
Art: Chris Rahn · ™ & © Wizards of the Coast
Commander Sram, Senior Edificer · 2/2
by Bobandis6 · Commander · 100 / 100 cards · Updated Sep 15, 2026
The Warden approves this deck
Bracket 1–2 · nothing here goes past Core ·
Turn inexpensive Auras and Equipment into a steady stream of cards, then build one attacker into a lethal threat. Sram keeps your hand moving while protection spells and recursion help your suited-up creature survive removal.
Opening plan: Keep two or three lands, a cheap Aura or Equipment, and ideally protection or acceleration. Cast Sram before your attachments when possible: he draws when you cast an Aura, Equipment, or Vehicle spell, even if that spell is countered, but equipping an existing Equipment does not trigger him. Building the threat: All That Glitters and Ethereal Armor reward a developed board, while Blackblade Reforged scales with your lands. Spirit Mantle, Unquestioned Authority, and Prowler's Helm help your attacker connect; Fireshrieker or large power boosts make 21 combat damage from Sram a realistic finish against an individual opponent. Mana and sequencing: Ardenn attaches your Auras and Equipment at the beginning of combat without paying equip costs, and Puresteel Paladin makes equip costs zero while you control at least three artifacts. Keep mana for Blacksmith's Skill, Gods Willing, or Rebuff the Wicked; protection from white will also make attached white Auras fall off, so choose colors carefully. Recovery: Sun Titan and Sevinne's Reclamation recover smaller permanents, while Mantle of the Ancients and Brilliant Restoration rebuild bigger boards. Spread out a few resources instead of placing every card on one creature, and use Single Combat when keeping one equipped attacker leaves you ahead.
2.32
Nonland cards
37
$50.60
Cheapest printings
Curve template
| Color | Lands | Other |
|---|---|---|
| White | 34 | 2 |
| Colorless | 3 | 2 |
Cards that make “any color” count once for each color your commander allows; Treasure makers count through their reminder text.