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Sedris, the Traitor King

Sedris, the Traitor King

Legendary Creature — Zombie Warrior

Sedris wants a deck that brings big creatures back from the discard pile. It also suits a deck that fills its discard pile and plays cards back out of it.

  • Mana cost3 genericblueblackred
  • Blue, Black, Red ()
  • Power / toughness5 / 5
  • RarityMythic

Each creature card in your graveyard has unearth 2 genericblack. (2 genericblack: 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.)

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Cards That Fit Sedris, the Traitor King

Picked for what they do in Sedris's deck. When two cards do the same job, the one with the lower comes first. All of them fit Sedris's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Sedris, the Traitor King

explain how Sedris works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 1 Oct 2008

Activating a creature card's unearth ability isn't the same as casting the creature card. The unearth ability is put on the stack, but the creature card is not. Spells and abilities that interact with activated abilities (such as Stifle) will interact with unearth, but spells and abilities that interact with spells (such as Remove Soul) will not.

Wizards of the Coast 1 Oct 2008

At the beginning of the end step, a creature returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects such as Stifle or Voidslime that counter triggered abilities. If the ability is countered, the creature will stay on the battlefield and the delayed trigger won't trigger again. However, the replacement effect will still exile the creature when it eventually leaves the battlefield.

Wizards of the Coast 1 Oct 2008

Despite the appearance of the reminder text, the unearth abilities that Sedris grants are activated abilities of each individual creature card in your graveyard. They're not activated abilities of Sedris.

Wizards of the Coast 1 Oct 2008

If a creature returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead — unless the spell or ability that's causing the creature to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If it later returns the creature card to the battlefield (as Oblivion Ring or Flickerwisp might, for example), the creature card will return to the battlefield as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.

Wizards of the Coast 1 Oct 2008

If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will resolve and do nothing.

Wizards of the Coast 1 Oct 2008

Sedris may cause a creature card in your graveyard to have multiple unearth abilities. (For example, a Fatestitcher in your graveyard would have unearth {U} and unearth {2}{B}.) You may activate either of those abilities.

Wizards of the Coast 1 Oct 2008

Unearth grants haste to the creature that's returned to the battlefield. However, neither of the "exile" abilities is granted to that creature. If that creature loses all its abilities, it will still be exiled at the beginning of the end step, and if it would leave the battlefield, it is still exiled instead.

7 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Sedris, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUBRPlayers write colors as letters: U for blue, B for black, R for red. Blue is U because B was already taken by black.ReanimatorReanimator decks put big creatures into their own graveyard early, then bring them back onto the battlefield without paying their cost. It gets a huge creature into play far sooner than you could afford to cast it.Open the Reanimator pageCast from GraveyardLets you cast spells or play lands straight from your graveyard, so the graveyard becomes a second hand. This is different from Reanimation, which puts a creature card onto the battlefield without casting it. Karador, Ghost Chieftain, Muldrotha, the Gravetide, Yawgmoth's WillOpen the Cast from Graveyard pageReanimationReturns a creature card from a graveyard straight to the battlefield, skipping its mana cost. That is why decks built around it put their biggest creatures into the graveyard on purpose. Named for Reanimate. Animate DeadOpen the Reanimation pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageAlternative CostLets you cast a spell by paying some other cost instead of its mana cost, like life, a card from your hand, or nothing at all.Open the Alternative Cost pageGraveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill page