The first card from M19 that has really caught my eye for casual 60 card play is Sarkhan's Unsealing. The effect is amazingly powerful if you can consistently (and preferably repeatedly) trigger the 7+ power effect. There are a lot of ways throughout Magic's history to get 7+ power at a discount, and the first rough list I've come up with simply plays a bunch of undercosted giants and ways to take exploit them.
Chandra's Ignition in particular seems like a go-to as redundancy for your "nuke the world" effects. This list may be a little rough but is a simple demonstration of how to abuse the Unsealing. Blow everything up, and clean up your defenseless opponents with your giant monsters!
I believe */* creatures retain their P/T in all zones, so those work while cards like Wight of Precinct Six and Golgari Grave Troll unfortunately won't trigger. Power on the stack also means weird things like Nyxathid always works even though it's smaller in play, and Mogis, God of Slaughter always works even when it won't actually be a creature upon resolving.
I'd love to hear your input and ideas on how to best abuse this engine of destruction!
I started workin on a similar list when I first saw Sarkhan's Unsealing. I was leaning towards a Jund build since I found the most applicable creatures in green.
Since the deck is based on Sarkhan's Unsealing, the hard part will be finding one and keeping it on the battlefield. Luckily black has a slew of tutors. I'd almost want to include Razaketh, the Foulblooded for more tutor effects.
The next brew I came up with though is one that focuses on the problem of finding Sarkhan's Unsealing consistently by running tutors, and abusing the trigger to its fullest extent by looping Death's Shadow every turn. Unlike my first list, this one has no focus on playing beaters and attacking at all, since 5 Unsealing triggers is 20 damage anyways!
6 Tutors and 8 draw effects work to find the combo of Sarkhan's Unsealing + Death's Shadow + Oversold Cemetery while Abyssal Gatekeeper and Fleshbag Marauder buy you some time to get it online. This list is much more gimmicky than the first, as it's very soft to enchantment removal and has no real plan B if opponents break up the combo or you simply don't find the necessary pieces. It certainly highlights the signature card though!
Unfortunately Wight doesn't work :(. He's not 7+ power when you cast him.
FWIW I think that this card can be good even if it forces you to play with "bad" ones. In my experience "7s" don't win multiplayer games. That is, you can play all the good stuffs in the world but you're still going to consistently lose to the people doing broken things. Sealing, to me, is a very broken card if you can realistically trigger it more than once. Heck, even if it's only one time it's still bonkers (compare it to Mizzium Mortars or w/e) and once you hit 2+ triggers it's game over. I'm not saying that this happens every game, or even every other game, but if ~33% of the time you're going off with "Yargles" that's still better than a random good stuffs deck. That's how I see it anyways.
Sarkhan's Unsealing obviously takes more specific building parameters than Warstorm Surge but not only is it 4CMC, the 7+ power trigger hits EVERYTHING and not just one target- this is a ridiculous power gap. Turning your creatures into overloaded Mizzium Mortars (that also hit opponents) is immensely better than turning them into Flametongue Kavus. Getting a couple triggers from Unsealing likely does as much damage as a few dozen Warstorm Surge triggers. All you have to do is look back through this thread for multiple examples of creature bases that comfortably support it, and I'm sure there are more builds we haven't even touched on.
Warstorm Surge certainly works in a greater number of decks with more flexibility. You can slot it into almost any deck with large creatures and it will do work, while Unsealing is much more specialized. I think Sarkhan's Unsealing offers a much higher ceiling in power level however- and for me creative deckbuilding restrictions are part of the fun!
Sarkhan's Unsealing obviously takes more specific building parameters than Warstorm Surge but not only is it 4CMC, the 7+ power trigger hits EVERYTHING and not just one target- this is a ridiculous power gap.
Yep - I agree with you. It's a powerful card in a niche build, but it's a marginal card otherwise.
My thought keeps returning to a simple "but how many 7+ power cards can you fit into a deck?"
From the perspective of running this in post-ramp with Eldrazi & Eye of Ugin, I'd prefer All is Dust
4 damage to each creatures isn't going to sweep away the threats you need gone.
In the Torpor Orb scenario, running creatures like Phyrexian Dreadnaught, Eater of Days etc., you first need to assemble a 3-card combo in SU, Torpor & fatty in order to sweep the weenies away. I don't think this deck needs SU at all, I'd rather run Stifle.
I totally understand if you prefer this card to Warstorm Surge, but I'm just not convinced Sarkhan's Unsealing is worth playing over Chandra's Ignition in any of the deck examples listed in the thread so far.
It's cheaper, repeatable and less vulnerable to creature removal.
Stiflenought decks don't need or want 9-12 stifle effects. That's way too many dead draws. It's also not a 3 card combo. Casting 'Noughts as Mizzium Mortars is fine.
I don't think that the card is perfect by any means but I think that it's significantly more powerful than Ignition in decks that can thoroughly abuse it.
4 Rakdos Signet
4 Nighthowler
4 Nyxathid
3 Taurean Mauler
4 Disciple of Bolas
2 Mogis, God of Slaughter
4 Sarkhan's Unsealing
4 Chandra's Ignition
3 Malignus
4 Bloodfell Cave
2 Rakdos Carnarium
2 Flamekin Village
1 Rogue's Passage
2 Spinerock Knoll
4 Mountain
7 Swamp
Chandra's Ignition in particular seems like a go-to as redundancy for your "nuke the world" effects. This list may be a little rough but is a simple demonstration of how to abuse the Unsealing. Blow everything up, and clean up your defenseless opponents with your giant monsters!
There are lots of other ways to build around Sarkhan's Unsealing and I'm sure I haven't found the best one yet. An elemental tribal deck with Nova Chaser, Thunderblust, and Force of Savagery? A self mill deck with Boneyard Wurm, Splinterfright, and Ghoultree? An artifact build with Traxos, Scourge of Kroog and Metalwork Colossus? Perhaps a Death's Shadow build or simply recurring Shivan Wurm?
I believe */* creatures retain their P/T in all zones, so those work while cards like Wight of Precinct Six and Golgari Grave Troll unfortunately won't trigger. Power on the stack also means weird things like Nyxathid always works even though it's smaller in play, and Mogis, God of Slaughter always works even when it won't actually be a creature upon resolving.
I'd love to hear your input and ideas on how to best abuse this engine of destruction!
Some other possibly useful includes that you didn't already mention:
Blistering Firecat
Greater Gargadon
Hunted Troll
Gigantosaurus
Blitz Hellion
Ghalta, Primal Hunger
Since the deck is based on Sarkhan's Unsealing, the hard part will be finding one and keeping it on the battlefield. Luckily black has a slew of tutors. I'd almost want to include Razaketh, the Foulblooded for more tutor effects.
The next brew I came up with though is one that focuses on the problem of finding Sarkhan's Unsealing consistently by running tutors, and abusing the trigger to its fullest extent by looping Death's Shadow every turn. Unlike my first list, this one has no focus on playing beaters and attacking at all, since 5 Unsealing triggers is 20 damage anyways!
2 Faithless Looting
4 Abyssal Gatekeeper
2 Dusk Legion Zealot
4 Humble Defector
4 Diabolic Intent
4 Oversold Cemetery
2 Rakdos Signet
4 Fleshbag Marauder
4 Sarkhan's Unsealing
2 Sidisi, Undead Vizier
4 Bloodfell Caves
2 High Market
6 Mountain
8 Swamp
6 Tutors and 8 draw effects work to find the combo of Sarkhan's Unsealing + Death's Shadow + Oversold Cemetery while Abyssal Gatekeeper and Fleshbag Marauder buy you some time to get it online. This list is much more gimmicky than the first, as it's very soft to enchantment removal and has no real plan B if opponents break up the combo or you simply don't find the necessary pieces. It certainly highlights the signature card though!
4x Exotic Orchard
4x Savage Lands
4x Evolving Wilds
4x Swamp
4x Forest
1x Mountain
1x Crypt of Agadeem
4x Stitcher's Supplier
4x Satyr Wayfinder
2x Sakura-Tribe Elder
2x Boneyard Wurm
4x Splinterfright
4x Nighthowler
1x Brawn
1x Anger
4x Ghoultree
2x Oversold Cemetery
4x Commune With the Gods
4x Sarkhan's Unsealing
2x Deathreap Ritual
Something like this seems interesting too. This card seems like it's going to be extremely fun to build around :). If only Phyrexian Dreadnought were cheaper, then could build a siiiiiiick Varolz, the Scar-Striped Death's Shadow deck.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Not rubbing it in, but I happen to own Dreadnoughts. Any surprises or specific additions you would put in that particular build?
I'm not saying that it's remotely affordable but I kinda want to build something like:
4x Exotic Orchard
4x Bloodstained Mire
4x Verdant Catacombs
2x Overgrown Tomb
2x Swamp
2x Forest
1x Blood Crypt
1x Stomping Ground
1x Kessig Wolf Run
1x Volrath's Stronghold
4x Deathrite Shaman
4x Death's Shadow
4x Phyrexian Dreadnought
4x Grim Flayer
2x Lotleth Troll
3x Varolz, the Scar-Striped
1x Ramunap Excavator
1x Meren of Clan Nel Toth
1x Jarad, Golgari Lich Lord
4x Green Sun's Zenith
2x Commune with the Gods
4x Beast Within
4x Sarkhan's Unsealing
Something close to this.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
The Meren and Jarad spice was what I was curious about!
Play Hunted Horror over Hunted Phantasm and add Sundial of the Infinite as Orbs 5-8 as needed. Something like:
24x Land
Creatues (16)
4x Phyrexian Dreadnought
4x Hunted Horror
4x Eater of Days
2x Traxos, Scourge of Kroog
2x Etched Monstrosity
4x Sundial of the Infinite
4x Torpor Orb
4x Mind Stone
4x Sarkhan's Unsealing
The deck isn't optimized but you get the idea. You could also go for a White build that eschews Hunted Horror so that you can field things like Tocatli Honor Guard and Hushwing Gryff.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
4 Expedition Map
4 Faithless Looting
4 Prophetic Prism
4 Sylvan Scrying
4 Kozileks Return
3 Hedron Archive
4 Sarkhan's Unsealing
3 Ulamog's Crusher
2 Artisan of Kozilek
2 Void Winnower
1 Kozilek, the Great Distortion
4 Urza's Power Plant
4 Urza's Tower
1 Eye of Ugin
4 Karplusan Forest
4 Spire Garden
This list functions a lot like traditional Modern RG Tron but the triggers of Sarkhan's Unsealing and Kozilek's Return do the battlefield clearing rather than Oblivion Stone or Ugin, the Spirit Dragon. On the bright side this version is much more affordable than running traditional top end cards like Wurmcoil Engine, Karn Liberated, and Ugin.
Unfortunately Wight doesn't work :(. He's not 7+ power when you cast him.
FWIW I think that this card can be good even if it forces you to play with "bad" ones. In my experience "7s" don't win multiplayer games. That is, you can play all the good stuffs in the world but you're still going to consistently lose to the people doing broken things. Sealing, to me, is a very broken card if you can realistically trigger it more than once. Heck, even if it's only one time it's still bonkers (compare it to Mizzium Mortars or w/e) and once you hit 2+ triggers it's game over. I'm not saying that this happens every game, or even every other game, but if ~33% of the time you're going off with "Yargles" that's still better than a random good stuffs deck. That's how I see it anyways.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Warstorm is still the card to beat for me, even at 6cmc.
Warstorm Surge certainly works in a greater number of decks with more flexibility. You can slot it into almost any deck with large creatures and it will do work, while Unsealing is much more specialized. I think Sarkhan's Unsealing offers a much higher ceiling in power level however- and for me creative deckbuilding restrictions are part of the fun!
Yep - I agree with you. It's a powerful card in a niche build, but it's a marginal card otherwise.
My thought keeps returning to a simple "but how many 7+ power cards can you fit into a deck?"
From the perspective of running this in post-ramp with Eldrazi & Eye of Ugin, I'd prefer All is Dust
4 damage to each creatures isn't going to sweep away the threats you need gone.
In the Torpor Orb scenario, running creatures like Phyrexian Dreadnaught, Eater of Days etc., you first need to assemble a 3-card combo in SU, Torpor & fatty in order to sweep the weenies away. I don't think this deck needs SU at all, I'd rather run Stifle.
Living Death, Ghostway, Mass Polymorph, Day of Dragons and a whole lot of others that spew a lot of power on the table quickly work with Warstorm Surge, as do Beast Within, Swan Song etc. targeting something of mine.
I totally understand if you prefer this card to Warstorm Surge, but I'm just not convinced Sarkhan's Unsealing is worth playing over Chandra's Ignition in any of the deck examples listed in the thread so far.
It's cheaper, repeatable and less vulnerable to creature removal.
Stiflenought decks don't need or want 9-12 stifle effects. That's way too many dead draws. It's also not a 3 card combo. Casting 'Noughts as Mizzium Mortars is fine.
I don't think that the card is perfect by any means but I think that it's significantly more powerful than Ignition in decks that can thoroughly abuse it.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold