Sideboard is still TBA, but the basic idea is hitting opponents hard and fast, with some RW support. I decided to forego the vamp staples like Nocturnus and Keeper to make do with speedier vamps. Comments/complaints are go!
Just got through reading The Spell Thief#3, featuring Sorin. Here's the scoop:
-Sorin visits the house Dack and friends are shacked up in, apparently paralyzing/time stopping the Innistrad natives while Sorin and Dack chat
-Dack gets scolded by Sorin for revealing the existence of other planes and telling them that he's a PW.
-Sorin threatens to end the Reicherts if Dack doesn't hand over the Ancient Fang. Dack barters the fang in return for the Reicherts' safety and what he knows about Sifa
-Sifa Grent is from Grixis, and Sorin scratches (literally, I guess it's his version of uploading info) Dack's head for the directions to Grixis and they part ways.
-To be continued as Dack arrives on Grixis
Overall, I liked the fact that Sorin showed up. Disliked the fact that it wasn't more of a plot point. Here's hoping they'll deal with the fact that Sorin's rocking an artifact to control vampires somewhere down the line in the card game and/or official canon fluff.
Hey Prinny, thanks for the critique. As for the suggestions, here's my rationale for my choices.
If you want more in-depth critisisms...
First off you don't need the evolving wildsAT ALL. It only fetches basic lands and if you want a source of red to play Stromkirk Nobles turn 1, a evolving wilds will not help you at all. You have the best mana fixing BR can afford already in your list.
I plugged the Evolving Wilds in as a reset measure for when Nocturnus flips a non-black card. Also, it thins out my deck a bit of lands, so I would, ideally, have better chances of flipping a black card. I know it's a poor man's substitute for fetch lands.
As for the Nobles, the Scars fast lands and Cavern of Souls fix my mana for that rare 1st turn drop. I'm debating whether to main Shock/Galvanic Blast/Pillar of Flame instead.
Regarding the Interlopers, isn't it's evasion relevant enough? I know it's no Bloodghast, but don't early flyers help or should I just do Child of Nights?
Still keeping my mind open of suggestions/critiques. Here's to vamps becoming relevant again in standard! =)
I'm still iffy on whether to mainboard Shock instead of Stromkirk Noble (with Humans being relevant right now). Thoughts/suggestions/complaints welcome.
I figured with the basic strategy of vamps just beating faces in, removal would be a moot point. I'm also throwing out the idea of Undying Evil for vamps as a way to resist how much of a removal magnet my creatures are. Thoughts (In before 'you don't sideboard')?
I figured with the basic strategy of vamps just beating faces in, removal would be a moot point. I'm also throwing out the idea of undying for vamps as a way to resist how much of a removal magnet my creatures are, or is it just too cute? Thoughts (In before 'you don't sideboard')?
So I guess that new personality's Szadek?
4 Stromkirk Noble
4 Shadow Alley Denizen
4 Vampire Interloper
4 Stromkirk Captain
4 Vampire Nighthawk
4 Falkenrath Aristocrat
4 Searing Spear
3 Boros Charm
3 Aurelia's Fury
3 Blind Obedience
Land
4 Cavern of Souls
4 Blood Crypt
4 Isolated Chapel
7 mountain
2 swamp
2 orzhov guildgate
Sideboard is still TBA, but the basic idea is hitting opponents hard and fast, with some RW support. I decided to forego the vamp staples like Nocturnus and Keeper to make do with speedier vamps. Comments/complaints are go!
Boros Vamps -- Here I come!
-Sorin visits the house Dack and friends are shacked up in, apparently paralyzing/time stopping the Innistrad natives while Sorin and Dack chat
-Dack gets scolded by Sorin for revealing the existence of other planes and telling them that he's a PW.
-Sorin threatens to end the Reicherts if Dack doesn't hand over the Ancient Fang. Dack barters the fang in return for the Reicherts' safety and what he knows about Sifa
-Sifa Grent is from Grixis, and Sorin scratches (literally, I guess it's his version of uploading info) Dack's head for the directions to Grixis and they part ways.
-To be continued as Dack arrives on Grixis
Overall, I liked the fact that Sorin showed up. Disliked the fact that it wasn't more of a plot point. Here's hoping they'll deal with the fact that Sorin's rocking an artifact to control vampires somewhere down the line in the card game and/or official canon fluff.
Sorcery, Rare
BR
Destroy target creature or planeswalker
Wat?
I plugged the Evolving Wilds in as a reset measure for when Nocturnus flips a non-black card. Also, it thins out my deck a bit of lands, so I would, ideally, have better chances of flipping a black card. I know it's a poor man's substitute for fetch lands.
As for the Nobles, the Scars fast lands and Cavern of Souls fix my mana for that rare 1st turn drop. I'm debating whether to main Shock/Galvanic Blast/Pillar of Flame instead.
Regarding the Interlopers, isn't it's evasion relevant enough? I know it's no Bloodghast, but don't early flyers help or should I just do Child of Nights?
Still keeping my mind open of suggestions/critiques. Here's to vamps becoming relevant again in standard! =)
2 Evolving Wilds
4 Dragonskull Summit
4 Blackcleave Cliffs
4 Cavern of Souls
4 Vampire Nighthawk
4 Stromkirk Captain
4 Vampire Interloper
2 Bloodline Keeper
2 Falkenrath Aristocrat
4 Vampire Nocturnus
1 Olivia Voldaren
3 Blood Artist
3 Stromkirk Noble
4 Go for the Throat
2 Sign in Blood
3 Undying Evil
3 Shock
3 Surgical Extraction
3 Ratchet Bomb
3 Mutilate
I'm still iffy on whether to mainboard Shock instead of Stromkirk Noble (with Humans being relevant right now). Thoughts/suggestions/complaints welcome.
4 Cavern of Souls
4 Evolving Wilds
4 Dragonskull Summit
4 Blackcleave Cliffs
5 swamp
3 mountain
4 Duress
3 Tragic Slip
4 Undying Evil
4 Go For the Throat
Creatures
4 Vampire Nocturnus
4 Vampire Nighthawk
4 Stromkirk Captain
4 Blood Artist
3 Vampire Interloper
3 Falkenrath Aristocrat
I figured with the basic strategy of vamps just beating faces in, removal would be a moot point. I'm also throwing out the idea of Undying Evil for vamps as a way to resist how much of a removal magnet my creatures are. Thoughts (In before 'you don't sideboard')?
4 Cavern of Souls
4 Evolving Wilds
4 Dragonskull Summit
6 swamp
5 mountain
4 Duress
3 Tragic Slip
4 Undying Evil
Creatures
4 Vampire Nocturnus
4 Vampire Nighthawk
4 Stromkirk Captain
4 Stromkirk Noble
4 Blood Artist
3 Vampire Interloper
3 Falkenrath Aristocrat
I figured with the basic strategy of vamps just beating faces in, removal would be a moot point. I'm also throwing out the idea of undying for vamps as a way to resist how much of a removal magnet my creatures are, or is it just too cute? Thoughts (In before 'you don't sideboard')?