Sarkhan's Unsealing

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Rare

Combos Browse all

Related Questions

Sarkhan's Unsealing

Enchantment

Whenever you cast a creature spell with power 4, 5, or 6, Sarkhan's Unsealing deals 4 damage to target creature, player or planeswalker.

Whenever you cast a creature spell with power 7 or greater, Sarkhan's Unsealing deals 4 damage to each opponent and each creature and planeswalker they control.

Sarkhan's Unsealing Discussion

stensiagamekeeper on Colossal Burn

1 month ago

What I think you're after is a take on the standard gate deck except that it leans heavily on the direct damage plan to win games. The advantage of this being removal doesn't effect your plan as much but the disadvantage being that no burn spell could ever deal more damage than a Gatebreaker Ram attacking for a couple turns. Considering this, I think Sarkhan's Unsealing is probably not right for this plan if you're really cutting down on the creature count.

Risk Factor seems decent if you think of it as a 6cmc 8 damage Banefire . A problem you'll probably run into is the inherent card disadvantage of these type of effects could leave you out of cards quite quickly if you don't draw Guild Summit or it gets removed. I'd suggest trying to find some redundancy for this effect.

Speaking of which, The Mirari Conjecture could be a nice way to re-buy and double up burn effects especially considering ramp makes that plan all the more viable. Fight with Fire is also a sweet two card combo with it and works as a removal spell if your opponent is putting out too much pressure.

Finally I'd suggest a transformational sideboard plan. Having a creatureless mainboard and 8 colossi or rams in the side can really invalidate your opponent's sideboard hate.

Romer on Kolaghan's Dragon Storm

2 months ago

@Demon86RM, Foul Renewal is a neat 2 for 1 but I don't like that the removal is conditional on having an appropriately-large creature in my graveyard. When I need removal, I just want that thing gone.

@IAmTheWraith, good call, Dragonstorm 's back in.

@MattN7498, when you're editing your deck, there's a checkbox option called "Show other decks" that will automatically show your other decks on the left-hand side. No HTML required. Sarkhan's Unsealing is pretty cool, just hard to find something weak to take out and make room for it. I'll keep it in mind next time I want to replace something.

@DwaginFodder, I've got a lot of controlling players in my playgroup and after the first few turns, people generally have the available to prevent me from using Rhystic Tutor . I originally skipped over Crucible of the Spirit Dragon because it's slow but you're right, it's nice when I'm not curving out perfectly, or later game when I just have the to spare. Added it in!

Vlasiax on Ur-Dragon's Multiverse Onslaught | *PRIMER*

2 months ago

How is Sarkhan's Unsealing performing in your list? It doesn't make much in mine, usually sits in hand so I'm thinking about swapping it for something else.

theswordandsnail on zacama edh

2 months ago

Some great card choices in here, but it does seem a bit light on card draw and removal. Elemental Bond , Colossal Majesty and Beast Whisperer could be good for card draw. Land/artifact ramp is also generally better than creature ramp in commander, board wipes are everywhere. If you are looking for a good board wipes/removal yourself though, Chandra's Ignition and Sarkhan's Unsealing are both great. Temple Altisaur and Trapjaw Tyrant could be good additions too. Hope that helps!

xaarvaxus on Vaevictis Asmadi, Mayor of Valuetown

3 months ago

Maybe add Journey to Eternity  Flip for some additional boardwipe protection? It will save a key creature so you don't have an empty board and then flip and let you start putting your creatures directly into play. Its a bit of a slow recovery but you are packing a lot of big beaters here so each one has a lot of impact.

And for some additional removal; Manglehorn kills artifacts and slows down opponents' use of mana rocks they bring in later, Reclamation Sage is almost as versatile as the Slime, and Crater Hellion is a [limited] creature boardwipe in red. And considering the avg power of your creatures, Sarkhan's Unsealing could be a kind of machine gun for you.

Something like Sidisi, Undead Vizier would be a good include to fetch the Surge. Sadly this has gotten much more expensive in the last couple of years.

Overall though, this deck has a pretty brutal mana curve. I don't know that I've seen a deck with an avg CMC of 5+ and to support Primal Surge you're not running some of green's best ramp spells so I would expect it to be a bit slow in building. I think you might need to trim some of the real expensive creatures for things like Beast Whisperer , Greater Good , Guardian Project and Soul of the Harvest for some additional card draw as well. Just with your basics alone I'd also make 2 swamps and 1 mountain into forests as you have a lot of green in your casting costs and not enough sources to support it.

DrkNinja on Dragon Rush

3 months ago

Just a heads up, I'd replace your Mountains with Snow-Covered Mountain s because Extraplanar Lens doubles mana of ALL lands named. More than likely no one at the table will have snow lands so... Plus this gives your access to Scrying Sheets which is something this deck greatly needs, card advantage. Also I REALLY, REALLY think you should be playing Sarkhan, Fireblood and Sarkhan's Unsealing they are WAY too good for this deck.

Here's some card suggestions!

Here are some cut suggestions:

  • Fledgling Dragon: For four mana you could play Moltensteel Dragon or Territorial Hellkite both of which are more value in my opinion
  • Emblem of the warmind: As stated previously it's too easy to deal with.
  • Farsight mask: Mind's Eye is strictly better, and you don't want to get hit in the face in order to draw a card.
  • Kindred charge: This is PURELY a wind more card in dragons. By the time you cast this, because you'll hold it trying to maximize the copies, you'll be doing massive damage ANYWAY.
  • Ancient hellkite: A lot of mana for a meh dragon when this could be a Steel Hellkite , Kilnmouth Dragon , Skyline Despot , or a Demanding Dragon
  • Archwing dragon: If you are going to dedicate paying four mana to a dragon every turn, just play Dragon Tyrant
  • Slumbering dragon: I like this card idealy... but if we are being honest... This card is NEVER going to wake up, no one is going to let an 8/8 dragon sit on the table for 5 turns.
  • Zirilan of the claw: It's good... but you have to exile your creatures... and that's not good for you.

hkhssweiss on Rakdos, Lord of Riots Prototype Deck

4 months ago

Alright can definitely give you some ideas than Salinas29!

Since you are playing in large pods some cards that can definitely help you would be:

Now for the big creatures that can provide additional utility effects, here are some cards that can be considered:

Importantly as well is to have some early game plan, ramp, CA, and utility spells. Here are some cards that can be also considered.

The best route if you want to inflict a lot of pain is going for the big Eldrazis but I won't list them as they are quite expensive even after the reprint in UMA. If you can pick them up than definitely go for it! They are absolutely filthy creatures that would make people cry :3

Aside from that feel free to ask for any additional help, I love helping people tune their decks!

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Sarkhan's Unsealing occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%