This deck started out as a Ghost Council of Orzhova deck and was my first ever commander deck. Since then it has had around three years of upgrades, rebuilds and refinement so I'm pretty happy with where it sits now. Any of the BW legends could probably sit at it's helm, but I like Vish Kal because he can act as a finisher, a sac engine, a source of life gain and/or removal as necessary. When he dies I tend to put him in the graveyard as I run a reasonable reanimation package. That said there are games where I don't need to cast him at all.
Now I've typed it all out I think I'm probably running too many novelty non-basic lands and I should probably bring the land total up to 38 or 39 to be more consistent.
Usually I bleed my opponents out with Blood Artist, Extort and Sanguine Bond plus the numerous small life gains the deck utilises. The deck reuses it's resources often and late game easily keeps opponents creatures off the board. I can build a small army of tokens but I tend to use them as Skullclamp fodder rather than a win condition.
Simplifying the land base. Removing a lot of CIPT lands in favour of basics. Mistveil Plains and Windbrisk Heights went into Tajic where they interact better. Vesuva comes out because it used to be in there as legendary removal and now it's just slow. The Vivid lands were so rarely used they were practically CIPT basics. Likewise Forbidding Watchtower, I just never really used it as a man land.
Grave Titan is another way of generating tokens, and is a great finisher. Ashen Rider is SUPER Angel of Despair. Lightning Greaves lets me protect Vish Kal and attack with my Titan's the turn they come out.
I hadn't considered the synergy of Blade of the Bloodchief. I should probably get my hands on one to fill out my Stoneforge Mystic package (currently only got the two equipments, three would be ideal).
Blade of the Bloodchief is equipment number three, which makes me want to keep running Stoneforge Mystic (Skullclamp, Lightning Greaves and Blade). It combos with Vish Kal to be a removal engine, but also can make any of my vampire creatures into real threats (really it can make any creature into a threat given how often creatures die in this deck).
Both Debtors' Knell and Nim Deathmantle have been in the deck early on in it's existence and they're both powerful cards, but cuts have to be made somewhere.
Debtors' Knell was often removed before resurrecting anything, which speaks of it's perceived threat level, but also meant I was spending 7 mana getting nothing (or worse wasting my Academy Rector on it!). My curve also got really high for a while there as I was changing one card at a time without looking at the whole deck. When I finally restructured, the Knell was cut.
Nim Deathmantle requires that you leave mana open to be able to reanimate, and I found it very hard to do that. It was cute with some interactions (Rune-Scarred Demon was once in the deck too) but in end, competing with other reanimation it felt too weak.
I agree that enchantress style build would be weaker, but might still be fun. As is, I can't be bothered pulling the deck apart and rebuilding it at this point in time. Though I might build a Karador enchantress deck in the future.
"Reserved - just in case" is there in the event I wish to expand this thread into a primer similar to my Animar primer (see sig.) Including all the information I want to put in a primer usually runs into the character limit of a single post, so I save the second post to be sure I will have enough room to include all the necessary information.