My take on the engine build of Sharuum; aiming to control the battlefield with "cogs", the cheap artifacts which can be recurred, easily tutored for and offer a wide variety of effects, until it can assemble one of various combos and/or the value engines that will help you assemble the combos or let you play a game of attrition. The deck includes a higher number of interactive spells than an average artifact combo deck, due to the nature of the most of our combo pieces having value-oriented play capacity.

Combos in the Deck

Sharuum the Hegemon + Sculpting Steel / Phyrexian Metamorph + Altar of the Brood / Bitter Ordeal With this combo, we take advantage of the copying effects and the legend rule. When we copy Sharuum with one of these cards, legendary permanent ruling takes effect as a state-based action, and we sacrifice one of our permanents before the ETB ability resolves. This allows us to loop the Sharuum and the copying card from the graveyard over and over, giving us infinite ETB and death triggers. If Altar is out, we mill all our opponents - if we have Bitter Ordeal in our hand, we exile all the cards from our opponents' libraries.

Bolas's Citadel + Aetherflux Reservoir + Sensei's Divining Top Bolas's Citadel is an amazing addition to the deck, and it has quickly become the main strategy we have. Even when we are not comboing, it gives an insane amount of value so we can take over the game quickly. It helps us get back into the game after a board-wipe; and it doesn't cost A LOT of life, since the deck has many low-cost artifacts and spells. Together with Citadel, Sensei's Divining Top becomes "Pay 1 Life: Draw a Card". This helps us dig down our deck very quickly and either find Aetherflux Reservoir for infinite life and infinite damage; find tutors; or find pieces for one of the other possible combos.

Thopter Foundry + Sword of the Meek + Time Sieve / Urza, Lord High Artificer Once we have enough mana to create 5 thopters, we can take infinite number of extra turns. Thopter/Sword combo is great even without Time Sieve combo - giving us flying blockers and extra life; both of which have become pretty important once Bolas's Citadel has pretty much become the main strategy of the deck, as opposed to the previous iterations. Urza, on the other hand, lets all the thopters tap for blue mana and acts as your inifite mana sink.

Cogs

The low-cost artifact suite is very effective in controlling the boardstate, finding the cards we need, and the recursion. All the 0-cost and 1-cost artifacts are easily tutorable via Artificer's Intuition and Trinket Mage ; and they are a very small burden on Tezzeret the Seeker , and our life total via Bolas's Citadel . Additionally, they can be used over and over again, thanks to Salvaging Station .

Nihil Spellbomb gives us much needed graveyard hate, while it also acts as a cantrip. If your meta requires you to include an additional piece, you can consider Tormod's Crypt or Soul-Guide Lantern .

Aether Spellbomb is a good way to bounce problematic creatures and tokens, while having extra value as a cantrip.

Dispeller's Capsule gives us a decent chance to fight against other artifact-based strategies, and can be used as a silver bullet against possible stax cards.

Elixir of Immortality can be used against graveyard hate, it is a nice way to gain some life for Bolas's Citadel , while also acting as an instant-speed shuffle effect.

Executioner's Capsule is a somewhat restricted form of removal, but it has a huge number of relevant targets. Once we land a Salvaging Station it becomes insanely good.

Expedition Map helps us with land drops early game; finds Ancient Tomb for ramp; finds Inventors' Fair for tutoring; finds Urborg, Tomb of Yawgmoth in case we need more black mana to cast Bolas's Citadel . It's pretty good.

Mana Ramp

Being an artifact deck, we take advantage of artifact-based ramp thanks to many tutors and recursions we have. Furthermore, having bunch of artifact-based ramp cards on the field will have additional benefits through cards like Urza, Lord High Artificer and Tezzeret, Master of the Bridge .

Smothering Tithe is amazing throughout the game and it's particularly powerful with cards like Urza, Lord High Artificer , and Windfall / Whispering Madness or any other possible wheel effects.

If you have the budget, or have them already, adding Lion's Eye Diamond and Mox Diamond will speed up your combo lines.

Tutors

Aside from the obvious inclusions like Demonic Tutor , Vampiric Tutor , Mystical Tutor and Enlightened Tutor , we run a number of cards that can directly find the artifacts we need to control the battlefield and/or go for a combo.

Artificer's Intuition : Gives us easy access to mana ramp, one of the cogs, or even an artifact-land. At the same time, we use it to discard an artifact that'll be recurred for value or a combo.

Intuition : When we use it, the aim is to create a lose-lose situation for your opponents. We use it to put combo pieces to the graveyard, while making our opponents put another card that will help us go for a combo, into our hand. For example, if you already have 6 mana open for either Sharuum the Hegemon or Bolas's Citadel , one of the cards chosen with Intuition will be the Citadel, to guarantee that it will land.

Kuldotha Forgemaster : It will put ANY artifact from your deck, directly onto the battlefield. The deck has a great amount of artifact recursion, which helps us to use this effect over and over again. Tokens from Thopter Foundry + Sword of the Meek combo, tokens of Myr Battlesphere , or the treasure tokens from Smothering Tithe are the easy ways to get artifacts to sacrifice.

Entomb : We can put any combo piece we're missing directly into the graveyard at instant speed. It gives an easy access to Bolas's Citadel , so it can be brought back with Sharuum the Hegemon . It can even put Unburial Rites to use on our commander. Sky is the limit!

Tezzeret the Seeker : Plus ability is a great way to ramp; as our combo can be a little mana-hungry when we try to go for it early on. However, his main strenght is his minus ability. We can downtick for zero or one, and find one of many mana rocks we have, or one of the artifact lands. We can use it to find a specific cog for any given situation. We can use it to find one of the cheap combo pieces. He's very flexible, and can be used multiple times effectively.

Inventors' Fair : Land based, instant speed tutor for artifacts is very powerful. Also, the life gain is not irrelevant.

Whir of Invention : Amazing instant speed tutor that can be fired for a big artifact fairly quickly, thanks to Improvise ability.

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Casual

96% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

52 - 0 Rares

19 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.73
Tokens Bird 2/2 U, Construct 0/0 C, Goat 0/1 W, Myr 1/1 C, Thopter 1/1 U, Treasure
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