Arcane Foundry › Commanders › Sram, Senior Edificer
Sram, Senior Edificer
Legendary Creature — Dwarf Advisor · {1}{W} · White commander
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Build a Sram, Senior Edificer deck →
What Sram, Senior Edificer actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · otherWhenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
What a Sram, Senior Edificer deck needs
Plays as equipment & aura voltron. What the commander asks of the other 99 — read from the card and checked by hand.
- cheap Auras, Equipment and Vehicles (each cast draws)
- a voltron target with evasion
- protection for the suited-up creature
The Sram, Senior Edificer deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 30× Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- 21× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 6× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Sram, Senior Edificer
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- Basilisk Collar1 mana
- Skullclamp1 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Sword of the Animist2 mana
- Shadowspear1 mana
- Mithril Coat3 mana
- Paradise Mantle0 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Basilisk Collar1 mana
- Skullclamp1 mana
- Paradise Mantle0 mana
- Colossus Hammer1 mana
- Commander's Plate1 mana
- Shadowspear1 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Elspeth, Sun's Champion6 mana
- Eldrazi Monument5 mana
- Delney, Streetwise Lookout3 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
- Shadowspear1 mana
- Bilbo's Ring3 mana
- Cliffhaven Kitesail1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- March of Otherworldly Light1 mana
- Generous Gift3 mana
- Erode1 mana
- Unwanted Remake1 mana
- Angelic Ascension2 mana
- You Cannot Pass!1 mana
Find the exact card the plan needs
- From Father to Son2 mana
- Steelshaper's Gift1 mana
- Open the Armory2 mana
- Cloud, Midgar Mercenary2 mana
- Enlightened Tutor1 mana
- Stoneforge Mystic2 mana
- Templar Knight2 mana
- Idyllic Tutor3 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Shatter the Sky4 mana
- Split Up3 mana
- Winds of Abandon2 mana
- Depopulate4 mana
- No Witnesses4 mana
Refill your hand
- Esper Sentinel1 mana
- Skullclamp1 mana
- Archivist of Oghma2 mana
- Sram, Senior Edificer2 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Caretaker's Talent3 mana
- Enduring Innocence3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Chaplain of Alms // Chapel Shieldgeist1 mana
- Eldrazi Monument5 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana