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Sharkey, Tyrant of the Shire
UBDimirLegendary Creature — Avatar Rogue

Sharkey, Tyrant of the Shire

Mana value4Rank#19,293
BuildCard details

The Commander

Activated abilities of lands your opponents control can't be activated unless they're mana abilities.

Sharkey has all activated abilities of lands your opponents control except mana abilities.

Mana of any type can be spent to activate Sharkey's abilities.

Guide

Gameplan

Sharkey is a stax-flavored value engine that locks down opponents' utility lands while letting you fire off their activated abilities yourself, paying with any color of mana. Early turns you ramp and protect Sharkey, then you turn the opponents' own creature-lands, fetch-able activations, and powerful manlands/utility lands into your toolbox while denying them. You grind to a long game and close with reanimated threats or commander-fueled value.

Strengths

  • Shuts off opponents' utility lands (Gaea's Cradle, Boseiju, manlands, Maze of Ith) while letting you use them
  • Color-fixing built in: any mana can pay for the stolen activations
  • Asymmetric soft-stax that punishes greedy land-heavy metas
  • Dimir gives access to the best removal, tutors, and card advantage in the format

Weaknesses

  • Effect is highly meta-dependent—does little against opponents with basic-heavy or land-light builds
  • Weak board presence on its own; doesn't pressure life totals
  • Vulnerable to commander removal, and losing Sharkey turns off the whole lock
  • Can be a 'win-more' or political lightning rod that draws hate without closing fast

Key Cards

  • Thespian's Stage — You control land abilities too, and copying an opponent's powerful land lets you out-leverage them.
  • Ob Nixilis, the Fallen — Punishes the land destruction and shuffling that land-heavy pods generate, draining life as Sharkey grinds.
  • Strip Mine — Synergizes with land-hate themes and removes a key opposing land while you keep your own activations online.
  • Crucible of Worlds — Lets you keep replaying utility lands for repeatable value alongside Sharkey's land control.
  • Cyclonic Rift — Dimir's premier asymmetric sweeper to reset boards once your value engine is ahead.

Upgrade Path

Lean into the land-hate angle with Crucible of Worlds plus Strip Mine/Wasteland and Ghost Quarter loops, and add Field of the Dead or Dark Depths/Thespian's Stage for a hard wincon. Improve interaction density (Counterspell, Fierce Guardianship, Cyclonic Rift) and tutors (Demonic/Vampiric) so the deck functions even when Sharkey's lock is weak against a given table. Round out with reanimation targets to give the grind a fast finish.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Grind opponents out of resources, then close with reanimated or hard-cast fatties
  • ▸Drain/burn finishers like Ob Nixilis or a big alpha strike after a Cyclonic Rift
  • ▸Mill or commander damage as incidental backup plans

Archetypes

  • Stax/Control — Sharkey denies opponents' utility-land activations, taxing their resources while you keep yours.
  • Land Hate — Pairs naturally with land destruction and Strip-effects since you neutralize utility lands and punish lands matters.
  • Value Grind — Stealing and reusing opposing land abilities provides incremental advantage over a long game.
  • Reanimator — Dimir colors let you cheat large threats into play as a backup wincon while Sharkey controls the board.

Combos

No combos found for this commander on Commander Spellbook.

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