Sarkhan's Unsealing

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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.

Zujiry on

1 year ago

Warum Vito? Für Lifelink?
Roghahh würd ich nochmal überlegen.
Der 3 Mana Sarkhan, Fireblood wäre noch ne Idee. Und Sarkhan's Unsealing.
Dragon's Hoard für Carddraw. Vllt Dragon Mage

Decidares on Ur-gonomics

1 year ago

Hey Eldmoi, thanks for the info. There's a quite a bit I would recommend optimizing. The long story short is that most of the dragons I'd recommend are already on my budget primer that you've seen and my super budget deck list that was part of the primer but is also available here if you're interested here.

First of all, you need to make sure your deck has a decent amount of ramp to cast your awesome dragons within a reasonable amount of time. If you are on a budget then I'd recommend Cultivate, Kodama's Reach, and Sakura-Tribe Elder at the very least. Other options for cheap ramp are Farseek, Wild Growth, and Fertile Ground. If you want to further optimize ramp, then adding in Nature's Lore and Three Visits on top of some forest based shock lands (e.g. Stomping Ground or triomes (e.g. Ziatora's Proving Ground would be ideal.

Second, you want to optimize your mana base by minimizing the number of taplands and ensuring you have the colors you need. Any tap lands that tap for only 2 colors (e.g. guild gates) could safely be dropped for basic lands. Tri-lands like you mentioned are decent enough to start off, because they can tap for 3 colors, but even those are suboptimal in the face of options like Dragonskull Summit and Blood Crypt. Furthermore, almost 50% of your deck requires red mana, so I'd ensure your lands reflects that.

Regarding the planeswalkers you have, I'd say Sarkhan, Fireblood is the most useful (distantly followed by Sarkhan Unbroken and Kiora, Master of the Depths). I'd consider cutting the others.

Some things off the top of my head for instants and sorceries: I would consider Crucible of Fire to be a win more card. Lozhan, Dragons' Legacy is almost a strictly better Sarkhan's Unsealing. Damn and Farewell are really good board wipes that aren't as mana intensive as some you're running. Garruk's Uprising is a very potent form of card draw. Monster Manual is probably better than Thran Temporal Gateway in most cases.

Finally the dragons. There are so many good dragons to consider, many of which I've mentioned in my deck primer, and many of which are available on most dragon lists online, that I'll focus on highlighting dragons I would recommend removing:

  • Acid-Spewer Dragon - Overcosted and doesn't do much. Deathtouch isn't as useful on a dragon that should be big enough to kill most thing it hits in the first place.

  • Backdraft Hellkite - Most instant and sorceries you have are too expensive or are simply aren't as immediately useful (e.g. don't want to board wipe your own dragons). The most useful ones you run are removal, but at that point you can just play dragons that can inherently remove things like Steel Hellkite.

  • Crosis, the Purger - Hard to save mana to take advantage of its effect. It'll feel bad to take advantage of its effect in casual metas anyways. If you really want to run a dragon like this then Teneb, the Harvester might be more fitting but even then I wouldn't really recommend it, because of the mana investment needed to make it work.

  • Dragonmaster Outcast - Not a good early game play and easy to kill later on.

  • Dream Pillager - This dragon is overcosted and is mostly a means of pseudo card draw. I'd just play an actual card draw card instead like Ancient Craving or Sign in Blood or Rishkar's Expertise.

  • Kargan Dragonlord - Costs too much to do too little. We have so many dragon options, even in budget decks, that vanilla dragons simply aren't worth it.

  • Malfegor - Discarding our hand isn't good to do unless it involves redrawing more cards (e.g. Knollspine Dragon).

  • Necromaster Dragon - Summoning vanilla 2/2 zombie tokens for 2 mana isn't good value in a dragon deck, and you have to go through combat to get it off. In a world where Ancient Gold Dragon exists, it's hard to justify an effect like this. Dragon Broodmother and Lathliss, Dragon Queen and Miirym, Sentinel Wyrm would be far more effective token generators.

There's always more we could do to optimize any deck, including mine for sure, so I'd be happy to comment more later if you'd like. But I also want to emphasize that as long as you and your playgroup are having fun, you really can't go wrong :)

mrweaselman on Stompy Boys

1 year ago

Budget based, 1x more Ghalta, Primal Hunger is pretty good.

Enrage works pretty well with dinosaurs. Marauding Raptor triggers Ranging Raptors, Silverclad Ferocidons and Raptor Hatchling. Running 2 of the larger ones and 4 of the smaller ones are pretty good, and they cost one less. Ripjaw Raptor is also decent, but more expensive.

Charging Monstrosaur, Relentless Raptor are only here bc they're dinosaurs. They don't really synergize that well with the rest of your deck. Sky Terror seems more of a sideboard card or replace in sb with flying defense. Either run Colossal Majesty or Sarkhan's Unsealing for 2-3, both seem kind of overkill and a bad late game draw. Huatli, Warrior Poet seems ok, but another dinosaur would probably be better. Or 2-3 Domri, Anarch of Bolas if you want a planeswalker. Signal the Clans can be taken out for more Cultivate and Commune with Dinosaurs.

The rest, just take what you find to be the best cards, generally 2-4 drops, and run 3-4, cut down the one ofs. More Lava Coils and general removal, Ram Through a personal favorite.

Let me know if you want me to comment on mana base after you make changes.

KBK7101 on Cheap dragon

2 years ago

I think Manalith and Mana Geode are both fine for now. They aren't the best and would probably need to be swapped out later but I think they'd be fine in a first draft. Same with Terminate.

For possible cuts... Temple of the False God has sabotaged me more times than it has helped me, though. Definitely recommend taking that one out. The five single color (and Adult Gold Dragon) AFR dragons, while cool, don't really do much in commander, sadly. I'd recommend taking them out as well. Gratuitous Violence is a great card for mono- decks but gets increasingly more difficult to cast with more colors. It will end up being uncastable in most situations. Should probably also be cut.

As for recommendations... Hellkite Courser would be fantastic in this deck! "Blinking" Tiamat in for a turn to trigger it's effect seems really good. Unclaimed Territory and Exotic Orchard would be help immensely with color fixing issues. Temur Ascendancy is great for giving all your dragons haste and helping you draw cards. Stubborn Denial (and to a lesser extent, anything with the keyword Ferocious) works really well in decks with big creatures. See the Unwritten is a way to possibly cheating out some creatures if you're looking for a bit of randomness. Lastly, Sarkhan's Unsealing can help you get rid of some enemy creatures or just blast someone in the face (or both!) just for casting dragons.

I think your first goal should be to getting the deck to 100 cards. Once there, you can use all the stats this site provides to see if you need more cards that help fix colors, what your mana curve is, how many spells you have etc. You can also create custom categories by putting #(yourcategoryname) after the card name in the deck builder. You can better organize your deck into categories like card draw, dragons, removal etc. You can even put them in multiple categories if you want. Here's a few so you can see what I mean :

1x Lathliss, Dragon Queen #Dragons #Tokens

1x Terminate #Creature_Removal

1x Command Tower #Lands

1x Arcane Signet #Ramp

Hope this helps! Best of luck!

itsbuzzi on Red Board Wipes

2 years ago

I run in the format a bit and would like to add to the list as some of my favorites were not found. I would also like to add there are two types: large and small. Generally small red board wipes consist of 3 damage or less to the board whereas large board wipes deal more. I'll separate them into these piles. There are 2 things you are looking for when refering to red boardwipes: Mana cost and damage; you want the best bang for your buck in a sense. A semi-complete list of the best unique board wipes includes: (This list may be missing some, Gatherer missed Cinderclasm)

Small Boardwipes

Anger of the Gods: Deals 3 damage to each creature with exile clause for 3 mana at sorcery speed. A standard scale of a good board wipe.

Chandra, Awakened Inferno (Cast for 6 then -3): Deals 3 damage to each non-elemental for 6 mana at sorcery speed with potential upside after untapping next turn. Deck-dependent, if you only need a board wipe and don't need the other value this is not the card you need and isn't worth it.

Cinderclasm: Deals 1 damage to each creature for 2 (1) or 2 damage to each for 1 at instant speed. Depending on what you need the stop the instant speed is valuable as you can stop triggers ensuring what you are killing doesn't get bigger and play around any potential counterspell or protection.

Crush the Weak: 2 damage to each creature with exile clause at sorcery speed for 3 (2) or foretold to spread the mana across a couple of turns; not exactly what you want with a board wipe unless you can set it up this way. This card isn't really any better than Cinderclasm unless the is hard to cast or you need the exile clause.

End the Festivities: 1 damage to each creature and planeswalker for 1 at sorcery speed. A good standard for a tiny board wipe but is fringe in utility.

Fiery Cannonade: 2 damage to each non-pirate creature at instant speed for 2. Is deck-dependent, personally best used while piloting a pirate deck but otherwise is similar to Cinderclasm.

Flame Sweep: 2 damage to each non-flyer for 2 at instant speed. Very similar in utility to Fiery Cannonade but worse as flyers are more prevalent in the format and just in general.

Incendiary Sabotage: 3 damage to each creature at instant speed for 2 and sacing an artifact. Fringe where you need artifacts in the deck but the instant speed may be useful as described before but is somewhat on par with Anger of the Gods due to versatility but worse based on utility.

Radiant Flames: 1 2 or 3 damage to each creature depending on how many colors of mana used to cast at sorcery speed. This is a versatile board wipe and very much on par with Anger of the Gods perhaps better due to the ease of casting paired with the different modes on it but does not come with the exile clause.

Sweltering Suns: 3 damage to each creature for 1 with cycling 2 at sorcery speed. Very similar to Anger of the Gods which is a good place to be with more utility where you can get a new card from it at instant speed if it's not needed.

Vampires' Vengeance: 2 damage to each non-vampire creature. Essentially similar to Fiery Cannonade.

Large Boardwipes

Burn Down the House: 5 damage to each creature and planeswalker or 3 1/1 devil tokens with haste for the turn for 3 at sorcery speed. Depending on how much damage you need to include this one covers all your bases with additional playability with the devils.

Chandra, Flamecaller (Cast for 6 then -X): Deals X damage up to a max of 4 (unless other loyalty raising cards are used) to each creature for 6 mana at sorcery speed with potential upside after untapping next turn if it survives. Deck-dependent, if you only need a board wipe and don't need the other value this is not the card you need.

Draconic Intervention: X damage to each non-Dragon creature where X is an instant or sorcery card's mana value in your yard with the additional cost of exiling the instant or sorcery for 2 at sorcery speed. Deck dependent obviously but can go large or small just has a large additional cost. You'd want to get at least 3 damage off of this every time and more to make it really worth it.

Gates Ablaze: X damage to each creature where X is how many gates you have for 2 at sorcery speed. Very much deck dependent of course but if it fits the deck this is the card to run.

Hour of Devastation: 5 damage to each creature and each non-bolas planeswalker while losing indestructible for 3 at sorcery speed. This is similar to Burn Down the House where unless you need the additional text on the card just run Burn Down the House.

Kozilek's Return: 2 damage to each creature for 2 at instant speed with the additional bonus of exiling it from your yard as you cast an Eldrazi for 7 or more to deal 5 damage to each creature. Once again deck dependent of course but if it fits the deck this is the card to run.

Mizzium Mortars: For the board wipe mode (the only mode we are looking at) its 4 damage to each creature you don't control for 3 at sorcery speed. Not exactly the rate of a board wipe you want unless the bonus of the 1 sided boardwipe is that appealing.

Sarkhan's Unsealing: The board wipe mode is after casting a creature for 7 or more it deals 4 damage to each creature and planeswalker you don't control. Similar to Kozilek's Return but worse where you don't have the early game mode but better where it is repeatable. It doesn't look like you need this one unless it fits the deck.

Star of Extinction: The mother of all board wipes. Deal 20 damage to each creature and planeswalker while also blowing up their land for 5 at sorcery speed. Very over the top and you most likely can get what you need to do for less mana.

Storm's Wrath: Deals 4 damage to each creature and planeswalker for 2 at sorcery speed. Pretty much the best board wipe to deal 4 damage.

The Best Wipes at Each Damage

Generally speaking these are the best at simply dealing damage while staying mana conservative:

1 damage: Token hate or very aggro hate End the Festivities

2 damage: Inbetween of Token hate & standard damage Radiant Flames just due to the fact that for the same mana it can hit for 3 damage.

3 damage: Standard amount of damage It's very close but just for ease of casting Radiant Flames beats out the competition unless the cycling fits well or the exile clause is needed.

4 damage: Inbetween of Smaller and Larger amount of damage Storm's Wrath Not even a question is the best by far.

5 damage: Larger amount of damage Burn Down the House. It's close but the additional option of the card helps it beat out.

Anything Larger: Star of Extinction Basically, if you need to board wipe in red and need to deal more than 5 damage you're generally out of luck and should look elsewhere. Star of Extinction is not really a card you want to be running if you can avoid it the mana cost is just so high.

KBK7101 on

2 years ago

Nice! I love how open-ended this new version of Halana/Alena is. They could go in any number of directions. I think mine is going to be focused on +1/+1 counters and attack triggers.

Since yours is tribal, you might want to look at stuff like Vanquisher's Banner and Herald's Horn and stuff like that. Sarkhan's Unsealing can dish out a lot of damage, too!

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

2 years ago

Hey! I've trying some changes like the mass reanimation version and I liked a lot. Bot noticed some problems with this version. Teneb, the Harvester is versatile and very interesting dragon/reanimator, but it needed of having haste and mana to user it's ability, so I don't think it will be very useful. Otherwise, great spells like Patriarch's Bidding and Haunting Voyage works nicely, but almost all time suffer some type of counter. To deal with this response, I used counters on deck too, like Mana Drain, Counter spell, Cryptic Command and Negate, to guarantee the use of the big reanimate spells. Also, counters helps to deal with spells like removals, specially when Sneak Attack is dropped down in the table. As you can see, the real deal of this changes was what cards needed to cut off to include counters. I removed Teneb, Klauth's Will, Sarkhan the Masterless (Because when you have a lot of dragons, he becames useless at some point), Sarkhan's Unsealing (needed to cut off), Kindred Discovery (needed to cut off), as example. I'll do more tests, but add counters resolves a lot of problems with enchantments and some stuffs on the field. Maybe I consider to add Heroic Intervention or Swan Song, but you know... ^^" We need more spots hahaha

Elmoisamac on The Maelman

2 years ago

Pikobyte I appreciate that suggestion, but I enjoy the red splash. Some of my favorite cards in this deck are in red, like Ilharg, the Raze-Boar , Scourge of the Throne , and Sarkhan's Unsealing . Also I already have two simic decks as well so keeping this one temur is more unique for me.

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