Vampires: Sucking you dry and making you cry!
Welcome to the Vampires primer. In this thread I will be covering all Vampire creature and support cards currently released, possible splashes, and reasons why you would want to make a specific splash.
A Brief History... Sengir Vampire has been one of the most famous creatures in Magic, being a classic finisher for any Black deck back in the day. But, for the most part, Vampires have sort of just sort of kicked back and been a secondary creature type, letting Zombie get all the attention.
Zendikar changed this. Vampires just got release after release of awesome cards in this block, and have been a competitive deck in Standard since ZEN’s release. Vampire Hexmage shook up the Extended environment, creating the Thopter/Depths Combo deck.
The common Vampire build is one with a lot of aggressive creatures backed by lots of disruption and creature hate. It nearly feels like a Rock deck.
Strong Points of Vampires
Vampires have an amazing curve. They are efficient, and can shut an opponent down every turn. Being able to make a threat each turn worthy of the amount of mana you sink into it is very strong, and can leave opponents with very little life, staring at a full field across the board, very quickly.
Card by card
Vampire Creatures Of course you will need some in a Vampire deck!
Anowon, the Ruin Sage: This guy is pretty good for multiplayer and control builds.
However, I would opt to leave him out of aggro builds. Arrogant Bloodlord: Others may say otherwise, but I'm not a fan of this guy. Sure, he's a 4/4 for 3 Mana, but his drawback actually comes into play a lot more often in casual than you would think. Flavourful, but not all that great.
Arrogant Vampire: 4/3 Flying for 5. It is a pretty decent card, but is outclassed nowadays.
Ascendant Evincar: 6 Mana is a HUGE investment, but it sure does pay. He's a Bad Moon and a Night of Souls' Betrayal packed into one evasive body! I don't personally run him due to such a large mana investment, but I'm not against anyone running him.
Baron Sengir: Ahhh yes! A classic! However, at 8 mana, he isn't very useful.
Bleak Coven Vampires: A new addition. Unless we get more artifact-based Vampires in the coming sets, I don't feel like this will see much use. Time will tell.
Blood Seeker: This guy is decent, but not great. Turn 2 you would rather cast a Bloodghast or Hymn to Tourach. If you're running the 10-Life-Vampire deck (meaning a deck based around the "10 Life Or Less" mechanic), then you may be able to work your curve around for him.
Bloodghast: VERY good. Amazing when paired with Skullclamp. He's a bit spendy at around $20 for a playset, though. You could run Blood Seeker if you don't have the money.
Butcher of Malakir: This dude is a little high on the curve for 1v1, but Multiplayer this guy should be pretty nice. Captivating Vampire: A lot of people write this guy off because he isn't quit as good as his big brother. I actually run both. His extra ability will be nice for more control-orientated builds.
Child of Night: This is another one of those cards that you use as filler until you can get some more high-end Vampires. Not a bad card at all, it's just that there are far better cards.
Drana, Kalastria Bloodchief: This girl already is pretty nice, being a 4/4 Flying for 5, but she also has an extremely good ability. Drana gets the job done, but due to her legendary status and high casting cost, only one or two in a deck is needed.
Gatekeeper of Malakir: This is a staple. Such good card advantage, for such a good cost! 3-4 In every build.
Guul Draz Assassin: Control builds will like it, aggro builds may want to run 1 or 2, but it's not required in either.
Malakir Bloodwitch: This is a staple, especially if you play a lot of multiplayer. 4/4 Flying Pro White for 5 is amazing, and the ETB is just that much more awesome. 2-4 in almost every build.
Mephidross Vampire: This guy is pretty good. Not an auto-include, but fun nonetheless.
Pulse Tracker: I'm personally a fan, but he might be a little weak. However, Vampires have hardly any turn 1 plays beyond discard spells and Dark Ritual, so he's always worth considering.
Sengir Vampire: Ah yes! Another classic! However, he's not generally a top priority anymore, due to him battling Malakir Bloodwitch and Drana for turn 5.
Skeletal Vampire: A little expensive. If you haven't noticed yet, I'm a fan of ending the curve at 5. If you feel comfortable enough pushing that, feel free to run this guy.
Vampire Hexmage: This girl is amazing! 2/1 First Strike for 2 mana is already nice, but it's ability is a main-deckable hate for many cards! Planeswalkers? No problem. Charge Counters? No problem. Fading? No problem! Not a staple, but never a bad idea.
Vampire Lacerator: Like I said about Pulse Tracker, Vampires aren't exactly great turn 1. This is another nice option. Another card that isn't a staple, but is not a bad idea at all.
Vampire Nighthawk: Amazing card. A staple all the way, 3-4 copies (Depending on your curve.)
Vampire Nocturnus: Though not technically a "Lord", he's still amazing. An auto 4-of if you have them, but they're still a bit spendy.
Non-Vampire Creatures Other things go bump in the night that won't suck your blood. Naturally, the deck doesn't NEED to be straight-up Vampires.
Abyssal Persecutor: A Standard player will tell you how amazing this guy is. Just make sure you run some built-in creature sacrifice other than Gatekeeper.
Tribal Spells Urge to Feed: This is another fairly nice card. However, most decks don't find room for it. If you have room, go for it.
Blade of the Bloodchief: Quite underrated, actually. It's a pretty nice card all around. If you find room for it, there are worse cards to add.
Blood Tribute: This is another card that is too high on the curve for a 1v1 game. It might work in multiplayer, however.
Feast of Blood: I'm personally a fan. Black doesn't very often get targeted removal that can also hit other black creatures! It's slightly situational, however, so the choice is up to you.
Vampire's Bite: Sounds like a Vampire support card, but it really isn't. This is just a themed card from Zendikar.
Support Spells (NOTE: This is just a list of Black cards that are generally considered good. I will not add much to this list.)
Discard: Hymn to Tourach: Generally considered to be the best discard spell in the game, and one of the best disruption spells ever. Always worth considering.
Stupor: Hymn is also considered a degenerate card. This is a more balanced version.
Duress: This is about as balanced as it gets. Another card always worth considering.
Thoughtseize: A more pricey Duress. It costs you some life, but it can pick apart creatures.
Inquisition of Kozilek: Another one mana discard spell. Which one you pick really just depends on budget and meta.
Mind Twist: Amazing discard card. It usually discards an opponent's entire hand in one shot. Pretty nice, but not required.
Removal: Terror: The classic removal spell. Unlike Doom Blade, it can't hit artifacts, but unlike 'Blade, it doesn't allow regeneration. Meta dependent.
Tendrils of Corruption: A nice removal option. A lot of black cards make you pay life. This nets it back for you, while also killing creatures. The fact that is hits black creatures is the icing on the cake.
Consuming Vapors: Good card advantage for control builds and aggro builds alike. Sacrificed removal is nice, but only as a part of a removal package.
Geth's Verdict: A newbie, this little guy is just like the next card on this list, but just plain better in the mono-black versions.
Diabolic Edict: This is one of the better removal spells in Magic. Forced sacrifice is great. it gets around Shroud, Protection and effects that go off when a creature is destroyed. However, like I said in Consuming Vapors, sacrifice should always be a part of a package, never alone. Worse than Geth's Verdict outside of splash builds.
Chainer's Edict: In general, it looks a lot like Diabolic Edict right? It just loses Instant speed and, in return, grants Flashback. Well, that Flashback cost is pretty darn high. Vampires will generally want to win before that even becomes a factor, so Diabolic Edict is the better spell here.
Disfigure and Grasp of Darkness: Both are great cards. Disfigure is a good way to round off a removal package, and Grasp of Darkness is excellent alongside or in the place of Doom Blade/Terror.
Draw Support: Necropotence: Bonkers card. Drawing to 7 again each turn is well worth the life loss. Trust me, if your playgroup allows it, play it.
Sign in Blood: Both fits the theme and is a great card. You don't get many of those.
Night's Whisper: Not as in-theme or versatile as Sign in Blood, but when you're making a splash, this is the more reliable option.
Reanimate: If you can handle the pain, then it's worth a slot, but no more than one or two.
Animate Dead: A cheaper and (probably) easier to get version of Reanimate. It is also kinder to your life total. But, it costs one extra mana to cast, and is easier to take care of. Again, if you run any, only one or two.
Unearth: This one requires your deck to be built around it a little. If the deck supports it well enough, I see no reason not to run it over the above two.
Sinkhole: Great card, and amazing tempo advantage. If you already own them or feel the need to buy them, there is really no reason not to include them. Other than the fact that a lot of people dislike land hate of course, but that's up to your playgroup.
Sorin Markov and Liliana Vess: Not bad, but aren't high priorities. If you like them, play them, but they aren't staples.
Bloodchief Ascension: Another in between-er. I find it's better for multiplayer, but feel free to say if you find otherwise. Sidenote: Really flavourful in Vanguard.
Sensei's Divining Top: Just let me say now, Sensei's is great by itself. Always has been, always will be. Now, combining it with Vampire Nocturnus makes it totally worth it's slot in here.
Skullclamp: Ridiculous engine with Bloodghast. If your playgroup allows them, run them!
Lake of the Dead: AMAZING if you are going for the brutally-fast, suicidal direction.
Verdant Catacombs and other fetchlands: Great for the Bloodghast/Skullclamp engine, and great if you splash.
Urborg: Basically better than a Swamp. However, it does have weaknesses, such as being legendary, and being nonbasic, so it dies to hate like Wasteland.
It doesn't look as pretty as my other two primers, but it will serve it's purpose. I'll work on the formatting a little in coming weeks. Hope you enjoyed the read, and took something away from this.
I personally love vampires. I have a nice aggro deck, it generally beats everyone in my playgroup. Plenty of removal and some nice creatures; highest casting cost in the Bloodwitch, so it's quite fast.
Updated the OP. It should be ready now I think. If anyone has a better decklist than mine, feel free to post it. My playgroup is fairly laid-back, so it's hardly optimized.
Lacerator is a powerhouse for aggro. It is essential for aggro vamps even though it has a drawback, read the suicide black primer, they might've mentioned this card and why it works
Explain that Mirri is legendary. Some people might overlook that, it is a solid card though
Needs to includemoree different approaches. -> Look up pre-banning standard lists, old school Vamps, 'MBC' Vamps.
Splash colours should include the according Vamps.
There are a bunch of cards missing. Newer ones... Viscera Seer is more important than he looks. Soul Collector doesn't make the cut but Krovikan Vampire does? Skeletal Vampire is much better than you give him credit for, Stalking Bloodsucker used to be a competitive wincon back in the days.
and please host the images here.
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
I also like to imagine that he has a rotating torso (like a metallic graft that fuses his upper and lower body together), so he can spin all around, leveling everything within 20ft of him to rubble.
Also, you don't hear much about him but Sengir Nosferatu might be the most difficult-to-actually-kill creature in all of MtG. I don't run him personally but someone, somewhere, might want to.
Welcome to the Vampires primer. In this thread I will be covering all Vampire creature and support cards currently released, possible splashes, and reasons why you would want to make a specific splash.
A Brief History...
Sengir Vampire has been one of the most famous creatures in Magic, being a classic finisher for any Black deck back in the day. But, for the most part, Vampires have sort of just sort of kicked back and been a secondary creature type, letting Zombie get all the attention.
Zendikar changed this. Vampires just got release after release of awesome cards in this block, and have been a competitive deck in Standard since ZEN’s release. Vampire Hexmage shook up the Extended environment, creating the Thopter/Depths Combo deck.
The common Vampire build is one with a lot of aggressive creatures backed by lots of disruption and creature hate. It nearly feels like a Rock deck.
Strong Points of Vampires
Vampires have an amazing curve. They are efficient, and can shut an opponent down every turn. Being able to make a threat each turn worthy of the amount of mana you sink into it is very strong, and can leave opponents with very little life, staring at a full field across the board, very quickly.
Card by card
Of course you will need some in a Vampire deck!
Anowon, the Ruin Sage: This guy is pretty good for multiplayer and control builds.
However, I would opt to leave him out of aggro builds.
Arrogant Bloodlord: Others may say otherwise, but I'm not a fan of this guy. Sure, he's a 4/4 for 3 Mana, but his drawback actually comes into play a lot more often in casual than you would think. Flavourful, but not all that great.
Arrogant Vampire: 4/3 Flying for 5. It is a pretty decent card, but is outclassed nowadays.
Ascendant Evincar: 6 Mana is a HUGE investment, but it sure does pay. He's a Bad Moon and a Night of Souls' Betrayal packed into one evasive body! I don't personally run him due to such a large mana investment, but I'm not against anyone running him.
Baron Sengir: Ahhh yes! A classic! However, at 8 mana, he isn't very useful.
Barony Vampire: Below the curve. This is just one of those cards you use as filler until you get some Vampire Nighthawks.
Bleak Coven Vampires: A new addition. Unless we get more artifact-based Vampires in the coming sets, I don't feel like this will see much use. Time will tell.
Blood Seeker: This guy is decent, but not great. Turn 2 you would rather cast a Bloodghast or Hymn to Tourach. If you're running the 10-Life-Vampire deck (meaning a deck based around the "10 Life Or Less" mechanic), then you may be able to work your curve around for him.
Bloodghast: VERY good. Amazing when paired with Skullclamp. He's a bit spendy at around $20 for a playset, though. You could run Blood Seeker if you don't have the money.
Bloodhusk Ritualist: This girl's alright. Control builds will like her.
Bloodrite Invoker: Severely overcosted. Not even in control builds.
Butcher of Malakir: This dude is a little high on the curve for 1v1, but Multiplayer this guy should be pretty nice.
Captivating Vampire: A lot of people write this guy off because he isn't quit as good as his big brother. I actually run both. His extra ability will be nice for more control-orientated builds.
Child of Night: This is another one of those cards that you use as filler until you can get some more high-end Vampires. Not a bad card at all, it's just that there are far better cards.
Drana, Kalastria Bloodchief: This girl already is pretty nice, being a 4/4 Flying for 5, but she also has an extremely good ability. Drana gets the job done, but due to her legendary status and high casting cost, only one or two in a deck is needed.
Gatekeeper of Malakir: This is a staple. Such good card advantage, for such a good cost! 3-4 In every build.
Guul Draz Assassin: Control builds will like it, aggro builds may want to run 1 or 2, but it's not required in either.
Guul Draz Vampire: Vampire Lacerator is just a little bit better for aggro builds, but 10-Life builds may want to run both.
Kalastria Highborn: This girl is pretty nice for aggro and control builds alike. Pretty damn nice card. I would always consider her.
Kalitas, Bloodchief of Ghet: Too high on the curve for 1v1. Maybe in multiplayer.
Krovikan Vampire: Decent, but not a top priority.
Malakir Bloodwitch: This is a staple, especially if you play a lot of multiplayer. 4/4 Flying Pro White for 5 is amazing, and the ETB is just that much more awesome. 2-4 in almost every build.
Mephidross Vampire: This guy is pretty good. Not an auto-include, but fun nonetheless.
Mirri the Cursed: Again, pretty good but not an auto-include.
Pulse Tracker: I'm personally a fan, but he might be a little weak. However, Vampires have hardly any turn 1 plays beyond discard spells and Dark Ritual, so he's always worth considering.
Sengir Vampire: Ah yes! Another classic! However, he's not generally a top priority anymore, due to him battling Malakir Bloodwitch and Drana for turn 5.
Skeletal Vampire: A little expensive. If you haven't noticed yet, I'm a fan of ending the curve at 5. If you feel comfortable enough pushing that, feel free to run this guy.
Vampire Hexmage: This girl is amazing! 2/1 First Strike for 2 mana is already nice, but it's ability is a main-deckable hate for many cards! Planeswalkers? No problem. Charge Counters? No problem. Fading? No problem! Not a staple, but never a bad idea.
Vampire Lacerator: Like I said about Pulse Tracker, Vampires aren't exactly great turn 1. This is another nice option. Another card that isn't a staple, but is not a bad idea at all.
Vampire Nighthawk: Amazing card. A staple all the way, 3-4 copies (Depending on your curve.)
Vampire Nocturnus: Though not technically a "Lord", he's still amazing. An auto 4-of if you have them, but they're still a bit spendy.
Non-Vampire Creatures
Other things go bump in the night that won't suck your blood. Naturally, the deck doesn't NEED to be straight-up Vampires.
Dark Confidant: Good 'old Bob never seems to fail you. Especially awesome when running Sensei's Divining Top.
Nantuko Shade: Just like in his heyday, he's amazing with mass-mana sources. See Cabal Coffers and Dark Ritual.
Abyssal Persecutor: A Standard player will tell you how amazing this guy is. Just make sure you run some built-in creature sacrifice other than Gatekeeper.
Urge to Feed: This is another fairly nice card. However, most decks don't find room for it. If you have room, go for it.
Blade of the Bloodchief: Quite underrated, actually. It's a pretty nice card all around. If you find room for it, there are worse cards to add.
Blood Tribute: This is another card that is too high on the curve for a 1v1 game. It might work in multiplayer, however.
Feast of Blood: I'm personally a fan. Black doesn't very often get targeted removal that can also hit other black creatures! It's slightly situational, however, so the choice is up to you.
Vampire's Bite: Sounds like a Vampire support card, but it really isn't. This is just a themed card from Zendikar.
Support Spells
(NOTE: This is just a list of Black cards that are generally considered good. I will not add much to this list.)
Discard:
Hymn to Tourach: Generally considered to be the best discard spell in the game, and one of the best disruption spells ever. Always worth considering.
Stupor: Hymn is also considered a degenerate card. This is a more balanced version.
Duress: This is about as balanced as it gets. Another card always worth considering.
Thoughtseize: A more pricey Duress. It costs you some life, but it can pick apart creatures.
Inquisition of Kozilek: Another one mana discard spell. Which one you pick really just depends on budget and meta.
Mind Twist: Amazing discard card. It usually discards an opponent's entire hand in one shot. Pretty nice, but not required.
Removal:
Terror: The classic removal spell. Unlike Doom Blade, it can't hit artifacts, but unlike 'Blade, it doesn't allow regeneration. Meta dependent.
Doom Blade: See Terror.
Go for the Throat: Generally better than the former two. Use this over them unless you have an artifact creature heavy meta.
Snuff Out: Great in all-in style speed builds.
Tendrils of Corruption: A nice removal option. A lot of black cards make you pay life. This nets it back for you, while also killing creatures. The fact that is hits black creatures is the icing on the cake.
Consuming Vapors: Good card advantage for control builds and aggro builds alike. Sacrificed removal is nice, but only as a part of a removal package.
Geth's Verdict: A newbie, this little guy is just like the next card on this list, but just plain better in the mono-black versions.
Diabolic Edict: This is one of the better removal spells in Magic. Forced sacrifice is great. it gets around Shroud, Protection and effects that go off when a creature is destroyed. However, like I said in Consuming Vapors, sacrifice should always be a part of a package, never alone. Worse than Geth's Verdict outside of splash builds.
Chainer's Edict: In general, it looks a lot like Diabolic Edict right? It just loses Instant speed and, in return, grants Flashback. Well, that Flashback cost is pretty darn high. Vampires will generally want to win before that even becomes a factor, so Diabolic Edict is the better spell here.
Disfigure and Grasp of Darkness: Both are great cards. Disfigure is a good way to round off a removal package, and Grasp of Darkness is excellent alongside or in the place of Doom Blade/Terror.
Draw Support:
Necropotence: Bonkers card. Drawing to 7 again each turn is well worth the life loss. Trust me, if your playgroup allows it, play it.
Sign in Blood: Both fits the theme and is a great card. You don't get many of those.
Night's Whisper: Not as in-theme or versatile as Sign in Blood, but when you're making a splash, this is the more reliable option.
Fluff:
Dark Ritual: Staple for mono-black aggro.
Reanimate: If you can handle the pain, then it's worth a slot, but no more than one or two.
Animate Dead: A cheaper and (probably) easier to get version of Reanimate. It is also kinder to your life total. But, it costs one extra mana to cast, and is easier to take care of. Again, if you run any, only one or two.
Unearth: This one requires your deck to be built around it a little. If the deck supports it well enough, I see no reason not to run it over the above two.
Sinkhole: Great card, and amazing tempo advantage. If you already own them or feel the need to buy them, there is really no reason not to include them. Other than the fact that a lot of people dislike land hate of course, but that's up to your playgroup.
Sorin Markov and Liliana Vess: Not bad, but aren't high priorities. If you like them, play them, but they aren't staples.
Bloodchief Ascension: Another in between-er. I find it's better for multiplayer, but feel free to say if you find otherwise. Sidenote: Really flavourful in Vanguard.
Sensei's Divining Top: Just let me say now, Sensei's is great by itself. Always has been, always will be. Now, combining it with Vampire Nocturnus makes it totally worth it's slot in here.
Skullclamp: Ridiculous engine with Bloodghast. If your playgroup allows them, run them!
Lake of the Dead: AMAZING if you are going for the brutally-fast, suicidal direction.
Verdant Catacombs and other fetchlands: Great for the Bloodghast/Skullclamp engine, and great if you splash.
Urborg: Basically better than a Swamp. However, it does have weaknesses, such as being legendary, and being nonbasic, so it dies to hate like Wasteland.
Scrying Sheets: Running these with Snow-Covered Swamps, this can make an effective, albeit slow, draw engine. Gets better with Vampire Nocturnus.
Mouth of Ronom: Just extra removal late game. Not needed.
Dark Depths: Only run this if you want an alternate win-condition paired with Vampire Hexmage. More incentive to run it if you run the Scrying Sheets engine.
Cabal Coffers: A slower, but more consistent and reliable Lake of the Dead. Be sure to run Urborg, Tomb of Yawgmoths along side these.
Blightning: Brutal card, always worth it if you can fit it.
Terminate: One of, if not the best removal spell in the game.
G Green:
Maelstrom Pulse: Very effective removal spell.
Putrefy: Generally a budget Maelstrom Pulse, but it's not much worse. It's also an instant, if you're into that.
Pernicious Deed: Great board-sweeper.
W White:
Castigate: More targeted discard.
Gerrard's Verdict: More mass discard.
Vindicate: The White Maelstrom Pulse that can hit land.
Mortify: Like Putrefy, but in White.
Pillory of the Sleepless: It's like a bonus Pacifism!
U Blue:
Moroii: A semi-effective Vampire in Blue. 4/4 is a good body.
Brainstorm: Great card draw and filter, especially if you run fetch lands.
4 Bloodghast
4 Gatekeeper of Malakir
4 Vampire Nighthawk
4 Vampire Nocturnus
4 Kalastria Highborn
2 Malakir Bloodwitch
4 Dark Ritual
4 Sign in Blood
3 Go for the Throat
2 Urge to Feed
1 Feast of Blood
23 Swamp
1 Urborg, Tomb of Yawgmoth
It doesn't look as pretty as my other two primers, but it will serve it's purpose. I'll work on the formatting a little in coming weeks. Hope you enjoyed the read, and took something away from this.
Thanks to GR @ Yavin IV Studios for the signature!
Explain that Mirri is legendary. Some people might overlook that, it is a solid card though
Splash colours should include the according Vamps.
There are a bunch of cards missing. Newer ones... Viscera Seer is more important than he looks. Soul Collector doesn't make the cut but Krovikan Vampire does? Skeletal Vampire is much better than you give him credit for, Stalking Bloodsucker used to be a competitive wincon back in the days.
and please host the images here.
It had Jitte, fetches, Sensei's Top, and Skullclamp and maybe some other good stuff.
if you run a playset of dark rituals. Yes
I don`t run dark ritual, but I do run Cabal Coffers along with 18
Swamp in a 60 card deck, do you think that is enough?
control/mid range would make use of coffers better
2 Kalastria Highborn
2 Vampire Hexmage
4 Gatekeeper of Malakir
3 Captivating Vampire
4 Vampire Nighthawk
4 Vampire Nocturnus
2 Mirri, The Cursed
2 Malakir Bloodwitch
2 Anowon, The Ruin Sage
2 Bloodlord of Vaasgoth
2 Phyrexian Arena
Instants:
3 Go For The Throat
2 Dismember
Sorceries:
3 Duress
Artifacts:
3 Sensei`s Divining Top
18 Swamp
2 Cabal Coffers
Ditch Anowon, it fits in a more control build.
SB hexmage, it works only with dark depths, otherwise it is a hate card. This is casual
I'm not a fan of dismember when you have cards like doom blade Dismember is supplemental
-2 phyrexian arena
-2 vampire hexmage
-2 dismember
-3 go for the throat
+1 duress
+4 doomblade
+4 sign in blood
try that
--------------------------------------
"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
--------------------------------------
Also, you don't hear much about him but Sengir Nosferatu might be the most difficult-to-actually-kill creature in all of MtG. I don't run him personally but someone, somewhere, might want to.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!