Traditional Historic - Kiora's Unsealing

3 6 15 28
25 9 3 23

Therapeutic Midrange

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Once in a while I get the itch to play Sarkhan's Unsealingimage, drop some big creatures and smash everything with satisfying cracks. It's cathartic! I also love grinding and drawing cards. Naturally this led me to put together a fun little Jund deck that centres on Rotting Regisaurimage and Kiora, Behemoth Beckonerimage.

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It's got a couple The Great Hengeimage to take advantage of the 7 power Regi and a bunch of other synergies.

Ol' Regi can become a real scary threat in this deck and comes down as early as turn 2. We can give it trample (and reach via mutate), lifelink (from the sideboard) and pseudo-vigilance. Also, once we get down Sarkhan's Unsealing, having it deal 4 to everything on the opponent's side upon cast for only 3 mana is extremely satisfying! The downside is it often comes at a card disadvantage unless we can force the opponent to chump it every turn. There's a number of ways in our deck to draw cards off of it to compensate for that, though. Now, that's a zombie!

Kiora, Behemoth Beckonerimage is the other card that makes the deck run as she draws you cards and ramps you greatly with The Great Henge and the single copies of Lotus Fieldimage and Ilysian Caryatidimage.

Protip!: Kiora untaps Glorybringerimage for consecutive exerts.

The rest is removal and good 4 power creatures to synergise with Kiora and Unsealing as well as ramp you towards The Great Henge.

 

Sideboarding

1.) Graveyard hate

There is some solid graveyard hate in the Jund colours in Historic.

2.) Survive aggro

I've included some tools that will hopefully delay all those aggressive strategies that threaten to run us over before we can wrath the board with Sarkhan's Unsealing.

  • Fatal Pushimage is probably the single most efficient removal spell you could put in. You may even want to add another copy depending on the meta you encounter.
  • Abradeimage is a great bit of creature removal that doubles as artifact hate. You'll be glad to have this when your opponent is about to go off with Forsaken Monumentimage or Paradox Engineimage.
  • Shadowspearimage leverages all those big bodies you have in your mainboard by giving them lifelink and trample. This makes you really difficult to race or chump block. It also happens to be a great solution against the pesky indestructibility of aggressive white decks and hexproof things like Nine Livesimage.
  • Noxious Graspimage is more or less a concession to the fact that green decks and white decks are so prevalent nowadays.

3.) Shifting Ceratops

We also have Shifting Ceratopsimage as the single best thing this deck could ever hope for against blue decks. It blocks blue flyers all day. It hastes down blue planeswalkers and the opponent's life total while trampling over chump blockers. It ignores counterspells and it survives all the 3 damage spells that blue decks run red for. All this in addition to enabling those sweet sweet 4 power synergies our deck relies on. What a card!

4.) Hand disruption

Duressimage is a key tool for us to disrupt non-aggro decks and make sure the coast is clear before playing our spells. Especially useful against counterspells and board wipes. It's possible we want more versatile discard such as Thoughtseizeimage or discard that can hit aggro decks as well such as Inquisition of Kozilekimage. Ultimately I decided the 2 life from Thoughtseize adds up too much with our shock lands even against control decks and I couldn't find room for Inquisition.

5.) Inevitability

Roiling Vorteximage is a neat little bit of inevitability against control decks. It can sometimes save you against lifegain decks, and may occasionally punish the opponent for comboing. As the meta shifts, you can consider cutting it or adding more copies of this.

 

Further thoughts about card choices in the main deck

1.) Mana Dorks

  • Llanowar Elvesimage - Mana dorks enable us to get to Kiora/Regisaur by turn 2 and Unsealing/Great Henge by turn 4, so they are quite important.
  • Ilysian Caryatidimage - It fixes your mana and gives tremendous ramp once you've got Kiora and a 4 power creature on the board. This is the reason I couldn't resist including a cheeky one-of here, though it is a bit fragile. It's possible we want more of these... or none of these, depending on how often it just dies before it gets to do anything. As a bonus, it also means that all of our mana dorks enable Lovestruck Beastimage.

2.) Chonkers

These are creatures that are not only good enough to play on their own, but also enable our 4 power synergies to make the deck function.

  • Lovestruck Beastimage/Bonecrusher Giantimage - People are probably tired of seeing these now as they are just so overpowered. I just couldn't resist including them since they are both so cheap for what they do! Their adventures keep us alive early on while gaining value and their power keeps us in the game. Hey, winning is more fun than losing!
  • Questing Beastimage - Arguably the most pushed creature out of Throne of Eldraine, it penetrates through everything from the opponent's chump blockers to their planeswalkers, their life total, their huge creatures and their damage prevention. It also penetrates through my restraint as the shameless deckbuilder who decided to put two of these in my "fun" 3 colour deck.
  • Rhonas the Indomitableimage - Difficult to remove and a great mana sink that can give your other creatures trample and enable itself.
  • Gemrazerimage - A flexible creature that gives us access to trample (as well as reach) on any of our creatures. Even better, it deals with artifacts and enchantments and casting it for its mutate cost can trigger Sarkhan's Unsealing! Be sure to mutate it under, not over Rotting Regisaur to keep the 7/6 body.
  • Glorybringerimage - Whenever you manage to ramp up to 5 mana, it's time to end the game in a hurry and Glorybringer does just that! It represents a tremendous tempo advantage by removing one of their non-dragon creatures on the same turn it smacks in for 4 in the air. The even neater thing, of course, is that it could do all of that again on the following turn provided you have Kiora out.
  • Klothys, God of Destinyimage - Versatile graveyard hate that wins you long games. This is so good against some decks that you might even decide to include an extra copy in the sideboard.

3.) Flexible Removal

  • Kolaghan's Commandimage - This card has great flexibility and it's possible we want more than one. It can serve as removal, but when drawn late it gives you great value as an instant that can discard the card your opponent just topdecked as well as get back a big creature out of your graveyard.
  • Maelstrom Pulseimage - This deck does need a catch-all solution against problematic permanents that threaten to get out of control and this one is relatively easy to cast. It can sometimes save you against an opponent who vomited out two or three of the same creature early in an attempt to overrun you or gain extra value late when the opponent has had a chance to put two of the same permanent on the board. Again, it's possible we want more than one of these.

4.) Special Lands

  • Bonders' Enclaveimage - A great card advantage tool that takes advantage of all the ramp in your deck. Occasionally can draw you two cards per turn with Kiora untapping it.
  • Shatterskull Smashingimage/Turntimber Symbiosisimage - Spells that can be untapped lands in a pinch are extremely useful. We have enough ramp and big creatures for both of these to be devastating spells in a timely manner. They can be somewhat painful to use as lands given our colour requirements and the amount of shock lands we run, so I've limited myself to just one of each. It's certainly possible we want more.
  • Gnottvold Slumbermoundimage - A great land to have on the battlefield late in the game. It enables most of our 4 mana synergies (not Sarkhan's Unsealing) as well as deals with problematic lands. It's also just valuable as simple land destruction that creates a big body at instant speed.
  • Lotus Fieldimage - It's a slow bit of mana fixing without Kiora. With Kiora it represents a huge bit of acceleration which can get as high as 6 mana on turn 3! I decided the upside to this was so great that I had to include one copy and risk losing tempo/getting screwed in case I draw this without Kiora. You can certainly cut this for a dual land if you don't want to risk it.

 

Cards that may make it into the sideboard or mainboard in future

  • Sawtusk Demolisherimage - A big mutator that unlocks trample on our creatures and allows us to mutate-stack with Gemrazer. It can replace a non-creature permanent the opponent controls with an easy-for-us-to-deal-with body or it can target a land we don't need or Klothys to give us a 3/3. The only problem is... it's a bit clunky for my taste. I'm certainly considering it for the future, though.
  • Carnage Tyrantimage - Good old Carnage Tyrant has 7 power for the extra synergy with Sarkhan's Unsealing. It also puts considerable pressure on control decks, demanding a board wipe out of them just by itself. I couldn't find space for it as it is a tad expensive compared to Shifting Ceratops.
  • Thragtuskimage - A real beast at helping you stay alive! It's also just a bit too slow for my liking, but if aggro decks become more prevalent I'll certainly consider it.
  • Elder Gargarothimage - Super powerful creature, this one, and only 5 mana. Still, I like my five drops to start doing stuff the turn they come down. It's possible I'm just nuts and this should be in my deck.
  • Cindervinesimage - Some artifact and enchantment hate that doubles as inevitability against decks that use a lot of instants and sorceries.
  • Jund colours give us access to a lot of efficient instant removal. Among those I'm strongly tempted to consider Fryimage to fight against the ever-popular blue and white decks, Flunkimage as a great answer to indestructibility that hits most creatures, and Assassin's Trophyimage as a catch-all that includes lands (ramping the opponent is a big drawback, but I could see this deck being able to handle that).
  • Planeswalkers are always a smart choice to include if the meta becomes control-heavy. I've considered Vivien Reidimage for card advantage and Chandra, Awakened Infernoimage for inevitability.
  • Metas tend to get more and more graveyard-centric over the years. In that case, I'm considering even more graveyard hate!: Relic of Progenitusimage is a great one that can be cashed in for a card. Value! Leyline of the Voidimage is a rather heavy-handed way to deal with graveyards, but it does its job... very well. Cling to Dustimage is kind of versatile graveyard hate that can grind card advantage later in the game as well as gain life in a pinch. Absolutely destroys decks that rely on filling their opponent's graveyard such as Rogues.

Phew, thank you for reading if you've gotten this far! Do let me know your thoughts if you have any. I'm always looking for inspiration on how to further improve my decks or make new ones.

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lAmebAdger
Last Updated: 21 Jul 2021
Created: 26 Jun 2021
343 98 0

Mainboard - 60 cards (30 distinct)

Creature (25)
$4.01€4.880.50
$0.501.30
$0.300.02
$0.62€0.592.50
$6.55€4.310.55
$3.60€2.310.03
$0.77€0.680.02
Instant, Sorcery, Enchantment, Artifact (9)
$1.60€1.130.02
$1.60€1.980.17
$7.543.45
$58.44€37.781.23
$0.57€0.50
$3.901.11
Land (23)
$15.80€14.490.46
$0.20€0.050.03
$4.15€2.980.02
$1.49€1.200.02
$6.26€4.660.14
$11.81€9.890.18
$11.00€9.670.46
$2.22€1.990.02
$0.190.03
$0.150.03
$0.170.03
$5.49€3.482.73
Planeswalker (3)
$1.00€0.640.03

Sideboard - 15 cards (9 distinct)

$0.47€0.170.02
$22.55€18.360.47
$0.25€0.120.03
$1.78€1.594.83
$2.47€1.830.35
$0.42€0.340.04

Maybeboard - 15 cards (15 distinct)

$1.49€0.815.09
$15.00€14.490.53
$6.75€5.780.07
$0.39€0.30
$0.30€0.230.03
$0.50€0.310.02
$0.25€0.200.03
$0.65
$3.96€3.040.13
$2.80€2.952.63
$5.50€5.342.10
$0.15€0.030.03
$2.01€1.800.02
$3.15€2.870.31

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