I'm a brand-new MTG player (probably three to six months into the game), and I just bought the C17 Vampiric Bloodlust deck. I love it, it's fantastic, I'm very pleased - but based on the ton of research I've been doing, it could be better. I want to do a complete overhaul of it - creatures, lands, and spells, but still keep the heart of it intact. Does that make sense? Hopefully it does.
My budget is... Basically unlimited, as long as I go about upgrading in chunks. I'm thinking ten to twenty cards at a time. Here are the cards I definitely want to replace -
That's what I'm thinking so far, but I'm not stuck. I'd like to stick with vampires as creatures as far as creatures and flavor of spells and stuff, but really, I'm willing to try anything!
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Do you want to go wide?
Combo?
Multiplayer or Single?
I tried changing the deck into a stax deck but I didn't like it. So I changed that into a "go wide" strategy that goes for value (I play all 15 1 drop vampires). Aggro in multiplayer is always going to be a challenge but my deck has so many combos in it that even when I get hit by the board wipe and I end up twiddling my thumbs for the next few turns while I try and recover, I can combo out of nowhere and win the game. So I like it.
Do you want to go wide?
Combo?
Multiplayer or Single?
I tried changing the deck into a stax deck but I didn't like it. So I changed that into a "go wide" strategy that goes for value (I play all 15 1 drop vampires). Aggro in multiplayer is always going to be a challenge but my deck has so many combos in it that even when I get hit by the board wipe and I end up twiddling my thumbs for the next few turns while I try and recover, I can combo out of nowhere and win the game. So I like it.
What is go wide and go tall?
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GMR21=OYS, I know you.
Salt is part of the game. Deal with it.
Go wide means putting down tons of, usually, little creatures. Some decks will then crank them up with spells that make them larger. Make twenty 1/1's for example.
Go tall means to plop down one or two giant creature and to put all, or most, of your resources to hit your opponent. A single 20/20 for example.
Of course, you can also go wide which means going tall, too. Cards like craterhoof behemoth in green or coat of arms in any tribal deck are examples of what I mean. Of course, either one is a bad idea to drop until you're ready to win.
Lack of Bloodline Keeper thus far into the thread is shocking. Super easy to flip here. Super lethal. Way stronger than Bloodlord of Vaasgoth that came in the deck (lol at a bloodthirst lord @ 5cmc).
No vampire deck is complete without Bloodline Keeper. Pure, unadulterated value.
Also welcome to MtG! You seem like you've got a pretty solid grasp on the game already, I'm impressed! May the community treat you well, and the people at your LGS shower more than once a week.
Lack of Bloodline Keeper thus far into the thread is shocking. Super easy to flip here. Super lethal. Way stronger than Bloodlord of Vaasgoth that came in the deck (lol at a bloodthirst lord @ 5cmc).
If it wasn't specific about casting, like if I could recur a vampire or get +1/+1 counters on my vampire tokens, it would be more playable, IMO.
I would also suggest Rakish Heir. You can pick on a player with no defenses to boost your bloodsuckers' P/T before going after someone else.
Mephidross Vampire is fun with Olivia Voldaren (and really any Tim, but that's the only vampiric one I can think of right now). The best combo with it is Triskelion, but that's not entirely on-theme.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Ooh, another good one I just thought of. Captivating Vampire. A 3 mana lord that lets you steal other things? Yes please. Vampires have so much good support.
Ooh, another good one I just thought of. Captivating Vampire. A 3 mana lord that lets you steal other things? Yes please. Vampires have so much good support.
I can't wait for the days when Vampires are the (B/R) version of Fish with their support. Like, yaaaassssss, finally a b/r aggro deck that can have as many lords as Fish!
Ooh, another good one I just thought of. Captivating Vampire. A 3 mana lord that lets you steal other things? Yes please. Vampires have so much good support.
I can't wait for the days when Vampires are the (B/R) version of Fish with their support. Like, yaaaassssss, finally a b/r aggro deck that can have as many lords as Fish!
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Ooh, another good one I just thought of. Captivating Vampire. A 3 mana lord that lets you steal other things? Yes please. Vampires have so much good support.
It was in the precon. I agree with its inclusion for most Edgar lists though.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I play in Lima, Peru and just got my hands on the deck on Friday night (Nov. 10th, 2017). My best friend got Dragons and my wife got Wizards. We were able to play a 3 player game right out of the box.
As with every commander deck ever printed, these are painfully slow out of the box. I am obsessed with 2cc mana rocks, and am happy to see all three on color signets in the deck finally, but with only 5 mana rock in the entire deck, bumping that up to 11 is a top prority for me. Ramp allows you to bend/break the "one land per turn" limitation on mana production.
After addressing mana ramp, my next priority is improving card draw. I hate running out of gas as the game goes along. This is where we lean heavily on black to bail us out. Anyone who suggest cutting Ambition's Cost is crazy. Instead, I am going to look to add Ancient Craving, Harrowing Journey, Night's Whisper, Read the Bones, and Painful Truths at the least. Digging deeper into your deck is so underrated and makes a huge difference in games.
I just wonder how well Obelisk of Urd and other anthem cards are in this deck, and how many we want. For example, Dictate of Heliod doesn't fit the flavor of the deck, but flashing this into play after blockers is almost always a blowout, and unlioe normal combat tricks, it sticks around as an enchantment to help you finsh things off.
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"Whatever style you wish to play, be it fast and frenzied or slow and tactical, the surest way to defeat your opponent consistently is by dominating him or her in the war of card advantage." - Brian Wiseman, April 1996
I play in Lima, Peru and just got my hands on the deck on Friday night (Nov. 10th, 2017). My best friend got Dragons and my wife got Wizards. We were able to play a 3 player game right out of the box.
As with every commander deck ever printed, these are painfully slow out of the box. I am obsessed with 2cc mana rocks, and am happy to see all three on color signets in the deck finally, but with only 5 mana rock in the entire deck, bumping that up to 11 is a top prority for me. Ramp allows you to bend/break the "one land per turn" limitation on mana production.
After addressing mana ramp, my next priority is improving card draw. I hate running out of gas as the game goes along. This is where we lean heavily on black to bail us out. Anyone who suggest cutting Ambition's Cost is crazy. Instead, I am going to look to add Ancient Craving, Harrowing Journey, Night's Whisper, Read the Bones, and Painful Truths at the least. Digging deeper into your deck is so underrated and makes a huge difference in games.
I just wonder how well Obelisk of Urd and other anthem cards are in this deck, and how many we want. For example, Dictate of Heliod doesn't fit the flavor of the deck, but flashing this into play after blockers is almost always a blowout, and unlioe normal combat tricks, it sticks around as an enchantment to help you finsh things off.
Harrowing Journey is pretty bad, but can I suggest Read the Bones in it's place? I won't say it's strictly better, but it is better in 97% of cases.
After addressing mana ramp, my next priority is improving card draw. I hate running out of gas as the game goes along. This is where we lean heavily on black to bail us out. Anyone who suggest cutting Ambition's Cost is crazy. Instead, I am going to look to add Ancient Craving, Harrowing Journey, Night's Whisper, Read the Bones, and Painful Truths at the least. Digging deeper into your deck is so underrated and makes a huge difference in games.
Ancient Craving is the same casting cost as Ambition's Cost, so why is Ancient Craving better? Read the Bones, Night's Whisper, Sign in Blood are cheaper to cast. Painful Truths definitely works in the C17 Vampire deck, if you have the mana base to support it.
I didn't say instead. I said to add those cards rather than cut the card draw.
Harrowing journey is not great, but many people play on a budget. If you have upwards of 14 forms of card draw and tutors, you decks consistency will shoot through the roof, though not everyone can afford Vampiric tutor, imperial seal, demonic tutor, dark confidant and so forth.
Instead, to help beginers, I was suggest cards which are cheap to purchase and will help the deck a lot. Also, dark confidant isn't a vampire and is not on flavor. Great card, but doesn't need to be an auto include.
So, again, I suggest KEEPING Ambition's Cost (instead of cutting it like other websites and youtube videos suggest) and ADD the following cards for those on a budget:
Ancient Craving
Night's whisper (easy to cast)
Read the Bones
Painful Truths
Moonlight Bargain (fill the graveyard with anything you don't want and keep the rest)
Harrowing Journey (the worst on this list but a flavor home run)
Promise of Power is not on flavor, but is amazing.
Phyrexian Arena is always great.
Sign in blood is harder to cast at double black, and nust as importantly, it eats up your blacl sources for the turn. It is worth it, but keep that in mind.
The following card draw is not on flavor but also quality. I wouldn't play it in this deck but you can if you want:
Bloodgift Demon
Graveborn Muse
Dark Confodant
Ob Nixilis Reignited
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Tutors are always great. As I mentioned, you have:
Imperial Seal
Vampiric Tutor
Demonic Tutor
Diabolic Tutor
Beseech the Queen
Increasing Ambition
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The list of cards are out there for you to find. The bigger point is that as I improve my deck, I am going to start with mana ramp, card draw, removal, and better threats.
Cutting garbage like the curse cards and making the deck run smoothly.
The rest of the deck takes care of itself. Better threats and attack for leathal damage.
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"Whatever style you wish to play, be it fast and frenzied or slow and tactical, the surest way to defeat your opponent consistently is by dominating him or her in the war of card advantage." - Brian Wiseman, April 1996
Cutting garbage like the curse cards and making the deck run smoothly.
The rest of the deck takes care of itself. Better threats and attack for leathal damage.
Point-of-contention: Curse of Opulence is actually not bad with that 1cmc. Getting free Lotus Petals as a reward for doing what you want to be doing with this deck (attacking) and incentivizing others attacking someone other than you, is pretty good. I wouldn't play the others though, nor would I play this one if it cost any more than 1R.
Glory. I know he is a non-thematic but he can provide protection to your vampires and also make sure your armies are unblockable. With so many discard outlet in black, it won't be hard to put him on the graveyard.
I will also bring all the tutors available (if you don't mind spending a bit more). Tutors will make your deck consistent.
And lastly, bring a few board wipes cause you will need one. Don't afraid to wipe the board if there is a big threat. Many times, I experienced, this deck will built their armies back just fine.
Alright, I have another week of play experience with the deck. here are my impressions thus far:
Mana
Too light on the mana production. 37 lands + 5 mana rocks = 42 sources of mana. Black Market is nice, but not a reliable source to depend on, more like a bonus. Far too often I have had to mulligan because I only have a opening hand with 0-2 lands/mana rocks. In my opinion, we need to increase our mana sources to 45-48 to be more reliable. I loath having to mulligan, and more so because of a weak mana base.
EtB tapped lands don't bother me on a budget, though I would like to improve the land base over the coming months as my budget allows.
Kabira Crossroads just doesn't do it for me. I am sorry, but the 2 life gain isn't worth it, not even with gain life triggers. There simply aren't enough to warrant it. It might fit better if we use Licia as our commander, but I don't recomend it. It might find a home in my Oloro deck, but time to say goodbye to this slow land.
This is my 8th commander deck, and the first where I have ever cared about having my general/commander attack. I felt that If any deck felt like it could use Opal Palace, it was this one. I am the kind of player who can't wait to cast Grandpa Munster and swing. There are only so many times we are going to cast him from the command zone in a game, and it is nice to give him that extra one, two, or three +1/+1 counters in a game is nice. Honestly, are we really casting him a 4th time from the command zone? Even a third time had better be worth it. Adding an extra mana to that puts Opal Palace on the hot seat, and hasn't impressed me much. oming into play as a 5/5 and swinging as a 6/6 the first time you play him is nice, and the commander tax at least makes paying 11 for a 6/6 that becomes a 7/7 and pumps my team is kind of worth it (2 commander tax, third casting).
The signets are some of my favorite mana rocks in magic and have to stay. they help us ramp, fix our colors, and survive a mass land destruction spell.
Worn Powerstone is an example of why Sol Ring is so great. You can have the same effect on a card which costs 3x as much and comes into play tapped, and still be playable. that being said, I would prefer to cut it for more 2cc mana rocks.
If you ever listen to The Command Zone with Jimmy Wong and JLK, they go on at length how important it is to spend your early turns ramping so you can have big turns later in the game. You don't just have to cast one big spell, but setting you up to cast two, three or four small spells is critical. 2cc rocks help you do that. Having about 10 of them and 35-37 lands helps any deck's consistency, even in this aggressive beat down strategy.
It has been my experience that this deck plays better as a mid range swarm strategy: Build up your mana, utility, draw cards, and then make an army of Vampires to overwhelm an opponent.
Card Draw
As I wrote about in my other two posts, I HATE running out of gas. I need my decks to have up to 14 forms of tutors and card draw if at all possible. I will settle for less, but don;t like it. You want to refill your hand and keep it filled as the games go on.
Out of the box, we have: Skullclamp - an all time classic, which is banned in almost every format for good reason. I have had turns where i just cast a vampire and equip the token our commander gives us so I can draw two when my hand is far too small.
Read the Bones - I love this card and wrote about it before.
Ambition's Cost - This is really underrated in youtube videos and online article about the deck. It is hard to get much better than three cards for 4 mana an a single black pip in the casting cost. As I wrote before, instead of taking it out, I am looking to add its clone, Ancient Craving.
Undwerworld Connections - Thisi s the worst card draw spell in the deck and I have replaced it with the far better Phyrexian Arena. You do not want to enchant a land, essentially costing you a mana, to do what Phyrexian Arena does for free every turn. We do not even have an untap sub theme to take advantage of it being an enchantment on a land.
Skeletal Scrying - I used to love this card when I first started playing magic and used a mono black creatureless control deck. I would fill my grave yard with instant and sorcery spells, then exile them to draw cards. In Commander, adn this deck, I prefer consistency and speed. I only drew it twice before cutting it, and both times I never even got to cast it. One time the Wizards deck ripped apart my graveyard with Rakdos Charm when I hadtwo cards in hand a full graveyard but tapped out to rebuild my board. The other time I had a full hand and didn't need to cast it, as i had the game in hand anyway. Instead, I like to cut this for Night's Whisper and put it into my "maybeboard" if I find room in the future. In contrast, Night's hisper is a quick little spell that doesn't care about our graveyard, is easy to cast in 3 colors, and digs us deeper into our deck when we need it. This is a situation where hypothetical situations meet reality and the reality is that Night's Whisper is better in this slot.
Damnable Pact - This is much better than the aforementioned Skeletal Scrying. While also an X spell, you just always get the cards no matter what state your graveyard is in. While not an early play like Sign in Blood, it is worth to late game play.
Well of Lost Dreams - Total garbage. We pay 4 for a permanent that does nothing until you gain life an pay even more mana into it. No thanks. i prefer to get my cards now and use my future mana later on what I drew. This is where I found space for Ancient Craving, which is also a 4cc draw spell. Well of Lost Dreams might find a better home in my Oloro deck, but not here. Maybe it is better in Licia, but that isn't what we are building.
In addition to what came in the deck, I cut the black curse for Painful Truths at the same casting cost.
While I want to find more room for card draw, that one addition and three improvements have certainly helped. My last game I played began with a turn 3 Phyrexian Arena, and not having to tap a land for underworld connections made a big difference as I drew at least two cards a turn and outlasted my opponents to victory. It helped me make sure I hit every land drop for at least the first 7 or 8 turns. Added in with the other card draw spells and this deck ran smoothly.
Removal
Sword the Plowshares - A staple that will stay in the deck forever. I just need to find another Modern masters copy of Path to Exile to add to this list some day. Sometimes you just need to exile a threat for 1 mana at instant speed.
Go for the Throat - This is alright. It is easy to cast and there are a lot more black creatures in commander which cannot be targeted by Doom Blade than there are Artifact creatures we want to target with this. Still, I wouldn't mind eventually replacing this with the superior removal spells like Path to Exile, Vindicate (Eternal Masters Sorin art all the way), or Anguished Unmaking. Utter End at four mana is a bit much and might fit in the deck over another card later.
Mortify - Another great piece of removal that isn't going anywhere.
Crackling Doom - I have only cast it twice and loved it both times. I cannot target what I want, but that hasn't been a problem yet. The damage is just added help.
Consuming Vapors - This can kill two things over two turns and really ruins players plans as they await the rebound. The life gain is nice as well. however, there is better removal out there and I suggest upgrading when you can. Not a bad card which shoudl be cut, but it also won't stay in the deck forever like Mortify.
Return to Dust - This is why we have white in our deck. As a mono black player, I can tell you that almost everything our Mardu Vampires deck has to offer can be done in mono black zombies just as well or better... except this. With the addition of white, the abilityo t destroy artifacts and enchantments is why we are splashing this color more than any other effect.
Fell the Mighty - Not impressed. When I want a board wipe, I am looking for a Wrath or an Austere Command. This isn't trash, but it is not somethingi am excited about or want to keep anylonger than I have to. I am looking forward to Iconic Masters and getting my hands on the new white command with its new art.
Merciless Evition - I was so excited when I saw this card spoiled in return to ravnica block, and I continue to be excited to this day. i love drawing this solar eclipse. If only it said chose two... oh well.
We have talked about other removal in this post and in this thread. We are playing the best three colors for removal, so we have no excuse for running the best of the best in our deck. It is more a matter of which we want and can afford. Adjust to your playgroup as needed.
Anthems
The only non-lord anthem in this deck is Door of Desinies. I have mixed feeling about this card. With 2cc mana rocks, we can ramp this out on turn 3 sometimes. If we get it out early, it can build up counters quickly and really pump our army, or come out late and do next to nothing. This is another example of a card I don't love, nor do i hate. I am happy to leave it in the deck and gather more experience with. I am not terribly excited about it, though the last game i player, i got it out early and before i knew it, I had five counters on it and was swinging for lethal with 6/6 tokens with +1/+1 counters to make them even bigger from our commander and swinging for lethal. I have also had games where I drew it late and it gave my army +0/+0 for 3 turns because i never had a new vampire spell to play. Then again, I was going to lose anyway, so I don't blame the Door for that.
I asked before and am still interested to see how many other anthems we want. Cathar's Crusade seems good, though I don't have one. until I get my hands on white Ixalan vampires, I think that Bad Moon can be a good budget 2cc anthem for us. bad Moon helps other black creatures, but how much do we care?
The deck only comes with two non-black vampires (Crimson Honor Guard and Bloodsworn Steward), so I don't know how good Ascendant Evincar is for us, but he seems strong. If you look to add more non-black vampires, then maybe you won't want him, but I have a 10th edition copy that i would at least like to try before putting him back in the binder.
Obelisk of Urd has my attention as well. Simply tapping one or two tokens to help cast it for 4 or 5 seems good.
Coat of Arms is something i want t slip in the deck in the future when there are not as many tribal decks being played. Even with tribal, it is going to be more useful for us than it is for Dragons, Wizard or "go tall" cats. Go wide cats are a bigger problem. I am really impressed with how quickly this deck can create an army, and then create another one after a board wipe. It has a fast recovery time and I still think Coat of Arms will be better for us than for our opponents.
There are many other anthem effect which have been mentioned that i want ot get my hands on as well, like Vanquisher's Banner. I live outside the USA, which is why I am late getting this deck and Ixalan cards, but I will catch up eventually.
Other cards/effects
Blade of the Bloodchief - I have given this carda chance, but it is as bad as I thought it would be. I run into a lot of board wipes, which means the next creature to pick up the blade has to start from zero. The downside of this card just isn't worth the upside for me. This is an easy cut, even for a land or man rock to up that count. I am not impressed at all.
Heirloom Blade - This is far more interesting. +3 power is nice, and it can replace the equipped creature if it wasn't exiled. This is really nice to equip tokens with. They still hit the graceyard for the trigger, and help you at least slightly recover from a board wipe. Not the best piece of equipment, but it fits the tribal theme nicely.
Syphon Mind - This doesn't really belong in this deck. It isn't a bad card, but we are not really a discard deck. I have a deck that loves this card. This is not that deck. It feels out of place because it is. Another card which can be replaced with a land, mana rock, or real card draw.
Kindred Boon - This card is terri-bad. 6 mana to make one creature indestructible for only as long as the enchantment remains in play? No thanks. Yes, if the enchantment is removed, the divinity counter remains but doesn't mean anything. Another easy cut from the deck.
Outpost Siege - Choose between bad red card draw (I would rather replace this with reliable card draw) or a bad Blood Artist without the life gain. Another easy cut, and it doesn't even fit the flavor of the deck.
Blind Obedience - To me, this is a control card, and we are more of a midrange, go wide, beat down deck. We want to ramp out, answer threats and swarm our opponents with pumped up vampires. We expect to win in combat by being bigger and removing threats with our spells or by trading in combat. This card fits a different style, and there is nothing wrong with that, but I am goingto cut it and put it in my binder for when that deck comes around.
Sanguine Bond - I wish they had given us Exquisite blood instead. Not only would that have cut its cost, but Exquisite Blood fits the deck better. If you are not going to add the combo, then I would cut Sanguine Bond. This card doesn't do much of anything on its own. I have had it out several times and we simply fdon't have enough life gain in the deck to support it. It rarely triggers, and when it does, it doesn't really effect the game state. It is up to you what you want to do with this card.
New Blood I love this card in this deck. I expect to keep it in here forever.
Kindred Charge - This is not a bad card, nor is it a good card. It can be a blow out win condition. It can help you get out of a board stall and turn the tide. It can also sit in your hand and do nothing all game, and it will never get you out of a bad situation. it is a terrible top deck after you are hit with a board wipe and need to rebuild or are in a jam. That is why I am willing to keep it a while longer, but know I will cut it in the coming months. I just prefer consistency and quality over splashy effects. maybe I am boring like that, but that's me.
Disrupt Decorum - Another interesting card designed for the commander decks but not something I would have raced out to buy either. It is a better top deck when you are behind, as it can take the heat off of you for a turn and time walk the table. Also, if you are in a board stall, you cna force a lot of damage and then can swing in against a table of tapped out opponents (assuming they don't have vigilance). I will certainly keep this for a while longer.
Blood Tribute - I would rather play Sorin Markov here, but this is not a bad card for the pre-con, and the art is so nice. Another spell that I am not in love with, nor do I hate. If it didn't come in the deck, I doubt I would have added it, but I don't feel strongly about cutting it either. Maybe later as it gets stronger and more competitive, and it starts to stick out as one of the weaker cards by comparison. you will see a trend here of card wihch are terrible, average, adn exceptional. I am happy to cut the garbage, and keep the rest for now.
Teferi's Protection - i love what this card does. I have yet to draw and cast it. I am sure i will keep it, and can understand the hype.
Creatures
In short, I am surprised at how good the creature package is. While it can be upgraded, There are not many glaring weaknesses. As I have said a few times, I am surprised at how consistently this deck can bounce back from multiple board wipes over the course of the game, thanks in part to the high quality creatures it has. I won't go through every creature in the deck, but I will address ones that stand out to me.
Bloodhusk Ritualist - Without Urborg, Tomb of Yawgmoth to make all of our lands swamps, this card just doesn't do enough for me. In my mono black control deck, I love this card. In this deck, I cast it and have maybe two or three black to spend on it and then all my black is tapped out and it took 2-3 cards... just not impactful enough for me. I am happy to put this on the bench for now and bring it back in when the deck gets Urborg and Expedition map.
Kheru Mind-Eater - Tip, attack before playing your land for the turn. If your opponet exiles a land, then BOOM, free land drop! Seriously though, this card is terrible. you have to pay the cost of the spell, and might not even be able to make the colors. There are much better 3 drops out there, even for discard.
Bloodsworn Steward - I think this guy is better in other decks, but I also think he is underrated in this deck. I hear and read a lot of people "theory crafting" this deck without actually playing it. In my experience, I cannot over look a 4/4 flying creature for four (above the curve with that ability) that also helps our commander. I don't know about you, but Edgar Markov wants to be cast and attack sooner rather than later. Playing this vampire and getting a 1/1 on turn four or five and then following up with Edgar means that Grandpa Markov will be a 7/7 with first strike or bigger, and this will be a 5/5 or bigger.. and our token. That is at least 14 power or more.
Licia, Sanguine Tribune - Really unimpressive in the 99 card deck. Way over costed 4/4 body for eight mana. I cannot guarantee that i will gain any life with he deck the way it is now, let alone enough to have her only cost 3. i can see how she is better leading her own deck, but she is going to sit on the bench until I can find a better build for her.
Skeletal Vampire - I love batman in my mono black control deck. However, he makes bats... not vampire bats, just bats. Nice filler and an army in a can, but the bats don't get boosts. I don't want to cut it, bu I can't justify keeping it either.
Blood Baron of Vizkopa - This is a lot better than it looks, or at least a lot better than it looked to me. Sure, it is difficult to get that +6/+6 online, but that isn't why we ae playing this. The lifelink and protection on a body that is likely going to be much larger than a 4/4 is worth the five mana. Turn five this guy and turn six commander is a brutal attack. I underestimated this card until I used it.
Malakir Bloodwitch - I might be a bit too greedy for this card, but it never feels like the right time to cast it. I don't want to cast her as the only vampire on the board, and I don't want to over extend when I already have a nice board. I have mixed feeling about it and none of them are all that good.
Crimson Honor Guard - This effects us too. I have played it twice and didn't like it either time. I am not afraid to hurt myself, and I certainly like the extra passive damage, but it is just so underwhelming.
Bloodline Necromancer - So, if I have a sacrifice outlet and Blood Artist or Falkenrath Noble, can I sacrifice it with the EtB trigger on the stack and then reanimate it to it's own ability and then go infinite? Or does it have to have a legal target when the trigger goes on the stack before you can sacrifice it?
Okay, so if you read all or some of that, thank you. I spent several hours writing it and editing it.
In summary, I want to just make the deck more consistent and focused. I am happy with how resilient it is out of the box against my friends and my wife. I makes a threatening army of vampires, gets hit with aboard wipe and seemingly rebuilds the next turn or two and then has to be hit again, then rebuilds again. Even when I get knocked out, I made everyone else work hard and stress over what I was doing. I really love this deck.
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"Whatever style you wish to play, be it fast and frenzied or slow and tactical, the surest way to defeat your opponent consistently is by dominating him or her in the war of card advantage." - Brian Wiseman, April 1996
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I'm a brand-new MTG player (probably three to six months into the game), and I just bought the C17 Vampiric Bloodlust deck. I love it, it's fantastic, I'm very pleased - but based on the ton of research I've been doing, it could be better. I want to do a complete overhaul of it - creatures, lands, and spells, but still keep the heart of it intact. Does that make sense? Hopefully it does.
My budget is... Basically unlimited, as long as I go about upgrading in chunks. I'm thinking ten to twenty cards at a time. Here are the cards I definitely want to replace -
Curse of Disturbance
Curse of Vitality
Licia, Sanguine Tribune
Mathas, Fiend Seeker
Outpost Siege
I'm thinking of putting these cards in, though I know I'd have to take more out -
Anointed Procession
Drana, Liberator of Malakir
Feast of Blood
Liliana Vess
Mephridoss Vampire
Olivia Voldaren
Sorin Markov
Stensia Banquet
Stensia Masquerade
Urge to Feed
Vampiric Fury
That's what I'm thinking so far, but I'm not stuck. I'd like to stick with vampires as creatures as far as creatures and flavor of spells and stuff, but really, I'm willing to try anything!
Thanks in advance!
Edgar Markov - ReVamped
Exquisite Blood is a wincon with Sanguine Bond, and they're in-flavor.
On phasing:
Combo?
Multiplayer or Single?
I tried changing the deck into a stax deck but I didn't like it. So I changed that into a "go wide" strategy that goes for value (I play all 15 1 drop vampires). Aggro in multiplayer is always going to be a challenge but my deck has so many combos in it that even when I get hit by the board wipe and I end up twiddling my thumbs for the next few turns while I try and recover, I can combo out of nowhere and win the game. So I like it.
What is go wide and go tall?
Salt is part of the game. Deal with it.
Go tall means to plop down one or two giant creature and to put all, or most, of your resources to hit your opponent. A single 20/20 for example.
Salt is part of the game. Deal with it.
Credit to DolZero for this awesome sig!
Edgar Markov - ReVamped
Steel Sabotage'ng Orbs of Mellowness since 2011.
Also welcome to MtG! You seem like you've got a pretty solid grasp on the game already, I'm impressed! May the community treat you well, and the people at your LGS shower more than once a week.
If it wasn't specific about casting, like if I could recur a vampire or get +1/+1 counters on my vampire tokens, it would be more playable, IMO.
I would also suggest Rakish Heir. You can pick on a player with no defenses to boost your bloodsuckers' P/T before going after someone else.
Mephidross Vampire is fun with Olivia Voldaren (and really any Tim, but that's the only vampiric one I can think of right now). The best combo with it is Triskelion, but that's not entirely on-theme.
On phasing:
I can't wait for the days when Vampires are the (B/R) version of Fish with their support. Like, yaaaassssss, finally a b/r aggro deck that can have as many lords as Fish!
Steel Sabotage'ng Orbs of Mellowness since 2011.
Well, it would be Mardu, emphasis on black.
Anowon, the Ruin Sage is a must. Blade of the Bloodchief is also nice. Not broken, like in (say) Ghave or Kresh, but nice.
Oh, Falkenrath Gorger can be used with Call the Bloodline, Skyshroud Vampire, or Vampire Hounds. It's just a cute little synergy.
On phasing:
Really all three of them seem to fit in most every Edgar Markov build I have seen assuming you don't mind the price tags.
It was in the precon. I agree with its inclusion for most Edgar lists though.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
As with every commander deck ever printed, these are painfully slow out of the box. I am obsessed with 2cc mana rocks, and am happy to see all three on color signets in the deck finally, but with only 5 mana rock in the entire deck, bumping that up to 11 is a top prority for me. Ramp allows you to bend/break the "one land per turn" limitation on mana production.
After addressing mana ramp, my next priority is improving card draw. I hate running out of gas as the game goes along. This is where we lean heavily on black to bail us out. Anyone who suggest cutting Ambition's Cost is crazy. Instead, I am going to look to add Ancient Craving, Harrowing Journey, Night's Whisper, Read the Bones, and Painful Truths at the least. Digging deeper into your deck is so underrated and makes a huge difference in games.
I just wonder how well Obelisk of Urd and other anthem cards are in this deck, and how many we want. For example, Dictate of Heliod doesn't fit the flavor of the deck, but flashing this into play after blockers is almost always a blowout, and unlioe normal combat tricks, it sticks around as an enchantment to help you finsh things off.
Harrowing Journey is pretty bad, but can I suggest Read the Bones in it's place? I won't say it's strictly better, but it is better in 97% of cases.
Similarly, should add Dark Tutelage to complement your Phyrexian Arena, and then Dark Confidant. With lots of tokens dying, Dark Prophecy (combos with Tombstone Stairwell!) will net crazy draw although is as risky as Carnival of Souls.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Ancient Craving is the same casting cost as Ambition's Cost, so why is Ancient Craving better? Read the Bones, Night's Whisper, Sign in Blood are cheaper to cast. Painful Truths definitely works in the C17 Vampire deck, if you have the mana base to support it.
Harrowing journey is not great, but many people play on a budget. If you have upwards of 14 forms of card draw and tutors, you decks consistency will shoot through the roof, though not everyone can afford Vampiric tutor, imperial seal, demonic tutor, dark confidant and so forth.
Instead, to help beginers, I was suggest cards which are cheap to purchase and will help the deck a lot. Also, dark confidant isn't a vampire and is not on flavor. Great card, but doesn't need to be an auto include.
So, again, I suggest KEEPING Ambition's Cost (instead of cutting it like other websites and youtube videos suggest) and ADD the following cards for those on a budget:
Ancient Craving
Night's whisper (easy to cast)
Read the Bones
Painful Truths
Moonlight Bargain (fill the graveyard with anything you don't want and keep the rest)
Harrowing Journey (the worst on this list but a flavor home run)
Promise of Power is not on flavor, but is amazing.
Phyrexian Arena is always great.
Sign in blood is harder to cast at double black, and nust as importantly, it eats up your blacl sources for the turn. It is worth it, but keep that in mind.
The following card draw is not on flavor but also quality. I wouldn't play it in this deck but you can if you want:
Bloodgift Demon
Graveborn Muse
Dark Confodant
Ob Nixilis Reignited
=================
Tutors are always great. As I mentioned, you have:
Imperial Seal
Vampiric Tutor
Demonic Tutor
Diabolic Tutor
Beseech the Queen
Increasing Ambition
=========
The list of cards are out there for you to find. The bigger point is that as I improve my deck, I am going to start with mana ramp, card draw, removal, and better threats.
Cutting garbage like the curse cards and making the deck run smoothly.
The rest of the deck takes care of itself. Better threats and attack for leathal damage.
Point-of-contention: Curse of Opulence is actually not bad with that 1cmc. Getting free Lotus Petals as a reward for doing what you want to be doing with this deck (attacking) and incentivizing others attacking someone other than you, is pretty good. I wouldn't play the others though, nor would I play this one if it cost any more than 1R.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Glory. I know he is a non-thematic but he can provide protection to your vampires and also make sure your armies are unblockable. With so many discard outlet in black, it won't be hard to put him on the graveyard.
Draw Engine like Phyrexian Arena, Graveborn Muse, Underworld Connections, Bloodgift demon and Ob-Nixilis Reignited should also be considered since you will run out of gas at some point with the nature of the deck.
I will also bring all the tutors available (if you don't mind spending a bit more). Tutors will make your deck consistent.
And lastly, bring a few board wipes cause you will need one. Don't afraid to wipe the board if there is a big threat. Many times, I experienced, this deck will built their armies back just fine.
Gaddock Teeg Hatebears
Oloro, Ageless Ascetic Control
Zacama, Primal Calamity Naya Control
Erebos, God of the dead Mono-Black Superfriends
Mana
Too light on the mana production. 37 lands + 5 mana rocks = 42 sources of mana. Black Market is nice, but not a reliable source to depend on, more like a bonus. Far too often I have had to mulligan because I only have a opening hand with 0-2 lands/mana rocks. In my opinion, we need to increase our mana sources to 45-48 to be more reliable. I loath having to mulligan, and more so because of a weak mana base.
EtB tapped lands don't bother me on a budget, though I would like to improve the land base over the coming months as my budget allows.
Kabira Crossroads just doesn't do it for me. I am sorry, but the 2 life gain isn't worth it, not even with gain life triggers. There simply aren't enough to warrant it. It might fit better if we use Licia as our commander, but I don't recomend it. It might find a home in my Oloro deck, but time to say goodbye to this slow land.
This is my 8th commander deck, and the first where I have ever cared about having my general/commander attack. I felt that If any deck felt like it could use Opal Palace, it was this one. I am the kind of player who can't wait to cast Grandpa Munster and swing. There are only so many times we are going to cast him from the command zone in a game, and it is nice to give him that extra one, two, or three +1/+1 counters in a game is nice. Honestly, are we really casting him a 4th time from the command zone? Even a third time had better be worth it. Adding an extra mana to that puts Opal Palace on the hot seat, and hasn't impressed me much. oming into play as a 5/5 and swinging as a 6/6 the first time you play him is nice, and the commander tax at least makes paying 11 for a 6/6 that becomes a 7/7 and pumps my team is kind of worth it (2 commander tax, third casting).
The signets are some of my favorite mana rocks in magic and have to stay. they help us ramp, fix our colors, and survive a mass land destruction spell.
Worn Powerstone is an example of why Sol Ring is so great. You can have the same effect on a card which costs 3x as much and comes into play tapped, and still be playable. that being said, I would prefer to cut it for more 2cc mana rocks.
If you ever listen to The Command Zone with Jimmy Wong and JLK, they go on at length how important it is to spend your early turns ramping so you can have big turns later in the game. You don't just have to cast one big spell, but setting you up to cast two, three or four small spells is critical. 2cc rocks help you do that. Having about 10 of them and 35-37 lands helps any deck's consistency, even in this aggressive beat down strategy.
It has been my experience that this deck plays better as a mid range swarm strategy: Build up your mana, utility, draw cards, and then make an army of Vampires to overwhelm an opponent.
Card Draw
As I wrote about in my other two posts, I HATE running out of gas. I need my decks to have up to 14 forms of tutors and card draw if at all possible. I will settle for less, but don;t like it. You want to refill your hand and keep it filled as the games go on.
Out of the box, we have:
Skullclamp - an all time classic, which is banned in almost every format for good reason. I have had turns where i just cast a vampire and equip the token our commander gives us so I can draw two when my hand is far too small.
Read the Bones - I love this card and wrote about it before.
Ambition's Cost - This is really underrated in youtube videos and online article about the deck. It is hard to get much better than three cards for 4 mana an a single black pip in the casting cost. As I wrote before, instead of taking it out, I am looking to add its clone, Ancient Craving.
Undwerworld Connections - Thisi s the worst card draw spell in the deck and I have replaced it with the far better Phyrexian Arena. You do not want to enchant a land, essentially costing you a mana, to do what Phyrexian Arena does for free every turn. We do not even have an untap sub theme to take advantage of it being an enchantment on a land.
Skeletal Scrying - I used to love this card when I first started playing magic and used a mono black creatureless control deck. I would fill my grave yard with instant and sorcery spells, then exile them to draw cards. In Commander, adn this deck, I prefer consistency and speed. I only drew it twice before cutting it, and both times I never even got to cast it. One time the Wizards deck ripped apart my graveyard with Rakdos Charm when I hadtwo cards in hand a full graveyard but tapped out to rebuild my board. The other time I had a full hand and didn't need to cast it, as i had the game in hand anyway. Instead, I like to cut this for Night's Whisper and put it into my "maybeboard" if I find room in the future. In contrast, Night's hisper is a quick little spell that doesn't care about our graveyard, is easy to cast in 3 colors, and digs us deeper into our deck when we need it. This is a situation where hypothetical situations meet reality and the reality is that Night's Whisper is better in this slot.
Damnable Pact - This is much better than the aforementioned Skeletal Scrying. While also an X spell, you just always get the cards no matter what state your graveyard is in. While not an early play like Sign in Blood, it is worth to late game play.
Well of Lost Dreams - Total garbage. We pay 4 for a permanent that does nothing until you gain life an pay even more mana into it. No thanks. i prefer to get my cards now and use my future mana later on what I drew. This is where I found space for Ancient Craving, which is also a 4cc draw spell. Well of Lost Dreams might find a better home in my Oloro deck, but not here. Maybe it is better in Licia, but that isn't what we are building.
In addition to what came in the deck, I cut the black curse for Painful Truths at the same casting cost.
While I want to find more room for card draw, that one addition and three improvements have certainly helped. My last game I played began with a turn 3 Phyrexian Arena, and not having to tap a land for underworld connections made a big difference as I drew at least two cards a turn and outlasted my opponents to victory. It helped me make sure I hit every land drop for at least the first 7 or 8 turns. Added in with the other card draw spells and this deck ran smoothly.
Removal
Sword the Plowshares - A staple that will stay in the deck forever. I just need to find another Modern masters copy of Path to Exile to add to this list some day. Sometimes you just need to exile a threat for 1 mana at instant speed.
Go for the Throat - This is alright. It is easy to cast and there are a lot more black creatures in commander which cannot be targeted by Doom Blade than there are Artifact creatures we want to target with this. Still, I wouldn't mind eventually replacing this with the superior removal spells like Path to Exile, Vindicate (Eternal Masters Sorin art all the way), or Anguished Unmaking. Utter End at four mana is a bit much and might fit in the deck over another card later.
Mortify - Another great piece of removal that isn't going anywhere.
Crackling Doom - I have only cast it twice and loved it both times. I cannot target what I want, but that hasn't been a problem yet. The damage is just added help.
Consuming Vapors - This can kill two things over two turns and really ruins players plans as they await the rebound. The life gain is nice as well. however, there is better removal out there and I suggest upgrading when you can. Not a bad card which shoudl be cut, but it also won't stay in the deck forever like Mortify.
Return to Dust - This is why we have white in our deck. As a mono black player, I can tell you that almost everything our Mardu Vampires deck has to offer can be done in mono black zombies just as well or better... except this. With the addition of white, the abilityo t destroy artifacts and enchantments is why we are splashing this color more than any other effect.
Fell the Mighty - Not impressed. When I want a board wipe, I am looking for a Wrath or an Austere Command. This isn't trash, but it is not somethingi am excited about or want to keep anylonger than I have to. I am looking forward to Iconic Masters and getting my hands on the new white command with its new art.
Merciless Evition - I was so excited when I saw this card spoiled in return to ravnica block, and I continue to be excited to this day. i love drawing this solar eclipse. If only it said chose two... oh well.
We have talked about other removal in this post and in this thread. We are playing the best three colors for removal, so we have no excuse for running the best of the best in our deck. It is more a matter of which we want and can afford. Adjust to your playgroup as needed.
Anthems
The only non-lord anthem in this deck is Door of Desinies. I have mixed feeling about this card. With 2cc mana rocks, we can ramp this out on turn 3 sometimes. If we get it out early, it can build up counters quickly and really pump our army, or come out late and do next to nothing. This is another example of a card I don't love, nor do i hate. I am happy to leave it in the deck and gather more experience with. I am not terribly excited about it, though the last game i player, i got it out early and before i knew it, I had five counters on it and was swinging for lethal with 6/6 tokens with +1/+1 counters to make them even bigger from our commander and swinging for lethal. I have also had games where I drew it late and it gave my army +0/+0 for 3 turns because i never had a new vampire spell to play. Then again, I was going to lose anyway, so I don't blame the Door for that.
I asked before and am still interested to see how many other anthems we want. Cathar's Crusade seems good, though I don't have one. until I get my hands on white Ixalan vampires, I think that Bad Moon can be a good budget 2cc anthem for us. bad Moon helps other black creatures, but how much do we care?
The deck only comes with two non-black vampires (Crimson Honor Guard and Bloodsworn Steward), so I don't know how good Ascendant Evincar is for us, but he seems strong. If you look to add more non-black vampires, then maybe you won't want him, but I have a 10th edition copy that i would at least like to try before putting him back in the binder.
Obelisk of Urd has my attention as well. Simply tapping one or two tokens to help cast it for 4 or 5 seems good.
Coat of Arms is something i want t slip in the deck in the future when there are not as many tribal decks being played. Even with tribal, it is going to be more useful for us than it is for Dragons, Wizard or "go tall" cats. Go wide cats are a bigger problem. I am really impressed with how quickly this deck can create an army, and then create another one after a board wipe. It has a fast recovery time and I still think Coat of Arms will be better for us than for our opponents.
There are many other anthem effect which have been mentioned that i want ot get my hands on as well, like Vanquisher's Banner. I live outside the USA, which is why I am late getting this deck and Ixalan cards, but I will catch up eventually.
Other cards/effects
Blade of the Bloodchief - I have given this carda chance, but it is as bad as I thought it would be. I run into a lot of board wipes, which means the next creature to pick up the blade has to start from zero. The downside of this card just isn't worth the upside for me. This is an easy cut, even for a land or man rock to up that count. I am not impressed at all.
Heirloom Blade - This is far more interesting. +3 power is nice, and it can replace the equipped creature if it wasn't exiled. This is really nice to equip tokens with. They still hit the graceyard for the trigger, and help you at least slightly recover from a board wipe. Not the best piece of equipment, but it fits the tribal theme nicely.
Syphon Mind - This doesn't really belong in this deck. It isn't a bad card, but we are not really a discard deck. I have a deck that loves this card. This is not that deck. It feels out of place because it is. Another card which can be replaced with a land, mana rock, or real card draw.
Curse of Vitality - Terrible. Good bye.
Kindred Boon - This card is terri-bad. 6 mana to make one creature indestructible for only as long as the enchantment remains in play? No thanks. Yes, if the enchantment is removed, the divinity counter remains but doesn't mean anything. Another easy cut from the deck.
Outpost Siege - Choose between bad red card draw (I would rather replace this with reliable card draw) or a bad Blood Artist without the life gain. Another easy cut, and it doesn't even fit the flavor of the deck.
Blind Obedience - To me, this is a control card, and we are more of a midrange, go wide, beat down deck. We want to ramp out, answer threats and swarm our opponents with pumped up vampires. We expect to win in combat by being bigger and removing threats with our spells or by trading in combat. This card fits a different style, and there is nothing wrong with that, but I am goingto cut it and put it in my binder for when that deck comes around.
Sanguine Bond - I wish they had given us Exquisite blood instead. Not only would that have cut its cost, but Exquisite Blood fits the deck better. If you are not going to add the combo, then I would cut Sanguine Bond. This card doesn't do much of anything on its own. I have had it out several times and we simply fdon't have enough life gain in the deck to support it. It rarely triggers, and when it does, it doesn't really effect the game state. It is up to you what you want to do with this card.
New Blood I love this card in this deck. I expect to keep it in here forever.
Kindred Charge - This is not a bad card, nor is it a good card. It can be a blow out win condition. It can help you get out of a board stall and turn the tide. It can also sit in your hand and do nothing all game, and it will never get you out of a bad situation. it is a terrible top deck after you are hit with a board wipe and need to rebuild or are in a jam. That is why I am willing to keep it a while longer, but know I will cut it in the coming months. I just prefer consistency and quality over splashy effects. maybe I am boring like that, but that's me.
Disrupt Decorum - Another interesting card designed for the commander decks but not something I would have raced out to buy either. It is a better top deck when you are behind, as it can take the heat off of you for a turn and time walk the table. Also, if you are in a board stall, you cna force a lot of damage and then can swing in against a table of tapped out opponents (assuming they don't have vigilance). I will certainly keep this for a while longer.
Blood Tribute - I would rather play Sorin Markov here, but this is not a bad card for the pre-con, and the art is so nice. Another spell that I am not in love with, nor do I hate. If it didn't come in the deck, I doubt I would have added it, but I don't feel strongly about cutting it either. Maybe later as it gets stronger and more competitive, and it starts to stick out as one of the weaker cards by comparison. you will see a trend here of card wihch are terrible, average, adn exceptional. I am happy to cut the garbage, and keep the rest for now.
Teferi's Protection - i love what this card does. I have yet to draw and cast it. I am sure i will keep it, and can understand the hype.
Creatures
In short, I am surprised at how good the creature package is. While it can be upgraded, There are not many glaring weaknesses. As I have said a few times, I am surprised at how consistently this deck can bounce back from multiple board wipes over the course of the game, thanks in part to the high quality creatures it has. I won't go through every creature in the deck, but I will address ones that stand out to me.
Bloodhusk Ritualist - Without Urborg, Tomb of Yawgmoth to make all of our lands swamps, this card just doesn't do enough for me. In my mono black control deck, I love this card. In this deck, I cast it and have maybe two or three black to spend on it and then all my black is tapped out and it took 2-3 cards... just not impactful enough for me. I am happy to put this on the bench for now and bring it back in when the deck gets Urborg and Expedition map.
Kheru Mind-Eater - Tip, attack before playing your land for the turn. If your opponet exiles a land, then BOOM, free land drop! Seriously though, this card is terrible. you have to pay the cost of the spell, and might not even be able to make the colors. There are much better 3 drops out there, even for discard.
Bloodsworn Steward - I think this guy is better in other decks, but I also think he is underrated in this deck. I hear and read a lot of people "theory crafting" this deck without actually playing it. In my experience, I cannot over look a 4/4 flying creature for four (above the curve with that ability) that also helps our commander. I don't know about you, but Edgar Markov wants to be cast and attack sooner rather than later. Playing this vampire and getting a 1/1 on turn four or five and then following up with Edgar means that Grandpa Markov will be a 7/7 with first strike or bigger, and this will be a 5/5 or bigger.. and our token. That is at least 14 power or more.
Licia, Sanguine Tribune - Really unimpressive in the 99 card deck. Way over costed 4/4 body for eight mana. I cannot guarantee that i will gain any life with he deck the way it is now, let alone enough to have her only cost 3. i can see how she is better leading her own deck, but she is going to sit on the bench until I can find a better build for her.
Skeletal Vampire - I love batman in my mono black control deck. However, he makes bats... not vampire bats, just bats. Nice filler and an army in a can, but the bats don't get boosts. I don't want to cut it, bu I can't justify keeping it either.
Blood Baron of Vizkopa - This is a lot better than it looks, or at least a lot better than it looked to me. Sure, it is difficult to get that +6/+6 online, but that isn't why we ae playing this. The lifelink and protection on a body that is likely going to be much larger than a 4/4 is worth the five mana. Turn five this guy and turn six commander is a brutal attack. I underestimated this card until I used it.
Malakir Bloodwitch - I might be a bit too greedy for this card, but it never feels like the right time to cast it. I don't want to cast her as the only vampire on the board, and I don't want to over extend when I already have a nice board. I have mixed feeling about it and none of them are all that good.
Crimson Honor Guard - This effects us too. I have played it twice and didn't like it either time. I am not afraid to hurt myself, and I certainly like the extra passive damage, but it is just so underwhelming.
Bloodline Necromancer - So, if I have a sacrifice outlet and Blood Artist or Falkenrath Noble, can I sacrifice it with the EtB trigger on the stack and then reanimate it to it's own ability and then go infinite? Or does it have to have a legal target when the trigger goes on the stack before you can sacrifice it?
Okay, so if you read all or some of that, thank you. I spent several hours writing it and editing it.
In summary, I want to just make the deck more consistent and focused. I am happy with how resilient it is out of the box against my friends and my wife. I makes a threatening army of vampires, gets hit with aboard wipe and seemingly rebuilds the next turn or two and then has to be hit again, then rebuilds again. Even when I get knocked out, I made everyone else work hard and stress over what I was doing. I really love this deck.
One of the things my Ghave does to reduce the risk of Dark Prophecy is Blood Artist and Falkenrath Noble. Both are vampires, no?
On phasing:
That'd work.
Steel Sabotage'ng Orbs of Mellowness since 2011.