders to pick from.
Blue it seems can definitely make some strong decks, and can do most of the things a commander deck needs to do. Some might question whether blue pushes people predominantly into degenerate strategies, and whether there is a good diversity of strategies in the color.
Red is a bit of a question mark for me, and something I am curious about. It seems like card draw has come along with impulsive draw, and there have always been some strong decks like Daretti, Scrap Savant . That being said, I am not sure what the diversity of strategies in the color is, and if people like playing mono-red today.
To me it is obvious that mono-white is abyssmal. I won't quibble about the ramp but the card draw has not been taken seriously by WoTC, and no one wants to play a deck that doesn't draw cards. The only commanders that a noticeable number of people play are Heliod, Sun-Crowned and Sram, Senior Edificer , the latter probably because it has card draw. They really need to address card draw, and they really need commanders that people will want to play.
At any rate, those are my thoughts. What are yours!
2 months ago
Personally I think mono white is by far the weakest color in edh, and the gap is only growing with the great new Boros commanders we've had out recently and some good mono-red options as well. I say this as a white player who has tried many times to make a mono white commander deck that I like, only to be always disappointed and to take it apart.
The problem is not really ramp imo. White actually has more ramp than most other non-green colors with cards like Kor Cartographer and Boreas Charger , and, as others have said, they can use the same mana rocks and Sword of the Animist style cards that other colors use.
I don't think the problem is really overall direction either. One thing they have done in recent sets with cards like Cosmic Intervention , Semester's End , Unbreakable Formation , and Teferi's Protection giving white more ways to protect a board state at instant speed, which it often needs in commander. Its always had the best removal, and it also has recursion and some great new lifegain synergies with one great new commander in Heliod, Sun-Crowned .
The problem is absolutely and overwhelmingly an abyssmal lack of card draw. The only helps to this in recent years have been Sram, Senior Edificer and Mangara, the Diplomat , but these are few and far between. Recenty Ari Nieh, the new guy representing white on the council of colors was on Tolarian Community College, and he expressed some of the prior thinking on card draw in white that has led to these problems. In short, an example of what they thought card draw was is God-Eternal Oketra . While a great card, Oketra clearly doesn't draw cards, but they reasoned that the fact that it produces big tokens was basically the same thing. The fact that developers whose job is to make this game actually thought that just shows how far away they are from understanding our format. Apparently Mark Rosewater has had a change of heart recently, and hence why we have Mangara, but there's a long way to go. Every other color can draw cards on its own without support of another color if need be, but its real tough in white.
2 months ago
Hey, well done so far, but Zelalpa looks way out of place, almost a meme. You can build your own Zelalpa with Syr + equipment :)
Consider more lands or better yet mana rocks? With a mana curve avg. of 3.7 that's high for only 33 lands and no mana rocks. You risk not being able to cast spells from your hand because you're land screwed. Mana rocks and other additional mana sources can help gameplay.
- Sol Ring
- Arcane Signet
- Knight of the White Orchid : Knight, land ramp, can get a Plains dual land such as Godless Shrine .
- Forging the Tyrite Sword : ramp with two treasures, third turn it's an equipment tutor.
- Commander's Sphere
- Orzhov Signet
- Boros Signet
- Rakdos Signet
- Mind Stone
Some other ways to help gameplay are to include more repeatable draw:
- Sram, Senior Edificer
- Mask of Memory : equip, repeatable loot.
- Zephyr Boots : equip, flying, repeatable loot.
- Midnight Reaper , Knight, helps against board wipes.
- Akiri, Fearless Voyager
Sram and Akiri are not Knights, but they're worth including because of repeatable draw effects with equipment. Can also improve game play with other draw effects:
Armory is like draw since it can tutor for your best equipment.
Some budget land upgrades to consider:
- Command Tower
- Exotic Orchard
- Unclaimed Territory
- Path of Ancestry
- Nomad Outpost
- Caves of Koilos
- Battlefield Forge
- Rogue's Passage : make Syr unblockable.
- Axgard Armory : equipment tutor.
- Smoldering Marsh
- Ash Barrens
Would you like more advice? I offer more advice in another comment. Good luck with your deck.