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Commander
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CDisturbed

2.2k views22 days ago
Commander
Size: 100Salt sum: 32.12

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{"ops":[{"insert":{"card-link":"Sedris, the Traitor King"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(Shards of Alara, 2008)"},{"insert":" is a very old commander and is somewhat falling behind the times, but with new tech this old king can still perform. Shards of Alara was a fantastic set in it's time and in this build we honor the theme of "},{"insert":{"card-link":"Grixis"}},{"insert":" itself. There is one \"infinite\" combo with two different ways to achieve it present in the list, but it doesn't really outright win the game. \"Hidden commanders\" include "},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":" and also "},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Killer Keywords:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Connive, Cycling, Emerge, Encore, Delirium, Madness, Myriad, Surveil, Threshold"},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Meet the King:"},{"insert":" Sedris is a somewhat high drop commander who notably cares about "},{"attributes":{"underline":true,"italic":true},"insert":"creature cards"},{"insert":" that are "},{"attributes":{"underline":true,"italic":true},"insert":"in the graveyard"},{"insert":", and more specifically he gives creatures a once-more opportunity to "},{"attributes":{"underline":true,"italic":true},"insert":"enter the battlefield"},{"attributes":{"underline":true},"insert":", "},{"attributes":{"underline":true,"italic":true},"insert":"attack"},{"insert":", deal "},{"attributes":{"underline":true,"italic":true},"insert":"combat damage"},{"insert":" and then "},{"attributes":{"underline":true,"italic":true},"insert":"leave the battlefield"},{"insert":" via "},{"attributes":{"underline":true,"italic":true},"insert":"exile"},{"insert":". This invites trigger city: ETB, attack, combat damage and LTB triggers are all very welcome in Sedraxis. We pay only 3 mana to unearth a dork from the 'yard, so it might as well be the biggest and baddest dork that we can whip out so that we get the most value for our investment before it's gone for good - "},{"insert":{"card-link":"Grave Titan"}},{"insert":", "},{"insert":{"card-link":"Malfegor"}},{"insert":", "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" and "},{"insert":{"card-link":"Archon of Cruelty"}},{"insert":" can totally be worth the slot for that purpose. There are, of course, even uglier and nastier things that you could bring back... to each their own. I really like my theme and my threats in this build. Keep in mind that you can't stack the deck with TOO many high drop creatures or you won't be playing much of a game. Sedris himself is already a 6 drop and I would argue that he doesn't usually want to be cast on curve. When you invest 6 mana into your commander so that it hits the field and does - "},{"attributes":{"italic":true},"insert":"nothing"},{"insert":" - for a whole turn cycle and then each of your opponents has an opportunity to send him back to the command zone that will effectively mean that you skipped your turn which is pretty bad news for a deck that is trying to act as a menace at the table if not the archenemy. Sedris is best played out when you have mana to immediately throw at unearth-able dorks and/or if you can protect the lich king until your next turn. Rituals can help greatly BUT I would chose carefully and limit yourself on rituals as they can be do-nothing cards in hand when you have nothing actionable to really do with the mana and/or they can instigate decision paralysis when you should play them but feel like you might be wasting them. \n\n"},{"attributes":{"bold":true},"insert":"Cheating the Contract:"},{"insert":" Unearth states clearly in it's agreement that the creature which was raised must be exiled come the beginning of the next end step and/or if it would leave the battlefield "},{"attributes":{"italic":true},"insert":"instead"},{"insert":". There are a few legal loopholes which can be exploited in this language which must be correctly understood in order to tap into them properly. "},{"attributes":{"underline":true},"insert":"First of all"},{"insert":", Unearth is creating a "},{"attributes":{"italic":true},"insert":"delayed trigger"},{"insert":" which will happen at the beginning of the "},{"attributes":{"italic":true},"insert":"next end step"},{"insert":" that comes, whether that is your end step or your opponents'. Cards like "},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":" or "},{"insert":{"card-link":"Obeka, Brute Chronologist"}},{"insert":" have the capability to straight up "},{"attributes":{"italic":true},"insert":"\"end the turn\""},{"insert":" which will forgo the end step and more or less just force you through cleanup. Importantly these cards can be used to cheat the downside of unearth BUT in order to actually keep the creature they must be used correctly: when the delayed trigger goes onto the stack at the beginning of the end step THEN, "},{"attributes":{"italic":true},"insert":"before"},{"insert":" that delayed trigger resolves, you "},{"attributes":{"italic":true},"insert":"(with priority on your own turn)"},{"insert":" can activate a Sundial or Obeka or the like which are activated abilities that go on the stack "},{"attributes":{"italic":true},"insert":"on top of the delayed trigger"},{"insert":". When the turn ending ability then resolves on the stack it will clear all other spells and/or abilities from the stack, "},{"attributes":{"italic":true},"insert":"giving them no chance to resolve"},{"insert":", hence cheating Unearth and allowing the creature to stay on the battlefield. Remember though that a creature which remains in play this way will still be exiled if it were to otherwise leave the battlefield; like if it were going to be destroyed, sacrificed, or reached zero toughness "},{"attributes":{"italic":true},"insert":"(this is a replacement effect)"},{"insert":". If an \"end the turn\" effect is used otherwise "},{"attributes":{"italic":true},"insert":"(early/incorrectly)"},{"insert":" then the end step will still be skipped and the creature can still stay put for the time being, that is until the next end step occurs - "},{"attributes":{"italic":true},"insert":"your opponents'"},{"insert":". Then your big ugly menace or whatever you chose to bring back will still disappear forever. "},{"attributes":{"underline":true},"insert":"Another trick"},{"insert":" you can use is to simply exile your unearthed creature "},{"attributes":{"italic":true},"insert":"on your own terms"},{"insert":". If an unearthed creature leaves the battlefield before the next end step "},{"attributes":{"italic":true},"insert":"but"},{"insert":" via exile anyway then the rules of unearth will be completely satisfied. After all, the creature "},{"attributes":{"italic":true},"insert":"was"},{"insert":" exiled, right? This means that flicker/blink effects will more than just successfully resolve - they will also allow the creature to return to the field, and as a whole new instance of that creature which is free from the strings attached by Unearth as well. You have your pick of these effects in blue: "},{"insert":{"card-link":"Essence Flux"}},{"insert":", "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":", "},{"insert":{"card-link":"Displace"}},{"insert":", "},{"insert":{"card-link":"Release to the Wind"}},{"insert":", "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" and so on. These effects "},{"attributes":{"italic":true},"insert":"(other than closet)"},{"insert":" work as great counters to opponents' targeted removal too. These effects in noncreature form, however, don't particularly jive well with a deck that is trying to reanimate creature cards. This deck isn't really spellslinger oriented. Instead consider "},{"insert":{"card-link":"Wormfang Drake"}},{"insert":", "},{"insert":{"card-link":"Faceless Butcher"}},{"insert":" or even better "},{"insert":{"card-link":"Phantom Steed"}},{"insert":" since these are creatures that can also be reanimated/unearthed. There is still good old "},{"attributes":{"underline":true},"insert":{"card-link":"Deadeye Navigator"}},{"insert":" as well which is still almost as powerful as he ever was. "},{"attributes":{"underline":true},"insert":"A third option"},{"insert":" after ending the turn and blinking is giving up on keeping the creature and trying to squeeze out some additional value by sacrificing it. I really like "},{"insert":{"card-link":"Sacrifice"}},{"insert":" and "},{"insert":{"card-link":"Burnt Offering"}},{"insert":" in this case: sac your domed creature to generate significant mana that you can use to cast a new threat. A good sac outlet with any decent output like "},{"insert":{"card-link":"Warren Soultrader"}},{"insert":" is also certainly better than nothing. Other nice options that I play include "},{"insert":{"card-link":"Bone Splinters"}},{"insert":", "},{"insert":{"card-link":"Victimize"}},{"insert":", "},{"insert":{"card-link":"Flare of Malice"}},{"insert":", "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":" and probably the best of all - "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":". You could also "},{"insert":{"card-link":"Saw in Half"}},{"insert":" an unearthed creature even though the original will be exiled instead of destroyed.\n\n"},{"attributes":{"bold":true},"insert":"Tossing and Turning:"},{"insert":" One of the best ways to stick cool fodder in the grave to unearth is via discard. This allows us as the pilot to hold a card until the timing is right and then quickly dump it and reanimate it right away, protecting the creature "},{"attributes":{"italic":true},"insert":"(from grave hate)"},{"insert":" in the hand until we're ready to make our move. You could also go the self-mill route and I do play some surveil cards in my build but self mill takes power and control away from you and exposes your powerful resources when you can't follow up right away with recursion. You also don't really have any guarantee that there will be a good hit off of the tippy top of your library without playing with your cards which I don't want to be bothered with any more than I already am in this deck "},{"attributes":{"italic":true},"insert":"("},{"attributes":{"italic":true},"insert":{"card-link":"Brainstorm"}},{"attributes":{"italic":true},"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Sensei's Divining Top"}},{"attributes":{"italic":true},"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Scroll Rack"}},{"attributes":{"italic":true},"insert":")"},{"insert":". There is a glaring issue in self-discard that must be remedied - card advantage. Discard is great when you have a bunch of cards in your hand anyway but when your hand is looking pretty small then it can be rather painful. Draw/discard effects like "},{"insert":{"card-link":"Frantic Search"}},{"insert":" can be great but are still generally a -1 in card advantage. This issue is well remedied by a reasonable group of draw engines - repeatable triggered effects that will help to refill your hand so you are stocked with options for cards to throw away. Cards that have a chance to stay card positive like "},{"insert":{"card-link":"Thirst for Identity"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(or the other thirst spells)"},{"insert":" are also really nice as they still enable the strategy without necessarily costing you too many cards. Remember, each of your opponents have their own draw step and that is already ~3 cards drawn by your opponents each turn cycle "},{"attributes":{"italic":true},"insert":"before"},{"insert":" taking their own draw power into account. \n\n"},{"attributes":{"bold":true},"insert":"Secret Commander #1 - "},{"attributes":{"bold":true},"insert":{"card-link":"Rielle, the Everwise"}},{"attributes":{"bold":true},"insert":":"},{"insert":" Your best friend in self-discard. With numerous effects that cause or require discard in the list she has plenty of opportunity to trigger and refill your hand. Cards like "},{"insert":{"card-link":"Putrid Imp"}},{"insert":", "},{"insert":{"card-link":"Tortured Existence"}},{"insert":", "},{"insert":{"card-link":"Jaxis, the Troublemaker"}},{"insert":" and "},{"insert":{"card-link":"Chainer, Nightmare Adept"}},{"insert":" which are discard "},{"attributes":{"italic":true},"insert":"outlets"},{"insert":" that can be used at "},{"attributes":{"italic":true},"insert":"instant speed"},{"insert":" allow you to take further advantage of Rielle as she says "},{"attributes":{"italic":true},"insert":"\"for the first time "},{"attributes":{"underline":true,"italic":true},"insert":"each"},{"attributes":{"italic":true},"insert":" turn\""},{"insert":". It is for this reason that I also prefer instant speed draw-discard spells like "},{"insert":{"card-link":"Occult Epiphany"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":" and "},{"insert":{"card-link":"Ancient Excavation"}},{"insert":". "},{"insert":{"card-link":"Malfegor"}},{"insert":" will also play very nicely with Rielle. There are even enough instant and sorcery cards in the deck that she can kind of creep up in power.\n\n"},{"attributes":{"bold":true},"insert":"No Pain, No Gain:"},{"insert":" Black can do almost anything for a price and that price is often paying with a bit of blood "},{"attributes":{"italic":true},"insert":"(life, or maybe on Grixis - vis)"},{"insert":". There are some natural choices in a deck like this one; "},{"insert":{"card-link":"Reanimate"}},{"insert":" obviously being a very efficient recursion spell, "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" being a powerful wipe that works great in a build that plays big creatures, "},{"insert":{"card-link":"Stinging Study"}},{"insert":" sounds pretty good with a commander that is at mana value 6. Problem is that you're already dealing with the damage being flung at you from your opponents, what's a great black mage to do? You need life gain to more than compensate. I am still searching for greater options but thus far I am stocked with "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":", "},{"insert":{"card-link":"Whip of Erebos"}},{"insert":", "},{"insert":{"card-link":"Metamorphosis Fanatic"}},{"insert":" and "},{"insert":{"card-link":"Archon of Cruelty"}},{"insert":" to name a few solid options. There are a couple, more unreliable, options that help out too. \n\n"},{"attributes":{"bold":true},"insert":"Secret Commander #2 - "},{"attributes":{"bold":true},"insert":{"card-link":"Vilis, Broker of Blood"}},{"attributes":{"bold":true},"insert":":"},{"insert":" Casting a "},{"insert":{"card-link":"Reanimate"}},{"insert":" targeting Vilis, as Vilis players would probably know, puts Vilis on the battlefield and draws 8 cards "},{"attributes":{"italic":true},"insert":"(creature comes back first and then life is lost while the creature is on the battlefield)"},{"insert":". Pain lands, talismans, "},{"insert":{"card-link":"Feed the Swarm"}},{"insert":", "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":", "},{"insert":{"card-link":"Starving Revenant"}},{"insert":", "},{"insert":{"card-link":"Stinging Study"}},{"insert":" and "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" all join in to draw some serious cards with the broker left unchecked on the battlefield. \n\n"},{"attributes":{"bold":true},"insert":"Cards I Don't Really Like:"},{"insert":" "},{"insert":{"card-link":"Buried Alive"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(60% inclusion)"},{"insert":" is a powerful effect that does exactly what you want to do but it does it "},{"attributes":{"italic":true},"insert":"too well"},{"insert":"; this card leaves powerful assets vulnerable to exile/grave hate in your graveyard and the 3 MV cost to this spell also takes away from your available mana for the turn. Will you be able to reanimate all of these cards in 1-2 turns? Do you just make yourself too much of a target and draw an overwhelming amount of heat from the table? Can you time this spell correctly? How often is this a dead card when you can't make good use of it right away? This is also a noncreature spell so it cannot be unearthed, sometimes that lack of synergy is just worth choosing a different option. BA is great at bracket 4. "},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(51% inclusion)"},{"insert":", annoyingly, does only 1 thing very well: end the turn. We don't make use of spare artifacts in this deck. Sundial also cannot be unearthed, unlike Obeka which has much better synergy for this exact reason. Sundial is also redundant if we control Obeka. Sundial cannot chump block if needed."},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(38% inclusion)"},{"insert":" can be convenient and potent in the right circumstance but this boardwipe is not one sided and it is also a noncreature spell. I "},{"attributes":{"italic":true},"insert":"am"},{"insert":" playing toxic deluge "},{"attributes":{"italic":true},"insert":"but"},{"insert":" Deluge is similarly efficient, triggers Vilis to help refill my hand and it scales to whatever I need instead of being kill everything or kill nothing. Deluge will leave my big beaters alive while clearing weaker chump blockers out of the way even if my attacks are softened for that turn. Deluge also gets around indestructible. Malfegor is also just awesome and is easy discard fodder that I can part with. "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(36% inclusion)"},{"insert":" is a 5 drop artifact that does nothing if you don't control a creature that can synergize well with it. I want the effect but I don't like the place that it falls on the curve and I don't like the floor of it when I'm behind. I would actually really rather play Essence Flux even if it only blinks a single creature just once, it's just much more efficient and flexible as protection. Thassa, Deep-Dewlling is more considerable. "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(35% inclusion)"},{"insert":" and the like are nice to churn through the deck a little but also offer no board presence and in this build that I have here it is more advantageous to discard many cards than to discard one or two. I am playing Frantic Search because it's FS - it untaps 3 lands so it's free and this very effect means that you can loot with it - placing a creature in the 'yard to unearth at instant speed - and immediately use the "},{"attributes":{"italic":true},"insert":"same mana"},{"insert":" to then unearth that creature. FS also lets me loot with discard payoffs on board like Rielle and then do it again on another turn with something like Occult Epiphany. It just works too well. Playing too many of these looter/smoother effects will dilute the deck. "},{"insert":{"card-link":"Windfall"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(35% inclusion)"},{"insert":" can be a tough card. If you are low on cards then this can advantage you somewhat well, but this just advantages each of your opponents too much. One opponent might lose the most if you time this right, maybe you throw some opponents off of their game plan, but in the worst case scenario you potentially throw away playable cards of your own risking the chance that you get a better hand just to get worse options "},{"attributes":{"italic":true},"insert":"and"},{"insert":" put your opponents up on card advantage while improving their lines of play. This card can lose you the game. "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(34% inclusion)"},{"insert":" was good about 7-10 years ago, for the mana value of this card you just don't get what you need out of it and you give some control over to your opponent with tis card as well. It's just not worth it. "},{"attributes":{"italic":true},"insert":"Maybe"},{"insert":" get this on a stick and it could work out better, and I would prefer it on a lower mana value dork rather than play Sphinx of Uthuun - this is a much worse threat than other bombs that can slot in a this mana value. "},{"insert":{"card-link":"Likeness Looter"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(30% inclusion)"},{"insert":" is possibly one of the best looter options available now but I just don't really like looter dorks that have to tap so much anymore. They're slow and only draw a single card per turn cycle. What else I don't like in this creature is it shapeshifts at sorcery speed, you have to pay the whole cost of the creature that you copy and it loses it's own looting ability if you shapeshift it as well. Go with Ledger Shredder if you want to. Ghostly Pilferer can also be similar. \n\nAdditional Notes:\n\n"},{"insert":{"card-link":"Drownyard Temple"}},{"insert":" is effectively ramp as you can discard it and then return it to the battlefield at instant speed.\n"},{"insert":{"card-link":"Burnt Offering"}},{"insert":" gives the opportunity to unearth a creature, get a payoff from it's ETB/attack triggers, then sacrifice it and cast another big dork from the hand. "},{"insert":{"card-link":"Sacrifice"}},{"insert":" is similar but only outputs black.\n"},{"insert":{"card-link":"Occult Epiphany"}},{"insert":" works excellently, allowing you to draw first and "},{"attributes":{"italic":true},"insert":"then"},{"insert":" discard, supporting discard payoff pieces as well as generating "},{"attributes":{"italic":true},"insert":"instant speed flying tokens"},{"insert":" which can also be later sacrificed.\n"},{"insert":{"card-link":"Otherworldly Gaze"}},{"insert":" is underrated particularly as a small instant speed mana sink. This provides good card filtering and helps create better early to mid game draws in a deck with high mana values. \n"},{"insert":{"card-link":"Emperor of Bones"}},{"insert":" doesn't have to adapt at sorcery speed so it can pseudo-flash a "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":", "},{"insert":{"card-link":"Kardur, Doomscourge"}},{"insert":", "},{"insert":{"card-link":"Volcano Hellion"}},{"insert":", "},{"insert":{"card-link":"Malfegor"}},{"insert":" or "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":". \n"},{"insert":{"card-link":"Chaos Warp"}},{"insert":" can alternatively exchange an unearthed creature for a surprise permanent from the top of the library before the creature would still go to exile. It could be anything... even a boat! "},{"attributes":{"italic":true},"insert":"(Right Lois?)"},{"insert":"\n"},{"insert":{"card-link":"Cursed Mirror"}},{"insert":" enters the battlefield as a copy of any creature so it can duplicate any ETB trigger but then it also gets haste so it can also repeat an attack trigger.\n"},{"insert":{"card-link":"Necromancy"}},{"insert":" can be flashed to retrieve "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":", "},{"insert":{"card-link":"Kardur, Doomscourge"}},{"insert":", "},{"insert":{"card-link":"Phantom Steed"}},{"insert":", "},{"insert":{"card-link":"Volcano Hellion"}},{"insert":", "},{"insert":{"card-link":"Metamorphosis Fanatic"}},{"insert":", "},{"insert":{"card-link":"Malfegor"}},{"insert":", "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" and more. \n"},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":" and other discard payoffs have over a dozen pieces of discard support in this build "},{"attributes":{"italic":true},"insert":"(use multiple categories filter)"},{"insert":". \n"},{"insert":{"card-link":"Perplex"}},{"insert":" is a gnarly counter but this can be used on your own spell to discard your hand or instead transmute for "},{"insert":{"card-link":"Chaos Warp"}},{"insert":", "},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":", "},{"insert":{"card-link":"Saw in Half"}},{"insert":", "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":", "},{"insert":{"card-link":"Victimize"}},{"insert":" and more.\n"},{"insert":{"card-link":"Grim Hireling"}},{"insert":" notably can generate 6 mana in any combination of colors if you connect with each opponent in a standard size pod, which is equal to Sedris' casting cost or 2 unearths. \n"},{"insert":{"card-link":"Grim Servant"}},{"insert":" can tutor for "},{"insert":{"card-link":"Saw in Half"}},{"insert":", then you can Saw the Servant in half and tutor two more times with +1 devotion! Also has several 1-drop cards that can be searched for "},{"attributes":{"italic":true},"insert":"(easy/worst case)"},{"insert":".\n"},{"insert":{"card-link":"Kardur, Doomscourge"}},{"insert":" does not actually goad even though his effect does the same exact thing. He does not synergize with other effects that look for goad "},{"attributes":{"italic":true},"insert":"(like "},{"attributes":{"italic":true},"insert":{"card-link":"Bothersome Quasit"}},{"attributes":{"italic":true},"insert":")"},{"insert":".\n"},{"insert":{"card-link":"Phantom Steed"}},{"insert":" can pressure your opponents - you get a token copy of the exiled creature anyway and if your opponent gets rid of the steed then your original just comes back. Decent boardwipe insurance. \n"},{"insert":{"card-link":"Volcano Hellion"}},{"insert":" can gain any amount of life when given lifelink as it is dealing the effect damage twice "},{"attributes":{"italic":true},"insert":"(to you and the target)"},{"insert":", enabled via "},{"insert":{"card-link":"Whip of Erebos"}},{"insert":" or "},{"insert":{"card-link":"Metamorphosis Fanatic"}},{"insert":". "},{"attributes":{"italic":true},"insert":"This cannot kill you."},{"insert":"\n"},{"insert":{"card-link":"Whip of Erebos"}},{"insert":" is like another copy of Sedris "},{"attributes":{"italic":true},"insert":"(except it has to tap so it will only unearth one creature at a time)"},{"insert":".\n"},{"insert":{"card-link":"Balor"}},{"insert":" does some nice work with an attack trigger that makes an opponent "},{"attributes":{"italic":true},"insert":"(not necessarily the opponent it attacks)"},{"insert":" sacrifice a "},{"attributes":{"italic":true},"insert":"nontoken"},{"insert":" artifact, so they can't just give up a treasure or a clue.\n"},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":" works very well, giving haste to creatures with activated abilities or attack triggers but also a +1/+1 counter for unearthed creatures which then swing for double damage.\n"},{"insert":{"card-link":"Demonlord Belzenlok"}},{"insert":" might seem worse than a "},{"insert":{"card-link":"Doom Whisperer"}},{"insert":" here but I have no problem discarding Belzenlock, he actually draws me card(s), is a better unearth target and a less slippery slope. \n"},{"insert":{"card-link":"Flayer of the Hatebound"}},{"insert":" will trigger even if a creature enters an opponents' battlefield originating from your graveyard. You still control the trigger and decide the target. \n"},{"insert":{"card-link":"Malfegor"}},{"insert":" may seem costly but it's trigger will still leave cards in hand if "},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":" or "},{"insert":{"card-link":"Bone Miser"}},{"insert":" are also in play along side him, or he can just clear the path for victory.\n"},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":" has many other pieces of life loss support and several cards that will help gain some life back, including at least a few life gain engines. \n\nMaybeboard can be found "},{"attributes":{"link":"https://archidekt.com/decks/11791955/sedris_maybeboardsandbox"},"insert":"here"},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Sedris was once the good and righteous king of Vithia during the early years following the sundering. It is unknown when exactly he fell from grace, but when demons tempted him with dreams of power, he submitted. Sedris handed thousands of innocents over to the demons, killed his own family and advisors, and performed a "},{"attributes":{"italic":true},"insert":{"card-link":"Dark Ritual"}},{"attributes":{"italic":true},"insert":" that allowed his consciousness to continue into unlife. Vithia's paladins, unable to stop the fallen monarch, fled the kingdom, the ancient Vithian word for traitor - "},{"attributes":{"italic":true},"insert":{"card-link":"Grixis"}},{"attributes":{"italic":true},"insert":" - on their lips. Vithia was overrun by demons and the undead shortly afterwards, and the capital was transformed into Sedraxis, the now greatest necropolis on the plane. Sedris still rules this dark city of the dead, as the most powerful lich warlord on the plane."},{"insert":"\n"}]}

Commander

Qty: 1 Price: $0.99
Sedris, the Traitor King
Each creature card in your graveyard has unearth
. (
: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Legendary Creature - Warrior Zombie
Sedris, the Traitor King (2x2) 274

Commander

(CTRL to add secondary)

| Draw

Qty: 12 Price: $63.14
Ancient Excavation
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Instant
Ancient Excavation (c16) 27
Archon of Cruelty
Flying
Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
Creature - Archon
Archon of Cruelty (mh2) 75
Breakthrough
Draw four cards, then choose X cards in your hand and discard the rest.
Sorcery
Breakthrough (2x2) 41
Demonlord Belzenlok
Flying, trample
When Demonlord Belzenlok enters, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's mana value is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
Legendary Creature - Elder Demon
Demonlord Belzenlok (dom) 86
Disciple of Bolas
When this creature enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
Creature - Human Wizard
Disciple of Bolas (2xm) 85
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (ema) 128
Fear of Missing Out
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature Enchantment - Nightmare
Fear of Missing Out (dsk) 136
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (dmr) 51
Occult Epiphany
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
Instant
Occult Epiphany (voc) 14
Rielle, the Everwise
Rielle gets +1/+0 for each instant and sorcery card in your graveyard.
Whenever you discard one or more cards for the first time each turn, draw that many cards.
Legendary Creature - Human Wizard
Rielle, the Everwise (iko) 203
Stinging Study
You draw X cards and you lose X life, where X is the mana value of a commander you own on the battlefield or in the command zone.
Instant
Stinging Study (c21) 44
Vilis, Broker of Blood
Flying
, Pay 2 life: Target creature gets -1/-1 until end of turn.
Whenever you lose life, draw that many cards. (Damage causes loss of life.)
Legendary Creature - Demon
Vilis, Broker of Blood (m20) 122

| Draw

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| Land

Qty: 37 Price: $209.53
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If any of that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 215
Blazemire Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Mountain.
Land
Blazemire Verge (dsk) 256
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (rtr) 238
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (c17) 238
Cephalid Coliseum
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Land
Cephalid Coliseum (mh3) 300
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (c15) 56
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cc2) 8
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
: Add
or
.
Land
Dragonskull Summit (c16) 292
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (e01) 94
Drownyard Temple
: Add
.
: Return this card from your graveyard to the battlefield tapped.
Land
Drownyard Temple (soi) 271
Fiery Islet
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Fiery Islet (mh1) 238
Gloomlake Verge
: Add
.
: Add
. Activate only if you control an Island or a Swamp.
Land
Gloomlake Verge (dsk) 260
Graven Cairns
: Add
.
,
: Add
,
, or
.
Land
Graven Cairns (2xm) 320
Haunted Ridge
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Haunted Ridge (mid) 263
Island
(
: Add
.)
Basic Land - Island
Island (c14) 325
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (c18) 302
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (mid) 267
Smoldering Marsh
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Swamp Mountain
Smoldering Marsh (pss1) 247
Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add
.
,
: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land
Spymaster's Vault (mh3) 230
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 267
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (vow) 265
Sulfurous Springs
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Sulfurous Springs (dmu) 256
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (pss1) 249
Sunken Ruins
: Add
.
,
: Add
,
, or
.
Land
Sunken Ruins (2xm) 326
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (c18) 299
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (bro) 267
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (eoe) 261

| Land

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| Ramp

Qty: 8 Price: $73.42
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (p30m) 1F
Cursed Mirror
: Add
.
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
Artifact
Cursed Mirror (c21) 50
Grim Hireling
Whenever one or more creatures you control deal combat damage to a player, create two Treasure tokens.
, Sacrifice X Treasures: Target creature gets -X/-X until end of turn. Activate only as a sorcery.
Creature - Rogue Tiefling
Grim Hireling (afc) 25
Heartless Summoning
Creature spells you cast cost
less to cast.
Creatures you control get -1/-1.
Enchantment
Heartless Summoning (isd) 104
Jet Medallion
Black spells you cast cost
less to cast.
Artifact
Jet Medallion (c14) 243
Sol Ring
: Add
.
Artifact
Sol Ring (cc2) 7
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (e01) 90
Talisman of Indulgence
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Indulgence (e01) 91

| Ramp

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| Recursion

Qty: 8 Price: $73.62
Doomed Necromancer
,
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Creature - Human Cleric Mercenary
Doomed Necromancer (2xm) 88
Emperor of Bones
At the beginning of combat on your turn, exile up to one target card from a graveyard.
: Adapt 2.
Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.
Creature - Skeleton Noble
Emperor of Bones (mh3) 90
Metamorphosis Fanatic
Lifelink
When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Creature - Human Cleric
Metamorphosis Fanatic (dsc) 21
Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment
Necromancy (mkc) 131
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (jmp) 270
Tortured Existence
, Discard a creature card: Return target creature card from your graveyard to your hand.
Enchantment
Tortured Existence (sth) 74
Victimize
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
Sorcery
Victimize (ema) 113
Whip of Erebos
Creatures you control have lifelink.
,
: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment
Whip of Erebos (dsc) 159

| Recursion

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| Removal

Qty: 12 Price: $41.08
Archfiend of Ifnir
Flying
Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control.
Cycling
(
, Discard this card: Draw a card.)
Creature - Demon
Archfiend of Ifnir (akh) 78
Balor
Flying
Whenever this creature attacks or dies, choose one or more. Each mode must target a different player.
• Target opponent draws three cards, then discards three cards at random.
• Target opponent sacrifices a nontoken artifact of their choice.
• This creature deals damage to target opponent equal to the number of cards in their hand.
Creature - Demon
Balor (clb) 162
Bone Shards
As an additional cost to cast this spell, sacrifice a creature or discard a card.
Destroy target creature or planeswalker.
Sorcery
Bone Shards (mh2) 76
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (eoc) 49
Flare of Malice
You may sacrifice a nontoken black creature rather than pay this spell's mana cost.
Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.
Instant
Flare of Malice (mh3) 95
Flayer of the Hatebound
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Creature - Devil
Flayer of the Hatebound (c19) 144
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant
Lethal Scheme (ncc) 36
Malfegor
Flying
When Malfegor enters, discard your hand. Each opponent sacrifices a creature of their choice for each card discarded this way.
Legendary Creature - Demon Dragon
Malfegor (cma) 184
Perplex
Counter target spell unless its controller discards their hand.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Perplex (rav) 217
Shadowgrange Archfiend
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness—
, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Demon
Shadowgrange Archfiend (voc) 22
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (cc2) 6
Volcano Hellion
This creature has echo
, where X is your life total. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented.
Creature - Hellion
Volcano Hellion (plc) 111

| Removal

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Discard

Qty: 1 Price: $1.99
Putrid Imp
Discard a card: This creature gains flying until end of turn.
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and can't block.
Creature - Zombie Imp
Putrid Imp (tor) 77

Discard

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Haste

Qty: 2 Price: $25.78
Chainer, Nightmare Adept
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Legendary Creature - Human Minion
Chainer, Nightmare Adept (mh2) 289
Uncivil Unrest
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
If a creature you control with a +1/+1 counter on it would deal damage to a permanent or player, it deals double that damage instead.
Enchantment
Uncivil Unrest (moc) 35

Haste

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Protection

Qty: 5 Price: $24.75
Essence Flux
Exile target creature you control, then return that card to the battlefield under its owner's control. If it's a Spirit, put a +1/+1 counter on it.
Instant
Essence Flux (soi) 61
Kardur, Doomscourge
When Kardur enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Demon Berserker
Kardur, Doomscourge (khm) 216
Malakir Rebirth
Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Instant
Malakir Rebirth // Malakir Mire (znr) 111Malakir Rebirth // Malakir Mire (znr) 111
Obeka, Brute Chronologist
: The player whose turn it is may end the turn. (Exile all spells and abilities from the stack. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Legendary Creature - Wizard Ogre
Obeka, Brute Chronologist (cmr) 289
Phantom Steed
Flash
When this creature enters, exile another target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
Creature - Illusion Horse
Phantom Steed (afc) 18

Protection

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Ritual

Qty: 2 Price: $21.28
Burnt Offering
As an additional cost to cast this spell, sacrifice a creature.
Add X mana in any combination of
and/or
, where X is the sacrificed creature's mana value.
Instant
Burnt Offering (ice) 116
Sacrifice
As an additional cost to cast this spell, sacrifice a creature.
Add an amount of
equal to the sacrificed creature's mana value.
Instant
Sacrifice (spg) 69

Ritual

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Surveil

Qty: 3 Price: $6.67
Dragon's Rage Channeler
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Creature - Human Shaman
Dragon's Rage Channeler (mh2) 121
Otherworldly Gaze
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Otherworldly Gaze (mkc) 115
Twilight Diviner
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature - Cleric Elf
Twilight Diviner (ecl) 122

Surveil

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Tokens

Qty: 5 Price: $47.05
Abyssal Harvester
: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
Creature - Demon Warlock
Abyssal Harvester (fdn) 54
Bone Miser
Whenever you discard a creature card, create a 2/2 black Zombie creature token.
Whenever you discard a land card, add
.
Whenever you discard a noncreature, nonland card, draw a card.
Creature - Wizard Zombie
Bone Miser (c19) 15
Grave Titan
Deathtouch
Whenever this creature enters or attacks, create two 2/2 black Zombie creature tokens.
Creature - Giant
Grave Titan (c14) 145
Jaxis, the Troublemaker
,
, Discard a card: Create a token that's a copy of another target creature you control. It gains haste and "When this token dies, draw a card." Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Blitz
(If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Legendary Creature - Human Warrior
Jaxis, the Troublemaker (snc) 112
Saw in Half
Destroy target creature. If that creature dies this way, its controller creates two tokens that are copies of that creature, except their power is half that creature's power and their toughness is half that creature's toughness. Round up each time.
Instant
Saw in Half (unf) 88

Tokens

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Tutor

Qty: 4 Price: $55.82
Burning-Rune Demon
Flying
When this creature enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
Creature - Demon Berserker
Burning-Rune Demon (khm) 81
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (ema) 87
Grim Servant
Menace
When this creature enters, search your library for a card with mana value less than or equal to your devotion to black, reveal it, put it into your hand, then shuffle. You lose 3 life. (Each
in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Zombie Warlock
Grim Servant (mh3) 97
Razaketh, the Foulblooded
Flying, trample
Pay 2 life, Sacrifice another creature: Search your library for a card, put that card into your hand, then shuffle.
Legendary Creature - Demon
Razaketh, the Foulblooded (hou) 73

Tutor

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Tokens & Extras

Qty: 4 Price: $2.18
Copy
(This token can be used to represent a token that's a copy of a permanent.)
Token
Copy (totj) 1
Spirit
Flying
Creature Token - Spirit
Spirit (tmid) 2
Treasure
, Sacrifice this token: Add one mana of any color.
Artifact Token - Treasure
Treasure (tstx) 7
Zombie
Creature Token - Zombie
Zombie (tcmr) 6

Tokens & Extras

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
11 pips - 11 cards
20 mana - 18 cards
56 pips - 41 cards
34 mana - 29 cards
19 pips - 16 cards
25 mana - 21 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
10 mana - 9 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":{"card-link":"Sedris, the Traitor King"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(Shards of Alara, 2008)"},{"insert":" is a very old commander and is somewhat falling behind the times, but with new tech this old king can still perform. Shards of Alara was a fantastic set in it's time and in this build we honor the theme of "},{"insert":{"card-link":"Grixis"}},{"insert":" itself. There is one \"infinite\" combo with two different ways to achieve it present in the list, but it doesn't really outright win the game. \"Hidden commanders\" include "},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":" and also "},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Killer Keywords:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Connive, Cycling, Emerge, Encore, Delirium, Madness, Myriad, Surveil, Threshold"},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Meet the King:"},{"insert":" Sedris is a somewhat high drop commander who notably cares about "},{"attributes":{"underline":true,"italic":true},"insert":"creature cards"},{"insert":" that are "},{"attributes":{"underline":true,"italic":true},"insert":"in the graveyard"},{"insert":", and more specifically he gives creatures a once-more opportunity to "},{"attributes":{"underline":true,"italic":true},"insert":"enter the battlefield"},{"attributes":{"underline":true},"insert":", "},{"attributes":{"underline":true,"italic":true},"insert":"attack"},{"insert":", deal "},{"attributes":{"underline":true,"italic":true},"insert":"combat damage"},{"insert":" and then "},{"attributes":{"underline":true,"italic":true},"insert":"leave the battlefield"},{"insert":" via "},{"attributes":{"underline":true,"italic":true},"insert":"exile"},{"insert":". This invites trigger city: ETB, attack, combat damage and LTB triggers are all very welcome in Sedraxis. We pay only 3 mana to unearth a dork from the 'yard, so it might as well be the biggest and baddest dork that we can whip out so that we get the most value for our investment before it's gone for good - "},{"insert":{"card-link":"Grave Titan"}},{"insert":", "},{"insert":{"card-link":"Malfegor"}},{"insert":", "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" and "},{"insert":{"card-link":"Archon of Cruelty"}},{"insert":" can totally be worth the slot for that purpose. There are, of course, even uglier and nastier things that you could bring back... to each their own. I really like my theme and my threats in this build. Keep in mind that you can't stack the deck with TOO many high drop creatures or you won't be playing much of a game. Sedris himself is already a 6 drop and I would argue that he doesn't usually want to be cast on curve. When you invest 6 mana into your commander so that it hits the field and does - "},{"attributes":{"italic":true},"insert":"nothing"},{"insert":" - for a whole turn cycle and then each of your opponents has an opportunity to send him back to the command zone that will effectively mean that you skipped your turn which is pretty bad news for a deck that is trying to act as a menace at the table if not the archenemy. Sedris is best played out when you have mana to immediately throw at unearth-able dorks and/or if you can protect the lich king until your next turn. Rituals can help greatly BUT I would chose carefully and limit yourself on rituals as they can be do-nothing cards in hand when you have nothing actionable to really do with the mana and/or they can instigate decision paralysis when you should play them but feel like you might be wasting them. \n\n"},{"attributes":{"bold":true},"insert":"Cheating the Contract:"},{"insert":" Unearth states clearly in it's agreement that the creature which was raised must be exiled come the beginning of the next end step and/or if it would leave the battlefield "},{"attributes":{"italic":true},"insert":"instead"},{"insert":". There are a few legal loopholes which can be exploited in this language which must be correctly understood in order to tap into them properly. "},{"attributes":{"underline":true},"insert":"First of all"},{"insert":", Unearth is creating a "},{"attributes":{"italic":true},"insert":"delayed trigger"},{"insert":" which will happen at the beginning of the "},{"attributes":{"italic":true},"insert":"next end step"},{"insert":" that comes, whether that is your end step or your opponents'. Cards like "},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":" or "},{"insert":{"card-link":"Obeka, Brute Chronologist"}},{"insert":" have the capability to straight up "},{"attributes":{"italic":true},"insert":"\"end the turn\""},{"insert":" which will forgo the end step and more or less just force you through cleanup. Importantly these cards can be used to cheat the downside of unearth BUT in order to actually keep the creature they must be used correctly: when the delayed trigger goes onto the stack at the beginning of the end step THEN, "},{"attributes":{"italic":true},"insert":"before"},{"insert":" that delayed trigger resolves, you "},{"attributes":{"italic":true},"insert":"(with priority on your own turn)"},{"insert":" can activate a Sundial or Obeka or the like which are activated abilities that go on the stack "},{"attributes":{"italic":true},"insert":"on top of the delayed trigger"},{"insert":". When the turn ending ability then resolves on the stack it will clear all other spells and/or abilities from the stack, "},{"attributes":{"italic":true},"insert":"giving them no chance to resolve"},{"insert":", hence cheating Unearth and allowing the creature to stay on the battlefield. Remember though that a creature which remains in play this way will still be exiled if it were to otherwise leave the battlefield; like if it were going to be destroyed, sacrificed, or reached zero toughness "},{"attributes":{"italic":true},"insert":"(this is a replacement effect)"},{"insert":". If an \"end the turn\" effect is used otherwise "},{"attributes":{"italic":true},"insert":"(early/incorrectly)"},{"insert":" then the end step will still be skipped and the creature can still stay put for the time being, that is until the next end step occurs - "},{"attributes":{"italic":true},"insert":"your opponents'"},{"insert":". Then your big ugly menace or whatever you chose to bring back will still disappear forever. "},{"attributes":{"underline":true},"insert":"Another trick"},{"insert":" you can use is to simply exile your unearthed creature "},{"attributes":{"italic":true},"insert":"on your own terms"},{"insert":". If an unearthed creature leaves the battlefield before the next end step "},{"attributes":{"italic":true},"insert":"but"},{"insert":" via exile anyway then the rules of unearth will be completely satisfied. After all, the creature "},{"attributes":{"italic":true},"insert":"was"},{"insert":" exiled, right? This means that flicker/blink effects will more than just successfully resolve - they will also allow the creature to return to the field, and as a whole new instance of that creature which is free from the strings attached by Unearth as well. You have your pick of these effects in blue: "},{"insert":{"card-link":"Essence Flux"}},{"insert":", "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":", "},{"insert":{"card-link":"Displace"}},{"insert":", "},{"insert":{"card-link":"Release to the Wind"}},{"insert":", "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" and so on. These effects "},{"attributes":{"italic":true},"insert":"(other than closet)"},{"insert":" work as great counters to opponents' targeted removal too. These effects in noncreature form, however, don't particularly jive well with a deck that is trying to reanimate creature cards. This deck isn't really spellslinger oriented. Instead consider "},{"insert":{"card-link":"Wormfang Drake"}},{"insert":", "},{"insert":{"card-link":"Faceless Butcher"}},{"insert":" or even better "},{"insert":{"card-link":"Phantom Steed"}},{"insert":" since these are creatures that can also be reanimated/unearthed. There is still good old "},{"attributes":{"underline":true},"insert":{"card-link":"Deadeye Navigator"}},{"insert":" as well which is still almost as powerful as he ever was. "},{"attributes":{"underline":true},"insert":"A third option"},{"insert":" after ending the turn and blinking is giving up on keeping the creature and trying to squeeze out some additional value by sacrificing it. I really like "},{"insert":{"card-link":"Sacrifice"}},{"insert":" and "},{"insert":{"card-link":"Burnt Offering"}},{"insert":" in this case: sac your domed creature to generate significant mana that you can use to cast a new threat. A good sac outlet with any decent output like "},{"insert":{"card-link":"Warren Soultrader"}},{"insert":" is also certainly better than nothing. Other nice options that I play include "},{"insert":{"card-link":"Bone Splinters"}},{"insert":", "},{"insert":{"card-link":"Victimize"}},{"insert":", "},{"insert":{"card-link":"Flare of Malice"}},{"insert":", "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":" and probably the best of all - "},{"insert":{"card-link":"Razaketh, the Foulblooded"}},{"insert":". You could also "},{"insert":{"card-link":"Saw in Half"}},{"insert":" an unearthed creature even though the original will be exiled instead of destroyed.\n\n"},{"attributes":{"bold":true},"insert":"Tossing and Turning:"},{"insert":" One of the best ways to stick cool fodder in the grave to unearth is via discard. This allows us as the pilot to hold a card until the timing is right and then quickly dump it and reanimate it right away, protecting the creature "},{"attributes":{"italic":true},"insert":"(from grave hate)"},{"insert":" in the hand until we're ready to make our move. You could also go the self-mill route and I do play some surveil cards in my build but self mill takes power and control away from you and exposes your powerful resources when you can't follow up right away with recursion. You also don't really have any guarantee that there will be a good hit off of the tippy top of your library without playing with your cards which I don't want to be bothered with any more than I already am in this deck "},{"attributes":{"italic":true},"insert":"("},{"attributes":{"italic":true},"insert":{"card-link":"Brainstorm"}},{"attributes":{"italic":true},"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Sensei's Divining Top"}},{"attributes":{"italic":true},"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Scroll Rack"}},{"attributes":{"italic":true},"insert":")"},{"insert":". There is a glaring issue in self-discard that must be remedied - card advantage. Discard is great when you have a bunch of cards in your hand anyway but when your hand is looking pretty small then it can be rather painful. Draw/discard effects like "},{"insert":{"card-link":"Frantic Search"}},{"insert":" can be great but are still generally a -1 in card advantage. This issue is well remedied by a reasonable group of draw engines - repeatable triggered effects that will help to refill your hand so you are stocked with options for cards to throw away. Cards that have a chance to stay card positive like "},{"insert":{"card-link":"Thirst for Identity"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(or the other thirst spells)"},{"insert":" are also really nice as they still enable the strategy without necessarily costing you too many cards. Remember, each of your opponents have their own draw step and that is already ~3 cards drawn by your opponents each turn cycle "},{"attributes":{"italic":true},"insert":"before"},{"insert":" taking their own draw power into account. \n\n"},{"attributes":{"bold":true},"insert":"Secret Commander #1 - "},{"attributes":{"bold":true},"insert":{"card-link":"Rielle, the Everwise"}},{"attributes":{"bold":true},"insert":":"},{"insert":" Your best friend in self-discard. With numerous effects that cause or require discard in the list she has plenty of opportunity to trigger and refill your hand. Cards like "},{"insert":{"card-link":"Putrid Imp"}},{"insert":", "},{"insert":{"card-link":"Tortured Existence"}},{"insert":", "},{"insert":{"card-link":"Jaxis, the Troublemaker"}},{"insert":" and "},{"insert":{"card-link":"Chainer, Nightmare Adept"}},{"insert":" which are discard "},{"attributes":{"italic":true},"insert":"outlets"},{"insert":" that can be used at "},{"attributes":{"italic":true},"insert":"instant speed"},{"insert":" allow you to take further advantage of Rielle as she says "},{"attributes":{"italic":true},"insert":"\"for the first time "},{"attributes":{"underline":true,"italic":true},"insert":"each"},{"attributes":{"italic":true},"insert":" turn\""},{"insert":". It is for this reason that I also prefer instant speed draw-discard spells like "},{"insert":{"card-link":"Occult Epiphany"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":" and "},{"insert":{"card-link":"Ancient Excavation"}},{"insert":". "},{"insert":{"card-link":"Malfegor"}},{"insert":" will also play very nicely with Rielle. There are even enough instant and sorcery cards in the deck that she can kind of creep up in power.\n\n"},{"attributes":{"bold":true},"insert":"No Pain, No Gain:"},{"insert":" Black can do almost anything for a price and that price is often paying with a bit of blood "},{"attributes":{"italic":true},"insert":"(life, or maybe on Grixis - vis)"},{"insert":". There are some natural choices in a deck like this one; "},{"insert":{"card-link":"Reanimate"}},{"insert":" obviously being a very efficient recursion spell, "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" being a powerful wipe that works great in a build that plays big creatures, "},{"insert":{"card-link":"Stinging Study"}},{"insert":" sounds pretty good with a commander that is at mana value 6. Problem is that you're already dealing with the damage being flung at you from your opponents, what's a great black mage to do? You need life gain to more than compensate. I am still searching for greater options but thus far I am stocked with "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":", "},{"insert":{"card-link":"Whip of Erebos"}},{"insert":", "},{"insert":{"card-link":"Metamorphosis Fanatic"}},{"insert":" and "},{"insert":{"card-link":"Archon of Cruelty"}},{"insert":" to name a few solid options. There are a couple, more unreliable, options that help out too. \n\n"},{"attributes":{"bold":true},"insert":"Secret Commander #2 - "},{"attributes":{"bold":true},"insert":{"card-link":"Vilis, Broker of Blood"}},{"attributes":{"bold":true},"insert":":"},{"insert":" Casting a "},{"insert":{"card-link":"Reanimate"}},{"insert":" targeting Vilis, as Vilis players would probably know, puts Vilis on the battlefield and draws 8 cards "},{"attributes":{"italic":true},"insert":"(creature comes back first and then life is lost while the creature is on the battlefield)"},{"insert":". Pain lands, talismans, "},{"insert":{"card-link":"Feed the Swarm"}},{"insert":", "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":", "},{"insert":{"card-link":"Starving Revenant"}},{"insert":", "},{"insert":{"card-link":"Stinging Study"}},{"insert":" and "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" all join in to draw some serious cards with the broker left unchecked on the battlefield. \n\n"},{"attributes":{"bold":true},"insert":"Cards I Don't Really Like:"},{"insert":" "},{"insert":{"card-link":"Buried Alive"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(60% inclusion)"},{"insert":" is a powerful effect that does exactly what you want to do but it does it "},{"attributes":{"italic":true},"insert":"too well"},{"insert":"; this card leaves powerful assets vulnerable to exile/grave hate in your graveyard and the 3 MV cost to this spell also takes away from your available mana for the turn. Will you be able to reanimate all of these cards in 1-2 turns? Do you just make yourself too much of a target and draw an overwhelming amount of heat from the table? Can you time this spell correctly? How often is this a dead card when you can't make good use of it right away? This is also a noncreature spell so it cannot be unearthed, sometimes that lack of synergy is just worth choosing a different option. BA is great at bracket 4. "},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(51% inclusion)"},{"insert":", annoyingly, does only 1 thing very well: end the turn. We don't make use of spare artifacts in this deck. Sundial also cannot be unearthed, unlike Obeka which has much better synergy for this exact reason. Sundial is also redundant if we control Obeka. Sundial cannot chump block if needed."},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(38% inclusion)"},{"insert":" can be convenient and potent in the right circumstance but this boardwipe is not one sided and it is also a noncreature spell. I "},{"attributes":{"italic":true},"insert":"am"},{"insert":" playing toxic deluge "},{"attributes":{"italic":true},"insert":"but"},{"insert":" Deluge is similarly efficient, triggers Vilis to help refill my hand and it scales to whatever I need instead of being kill everything or kill nothing. Deluge will leave my big beaters alive while clearing weaker chump blockers out of the way even if my attacks are softened for that turn. Deluge also gets around indestructible. Malfegor is also just awesome and is easy discard fodder that I can part with. "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(36% inclusion)"},{"insert":" is a 5 drop artifact that does nothing if you don't control a creature that can synergize well with it. I want the effect but I don't like the place that it falls on the curve and I don't like the floor of it when I'm behind. I would actually really rather play Essence Flux even if it only blinks a single creature just once, it's just much more efficient and flexible as protection. Thassa, Deep-Dewlling is more considerable. "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(35% inclusion)"},{"insert":" and the like are nice to churn through the deck a little but also offer no board presence and in this build that I have here it is more advantageous to discard many cards than to discard one or two. I am playing Frantic Search because it's FS - it untaps 3 lands so it's free and this very effect means that you can loot with it - placing a creature in the 'yard to unearth at instant speed - and immediately use the "},{"attributes":{"italic":true},"insert":"same mana"},{"insert":" to then unearth that creature. FS also lets me loot with discard payoffs on board like Rielle and then do it again on another turn with something like Occult Epiphany. It just works too well. Playing too many of these looter/smoother effects will dilute the deck. "},{"insert":{"card-link":"Windfall"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(35% inclusion)"},{"insert":" can be a tough card. If you are low on cards then this can advantage you somewhat well, but this just advantages each of your opponents too much. One opponent might lose the most if you time this right, maybe you throw some opponents off of their game plan, but in the worst case scenario you potentially throw away playable cards of your own risking the chance that you get a better hand just to get worse options "},{"attributes":{"italic":true},"insert":"and"},{"insert":" put your opponents up on card advantage while improving their lines of play. This card can lose you the game. "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(34% inclusion)"},{"insert":" was good about 7-10 years ago, for the mana value of this card you just don't get what you need out of it and you give some control over to your opponent with tis card as well. It's just not worth it. "},{"attributes":{"italic":true},"insert":"Maybe"},{"insert":" get this on a stick and it could work out better, and I would prefer it on a lower mana value dork rather than play Sphinx of Uthuun - this is a much worse threat than other bombs that can slot in a this mana value. "},{"insert":{"card-link":"Likeness Looter"}},{"insert":" "},{"attributes":{"italic":true},"insert":"(30% inclusion)"},{"insert":" is possibly one of the best looter options available now but I just don't really like looter dorks that have to tap so much anymore. They're slow and only draw a single card per turn cycle. What else I don't like in this creature is it shapeshifts at sorcery speed, you have to pay the whole cost of the creature that you copy and it loses it's own looting ability if you shapeshift it as well. Go with Ledger Shredder if you want to. Ghostly Pilferer can also be similar. \n\nAdditional Notes:\n\n"},{"insert":{"card-link":"Drownyard Temple"}},{"insert":" is effectively ramp as you can discard it and then return it to the battlefield at instant speed.\n"},{"insert":{"card-link":"Burnt Offering"}},{"insert":" gives the opportunity to unearth a creature, get a payoff from it's ETB/attack triggers, then sacrifice it and cast another big dork from the hand. "},{"insert":{"card-link":"Sacrifice"}},{"insert":" is similar but only outputs black.\n"},{"insert":{"card-link":"Occult Epiphany"}},{"insert":" works excellently, allowing you to draw first and "},{"attributes":{"italic":true},"insert":"then"},{"insert":" discard, supporting discard payoff pieces as well as generating "},{"attributes":{"italic":true},"insert":"instant speed flying tokens"},{"insert":" which can also be later sacrificed.\n"},{"insert":{"card-link":"Otherworldly Gaze"}},{"insert":" is underrated particularly as a small instant speed mana sink. This provides good card filtering and helps create better early to mid game draws in a deck with high mana values. \n"},{"insert":{"card-link":"Emperor of Bones"}},{"insert":" doesn't have to adapt at sorcery speed so it can pseudo-flash a "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":", "},{"insert":{"card-link":"Kardur, Doomscourge"}},{"insert":", "},{"insert":{"card-link":"Volcano Hellion"}},{"insert":", "},{"insert":{"card-link":"Malfegor"}},{"insert":" or "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":". \n"},{"insert":{"card-link":"Chaos Warp"}},{"insert":" can alternatively exchange an unearthed creature for a surprise permanent from the top of the library before the creature would still go to exile. It could be anything... even a boat! "},{"attributes":{"italic":true},"insert":"(Right Lois?)"},{"insert":"\n"},{"insert":{"card-link":"Cursed Mirror"}},{"insert":" enters the battlefield as a copy of any creature so it can duplicate any ETB trigger but then it also gets haste so it can also repeat an attack trigger.\n"},{"insert":{"card-link":"Necromancy"}},{"insert":" can be flashed to retrieve "},{"insert":{"card-link":"Disciple of Bolas"}},{"insert":", "},{"insert":{"card-link":"Kardur, Doomscourge"}},{"insert":", "},{"insert":{"card-link":"Phantom Steed"}},{"insert":", "},{"insert":{"card-link":"Volcano Hellion"}},{"insert":", "},{"insert":{"card-link":"Metamorphosis Fanatic"}},{"insert":", "},{"insert":{"card-link":"Malfegor"}},{"insert":", "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" and more. \n"},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":" and other discard payoffs have over a dozen pieces of discard support in this build "},{"attributes":{"italic":true},"insert":"(use multiple categories filter)"},{"insert":". \n"},{"insert":{"card-link":"Perplex"}},{"insert":" is a gnarly counter but this can be used on your own spell to discard your hand or instead transmute for "},{"insert":{"card-link":"Chaos Warp"}},{"insert":", "},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":", "},{"insert":{"card-link":"Saw in Half"}},{"insert":", "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":", "},{"insert":{"card-link":"Victimize"}},{"insert":" and more.\n"},{"insert":{"card-link":"Grim Hireling"}},{"insert":" notably can generate 6 mana in any combination of colors if you connect with each opponent in a standard size pod, which is equal to Sedris' casting cost or 2 unearths. \n"},{"insert":{"card-link":"Grim Servant"}},{"insert":" can tutor for "},{"insert":{"card-link":"Saw in Half"}},{"insert":", then you can Saw the Servant in half and tutor two more times with +1 devotion! Also has several 1-drop cards that can be searched for "},{"attributes":{"italic":true},"insert":"(easy/worst case)"},{"insert":".\n"},{"insert":{"card-link":"Kardur, Doomscourge"}},{"insert":" does not actually goad even though his effect does the same exact thing. He does not synergize with other effects that look for goad "},{"attributes":{"italic":true},"insert":"(like "},{"attributes":{"italic":true},"insert":{"card-link":"Bothersome Quasit"}},{"attributes":{"italic":true},"insert":")"},{"insert":".\n"},{"insert":{"card-link":"Phantom Steed"}},{"insert":" can pressure your opponents - you get a token copy of the exiled creature anyway and if your opponent gets rid of the steed then your original just comes back. Decent boardwipe insurance. \n"},{"insert":{"card-link":"Volcano Hellion"}},{"insert":" can gain any amount of life when given lifelink as it is dealing the effect damage twice "},{"attributes":{"italic":true},"insert":"(to you and the target)"},{"insert":", enabled via "},{"insert":{"card-link":"Whip of Erebos"}},{"insert":" or "},{"insert":{"card-link":"Metamorphosis Fanatic"}},{"insert":". "},{"attributes":{"italic":true},"insert":"This cannot kill you."},{"insert":"\n"},{"insert":{"card-link":"Whip of Erebos"}},{"insert":" is like another copy of Sedris "},{"attributes":{"italic":true},"insert":"(except it has to tap so it will only unearth one creature at a time)"},{"insert":".\n"},{"insert":{"card-link":"Balor"}},{"insert":" does some nice work with an attack trigger that makes an opponent "},{"attributes":{"italic":true},"insert":"(not necessarily the opponent it attacks)"},{"insert":" sacrifice a "},{"attributes":{"italic":true},"insert":"nontoken"},{"insert":" artifact, so they can't just give up a treasure or a clue.\n"},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":" works very well, giving haste to creatures with activated abilities or attack triggers but also a +1/+1 counter for unearthed creatures which then swing for double damage.\n"},{"insert":{"card-link":"Demonlord Belzenlok"}},{"insert":" might seem worse than a "},{"insert":{"card-link":"Doom Whisperer"}},{"insert":" here but I have no problem discarding Belzenlock, he actually draws me card(s), is a better unearth target and a less slippery slope. \n"},{"insert":{"card-link":"Flayer of the Hatebound"}},{"insert":" will trigger even if a creature enters an opponents' battlefield originating from your graveyard. You still control the trigger and decide the target. \n"},{"insert":{"card-link":"Malfegor"}},{"insert":" may seem costly but it's trigger will still leave cards in hand if "},{"insert":{"card-link":"Rielle, the Everwise"}},{"insert":" or "},{"insert":{"card-link":"Bone Miser"}},{"insert":" are also in play along side him, or he can just clear the path for victory.\n"},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":" has many other pieces of life loss support and several cards that will help gain some life back, including at least a few life gain engines. \n\nMaybeboard can be found "},{"attributes":{"link":"https://archidekt.com/decks/11791955/sedris_maybeboardsandbox"},"insert":"here"},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Sedris was once the good and righteous king of Vithia during the early years following the sundering. It is unknown when exactly he fell from grace, but when demons tempted him with dreams of power, he submitted. Sedris handed thousands of innocents over to the demons, killed his own family and advisors, and performed a "},{"attributes":{"italic":true},"insert":{"card-link":"Dark Ritual"}},{"attributes":{"italic":true},"insert":" that allowed his consciousness to continue into unlife. Vithia's paladins, unable to stop the fallen monarch, fled the kingdom, the ancient Vithian word for traitor - "},{"attributes":{"italic":true},"insert":{"card-link":"Grixis"}},{"attributes":{"italic":true},"insert":" - on their lips. Vithia was overrun by demons and the undead shortly afterwards, and the capital was transformed into Sedraxis, the now greatest necropolis on the plane. Sedris still rules this dark city of the dead, as the most powerful lich warlord on the plane."},{"insert":"\n"}]}
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