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.
|Have (2)||Eldritch_Morningstar , metalmagic|
|Want (2)||Lowrholler , 2bluefish|
Printings View all
|Core Set 2019 (M19)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Sarkhan's Unsealing occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Sarkhan's Unsealing Discussion
10 hours ago
I came here to snipe dragons lol. But since I stopped by I may as well impose my own thoughts lol. Endless Atlas and Mask of Memory and Stolen Strategy are among the first cards I slot in big red decks. Thrill of Possibility is trading 2 cards for 2 cards (the spell itself amd the additional discard) and it is not castable if you are Hellbent, maybe find a spell that offers real, unconditional card advantage? Reforge the Soul and Magus of the Wheel are pretty good options in red. Those X spells like Magmaquake Earthquake are rather mana intensive, you could cut them for Nevinyrral's Disk and All Is Dust or just skip wrath altogether and slot Sarkhan's Unsealing and Chandra's Ignition instead since theyre almost wrath, but theyre nore reliable to actually clear the board, and they are not dead draws, they are still playable even when you have a solid board state you want to keep. My meta is removal heavy so I run Darksteel Plate in addition to the boots and greaves for added Lathliss protection. Nice brew!
2 weeks ago
Very original idea, Kolaghan against the world! How about Sarkhan's Unsealing? It'd help to get rid of creatures or planeswalkers every time Kolaghan dashes. Loved your deck!
1 month ago
How do you plan on avoiding running out of cards? I feel like Light Up the Stage Grenzo, Havoc Raiser Ox of Agonas Mind's Eye Magus of the Wheel Underworld Breach Backdraft Hellkite all add quite a bit of value either by providing you with cards or retracing cards in your bin.
1 month ago
BLK-Swordsman ok, as far as I understand, PMs are an upgraded feature, so I'll try to reply here in the most efficient way. I'm going to assume you've bought the 2017 Dragon precon like I did, which is a good start. Scion decks play combo. You put dragons in the graveyard to one-shot your opponent. The Ur-Dragon is spawning dragons, as a result it's a casual deck. First things first would be upgrading the mana base. If your budget allows you to, grab 5 fetches (10 really isn't necessary). I guess the enemy fetches are better but I run the allied for budget reasons. Play the 5 triomes. Even without fetches I'm sure they're good enough but since I run the triomes with fetches I find them spectacular. I used to run 10 shock lands but someone did the math for me and if you play the triomes, 5 allied check lands + 5 enemy shocks are just as good. The only dragon which is also budget that is mandatory is Atarka. Scourge of the Throne is incredible too. You can do pretty much what you want when it comes to the rest. I recommend Lathliss, Utvara Hellkite, Silumgar. Terror of the Peaks is the new M21 dragon and it's huge. Ones I do run for personal affiliation but don't recommend playing are Dromoka, Kolaghan and Ojutai. I think the dragon package is where your personality shines so do what you want with it! I'd recommend having around 25 dragons, not 30+. Ramping is a priority, consider that with The Ur-Dragon ability, dragons start coming at 4CMC, potentially turn 3 with some ramp. Instead of mana rock, prioritize spells between 2 and 4CMC that lets you fetch a specific land type (to grab triomes or shocks). Mirari's Wake is incredible. I'm not a fan of ramp on bodies except for some exceptions like Faeburrow Elder (2 mana at worst),Goreclaw and obviously Morophon which makes our commander 4 mana. For a first version of the deck, Dragonlord's Servant and Dragonspeaker Shaman are good alternatives. Fill the slots with cheap mana rocks, around 2-3CMC, no more (except for Prismatic Geoscope which is incredible with the right mana base). All star artifacts are Herald's Horn, Chromatic Lantern, Dragon's Hoard for obvious reason and The Great Henge, the latter which can enter on turn 4 at the earliest thanks to our beefy dragons. Since they're heavy on CMC, haste-enablers are great. Check out the ones I run, they're all cheap I'm pretty sure, like the two boots (Dragon Tempest is the best card). You mustn't run out of gas so drawing cards is good, especially attached on ramp spells like Kiora. Again, most of my draw spells are cheap and either ramp or grant haste so take those too (like Temur Ascendancy). Rhystic Study is going to be reprinted, better that than Painful Truths for example. Depending on your meta you can choose the number of removals to run. Since we play big spells and rarely have open mana I'd recommend using pseudo-removals with synergy instead of hard removal like Utter End. As in removal on bodies, like Glorybringer, Sarkhan's Unsealing, Silumgar, Atarka. I run very few board wipes but they're one-sided and cheap (Crux of Fate and Earthquake). That should be it. In short, choose your dragon package. Play A LOT of ramp. Fill the rest with haste-enablers and card draws, even better when a card fulfill two roles.
2 months ago
Nice work - big dinos rock! :D I think your mana ratio is pretty good, well done with the lands.
I think the sweet spot in your deck is probably hitting those 2-land ramp spells on T4. If you can usually guarantee 6 mana on T5, then you're in a good position to even have Gishath out and possibly swinging to win on T6. There are a couple of useful card probability calculators out there to tell you how like you are to hit the draws you want, and I've plugged your numbers into one of those to check your odds. With 36 lands you have a ~40% of not having 4 lands on turn 4, meaning that everything else would be delayed by at least one turn. It doesn't sound like much, but putting two more lands in the deck drops that to ~32%, meaning there are ~1/12 more games where you hit that T4 plan. (Going up to 40 drops it to ~27%, but this is where the balance between dinos and non-dinos comes in!) It's not directly correlated, but I reckon that would increase your win rate by ~1/12 as well.
Trying to hit that optimal T4 also means you want to take advantage of that free mulligan that you get each game. Since you're playing Gishath I'd mulligan all hands with less than 3 lands, and I might even be tempted to keep a 7-land hand, as well as looking for that all-important ramp spells. Your deck needs a lot of mana to get roaring - there's no point having a hand full of spells if you've not got mana on the table to cast them! So, what can we drop to get a couple more lands in?
- Territorial Hammerskull - this doesn't feel like it adds much to the deck plan
- Wayward Swordtooth - looking at your deck, in practice you're almost never going to have 10 permanents before T6, meaning that you this card doesn't do much in the deck. Don't get me wrong, it's a good card, but it doesn't help you get get Gishath out, and it's not the best card to see when you're pulling dinos off the top of your library.
- Sarkhan's Unsealing - I'd be tempted to take this out as well. In practice this deck wants to cheat out the expensive creatures using Gishath - you're probably only going to be actually casting 3-4 big dinos each game. This is where the Warstorm Surge in your deck works much better - it triggers on ETB, so all your new dino buddies from Gishath will trigger it!
- Ravenous Daggertooth - similar to my comment about Imperial Ceratops above, I don't think the 2 life gain is going to help much in the long-term plan
- Growing Rites of Itlimoc Flip - by the time this flips you'll probably already have Gishath out
- Blasphemous Act - mind if I ask why this is there? I get that it damages your own creatures, but it'll probably also kill them! Thoughts on something like a Harsh Mercy instead?
- Primal Command - doesn't feel hugely impactful in the deck
- Gravity Well - you've got some flyers, so this is a little bit of a non-bo. If you're worried about people swinging at you with flyers - just get your dinos to eat them out of the sky with their abilities :D
Make sure not to remove too many dinos though! If you want to hit at least 2 dinos with Gishath's 7 damage (4 if you've got double-strike out) then you need ~28 dinos in the deck (excluding Gishath of course). You currently have 29, so perhaps it might be worth cutting some of the non-dino non-land cards instead of the ones I suggested further up. Oh - Crested Herdcaller has a decent ETB for the deck and brings two trampling bodies, which works nicely with the Quartzwood Crasher that's now in the deck :) haha, I could go on making suggestions all day!
Looking back through the deck again, I see that we're pretty low on non-creature interaction. Your dinos do a good job of taking out problematic creatures, but there's not much to deal with artifacts/enchantments. Maybe look at some flexible removal like Beast Within, Generous Gift, or Return to Dust?
Hope that's given you some more food for thought. Do feel free to ignore my suggestions - I'm just chucking my thoughts onto the page for you to pick what you like from :) what matters most at the end of the day is that you enjoy playing your deck!
5 months ago
Awesome list, i have taken some notes for when i start retooling my own gishath deck.
But there are some inclusions I myself have experienced to be underwhelming and was wondering what you thought about them.
Bellowing Aegisaur: Does he work as occasional +1/+1 counter placements or do you have multiple activations when you use him. I myself find the occasional trigger to be underwhelming, and not doing much for 6 mana. And when i can use something like Pyrohemia he does not protect himself.
Burning Sun's Avatar: Have been very disappointed with this one, tough to cast due to its cmc and triple red. Bolting a creature and a player seems very limited for 6 mana, and even when its cheated into play it seems underwhelming for a card slot when something like Apex Altisaur could remove multiple threats. And a 6/6 without trample is underwhelming as well in my opinion :/.
Deathgorge Scavenger: How often do you meet graveyard decks, because without that interaction it seems very limited in its use.
Raging Regisaur: I have been on the fence with this, it is a very nice trigger on a dinosaur body. But the amount of enrage targets are limited and - at least in my meta, a 4/4 will rarely be able to attack anyone without dying to one of their larger blockers. Killing an X/1 is nice, but the difficulty of having it attack without dying is a bit tough.
Raging Swordtooth: Same case as above, but i like this less. It triggers only once, which means it needs a lot of setup for getting a lot of enrage triggers. An army of 1/1 seems uncommon, most token decks will have something to buff them. A possible swap could be Staff of Nin it gives card draw and a nice way to trigger enrage, although at a higher cmc and no way of cheating it into play.
Siegehorn Ceratops: How has this performed for you? I find it very hard to trigger it the first time with only 1 damage. And even if it gets buffed it is just a big beater without trample. I really like the card and want to include it, but its hard to justify.
Territorial Allosaurus: Is a 5/5 for 4 with a possible fight ability really worth it, feels there are better options available.
Trapjaw Tyrant: Have shown to be very risky. Some setup is required to trigger the enrage, and even if the problems are removed, they will come right back when the board is cleared. And then one have to take care of those problems again with an empty board.
And what do you think about some of these cards?
Domri, Anarch of Bolas: Can be removal, ramp and buff.
Samut, the Tested Can give gishath double strike and enable enrage.
Aura Shards Can wipe most creatures from opponents boards when casting dinosaurs, and commander can be a board wipe when casting.
Shaman en-Kor for moving enrage triggers
7 months ago
7 months ago
king-saproling , cards I own and are available that aren't in other decks are:
have any idea as to what to cut? I'm trying to cut some of the six & seven drops because the list has a pretty heavy top end. Any advice given would be very helpful. thank you!