I hope this still falls into the category of speed painting, I took a bit longer to refine this one (2.5 hours). 

While environmentals have been a ton of fun to create and practice with, I feel like I need to keep the ability to render characters honed. It’s really easy to get caught up in drawing mountains and forget how to paint wings and faces - at least from my experience. XD Does anyone else have the problem of degeneration? Use it or lose it?

The character depicted here is Sharuum, the Hegemon, a sphinx from the Magic: the Gathering universe. There’s so much more I would have loved to do with this, but isn’t that a constant problem with speed paintings? C’est la vie.

Comments, critiques, and shares are awesome! But not as awesome as you. ;>

anonymous said:

Would Sharuum the Hegemon be a good commander?

Sharuum the Hegemon is an incredibly powerful commander that was made much stronger by the new legend rule.  It’s a poster child of infinite combos- and as such, will be viewed by most players in the know as a threat the second it’s face-up in the command zone.  If that’s not your thing, you will still have to be wary of your commander’s reputation.  

Sharuum has a fairly powerful effect, as you can do a truly *immense* number of things with artifacts in commander, from drawing cards to destroy permanents, wiping the board, preventing attacks or stealing creatures.  If you choose to build around him, he’s almost always rewarding.

For those not aware of it, I’ll briefly explain the combo engine Sharuum provides.  Suppose I have sharuum and any permanent that benefits me or harms an opponent on a creature entering or leaving the battlefield.  That could be anything like a blood artist, disciple of the vault, a soul warden, an intruder alarm, or a blasting station - definitely an incredibly large number of cards.  Next, with sharuum out, you cast *any* clone.  The legend rule takes place before triggers go on the stack, so you sacrifice the true sharuum, and use the clone to get back sharuum (an artifact) while netting one trigger from your third card.  When sharuum returns, the legend rule occurs before the real sharuum’s ability goes on the stack, allowing sharuum to revive herself, again netting you some beneficial trigger from a third card.  You can repeat this indefinitely and quickly end the game (and some frienships, if such behavior is frowned upon in your play group!)  Since the engine is so simple, it’s now become slightly difficult *not* to run infinite combos in sharuum decks, since most players using blue want to take advantage of clone effects.

Sharuum is definitely a fun card for those who like artifacts, just keep in mind you may be suspected of foul play, and you should find yourself with a rewarding commander.

-Sheth

Deck Help

Hello all! So I currently have every sword (fire and ice, body and mind, etc), a jitte, and a baterskull left over from a kemba deck I recently pulled apart, and I’m wondering if I should run any of them in my Sharuum the Hegemon EDH. The list is very low on creatures (It’s pretty hard control), but combat damage is the mian win con, and there’s almost always at least one creature or man-land to slap a sword on. Lemme know if you think I should add some/which I should add/ thoughts in general about the list!

http://tappedout.net/mtg-decks/sharuum-the-hegemon-17-11-12-2/

Sharuum EDH

Dear lord.
This was the first EDH I ever built back about 5 years ago, me and her had some good runs but in the end I dismantled her and she was lost to our endless boxes of cards. I moved on to a Rhys the Redeemed deck for most of those 5 years. Anywho I finally got my hands on another Sharuum the Hegemon and well, it looks even better then the original, though I’m sorta sad I don’t have the From the Vaults: Legends Sharuum I’m still glad I could rebuild this deck.

image

 As the General, obviously.

33 Lands

Ancient Den

Arcane Sanctum

Azorius Chancery

Caves of Koilos

Celestial Colonnade

Darksteel Citadel

Dimir Guildgate

Dread Statuary

Drowned Catacomb

Evolving Wilds

Hallowed Fountain

Orzhov Guildgate

Reliquary Tower

Terramorphic Expanse

Vault of Whispers

10 Island

4 Swamp

4 Plains

More or less what you would expect from a W/U/B Artifact General, hopefully I can pull a Watery Grave or a Godless Shrine. Both would be ideal but you know.

25 Creatures

Ornithopter

Metallic Sliver

Disciple of the Vault

Spellskite

Ethersworn Canonist

Metallurgeon

Etherium Sculptor

Tidehollow Strix

Tidehollow Sculler

Scuttlemutt

Pilgrim’s Eye

Master of Etherium

Clone

Master Transmuter

Lodestone Golem

Indomitable Archangel

Steel Hellkite

Thoptor Assembly

Sharding Sphinx

Platinum Angel

Enigma Sphinx

Magister Sphinx

Filligree Angel

Sphinx of the Steel Wind

Sphinx Sovereign

Alright, now for my creature base I tried to keep towards cheapish gimicky cards such as 

image

 

image

 just cause I can get little guys out that I can sacrifice or chump block with. But I’m also running all of the Esper Sphinx cards. I love 

image

.

3 Planeswalkers

Gideon, Champion of Justice

Tezzeret, Agent of Bolas

Venser, the Sojourner

Venser and Tezzeret make perfect sense right? Now I bet you’re curious as to that Gideon.. I sort of as well. I just threw it in the deck and he doesn’t necessarily hurt it or slow it down, especially once I start taking multiple turns.

4 Enchantments

Archmage Ascension

Mind Unbound

Oblivion Ring

Rhystic Study

Nothing too fancy here, the Mind Unbound was originally for my Lazav EDH and will probably go there once I manage to pry it from this decklist, but at the same time it’s such a good card for once I take multiple turns.

3 Instants

Recoil

Twincast

Quicken

Again, nothing too fancy. Twincast is really just in the deck to trail an opponents Timewarp, or Explosive Vegetation.

5 Sorcerys

Exhaustion

Merciless Eviction

Open the Vaults

Supreme Verdict

Trade Secrets

Well Trade Secrets is in the deck to combo with Quicken, and any of my board wipes as well. I sort of want to get a Wrath of God or Damnation, or both but seeing as how Damnation is extremely up there in price I’m doubtful on that.

26 Artifacts

Spellbook

Carnage Altar

Journeyer’s Kite

Sol Ring

Thopter Foundry

Time Sieve

Azorius Keyrune

Chromatic Lantern

Dimir Keyrune

Mimic Vat

Obelisk of Esper

Oblivion Stone

Orzhov Keyrune

Rings of Brighthearth

Temple Bell

Mistvein Borderpost

Font of Mythos

Nevinyrral’s Disk

Prototype Portal

Unwinding Clock

Mirari

Mirrorworks

Scourglass

Mindslaver

Mycosynth Lattice

Urza’s Blueprints

What would an Artifact deck be without Artifacts? Bad, that’s what the correct answer is. But seriously, I’m running the Mindslavor/Quicken/Trade Secrets combo. It’s super mean. Rings of Brightheath on Tezzeret, or Venser, or even Mindslavor. Time Sieve for obvious reasons and let me take a billion turns.

Well that’s my Sharuum for now, I’ll update the deck as I go along and post how well the deck does in tournaments.

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