Creatures are almost always consistent, getting at least one Vampire Nocturnus out. Two is often a win-con if the black keeps flowing. Dark Ritual gets the Nocturnus and the Sengir's out earlier (and the earlier the better!) while Unholy Strength tips the Nocturnus' above now common 3 damage burn range. Doom Blade and Tendrils make for good removal to clear a path for the vamps. Vampiric Link lengthens the game while Rise from the Grave allows the more powerful vampires to return if killed (or something of a surprise to sac my own creature to the Aristocrat then just bring him back), or to turn one of the oppositions creatures back on them.
-1/-1 counters are wiped out by +1/+1 counters. A +1/+1 static effect like Nightmare Lash's does not.
Much thanks, I had always been assuming that counters were functioning variant from static abilities, but I wanted to make sure this was the case. I would feel so sad if I could repeat a nightmare lash power level creature and just didn't know it.
So, i'm playing a Mono-Black Aggro deck in Casual, and i've got myself a bunch of Murderous Redcaps bouncing around in there for some added removal.
Now, my question is, does Nightmare Lash wipe away the -1/-1 counter when it is equiped? As in, can my 'super' Redcap come back ad infinitum as long as I have the life to spare, or is that -1/-1 counter still somehow remaining static on the Redcap?
I know that normally throwing a +1/+1 counter on a persist creature allows it to return again from the graveyard, but does the Nightmare Lash's ability function in some way opposite from it?
Alright, taking everything into consideration, minus splashing white (not quite yet, that might be the next test phase) the deck now amounts to the following:
I know that you want to stay mono but Watchwolf wants deathtouch haha.
No but seriously maybe Tribal Unity would work?
Yeah, I thought about splashing white in here both for Watchwolf and Tolsimir Wolfblood though a big part of the deck is making sure that the turn 2 Wolf-Skull Shaman is pumping out a wolf every turn. The Watchwolf would compete for the two mana slot, might not actually be able to get out of the draw is bad, and wouldn't set off the Shaman himself... as much as I love the uber efficient wolf.
Tolsimir on the other hand would be a godsend. But is splashing white worth while for those two?
As with Vampires, i've felt the need to dip back into mono decks with M10... big surprise since all of M10 is mono colored, right?
Mono Green is something I but rearely touch, but as one might be able to surmise from my name, I have a certain thing for Wolves.
Master of the Wild Hunt finally gives me an excuse to make a deck designed to pump out wolves, while being a Shaman making himself useful for the rather negligent Shaman Tribal. Thats two 'tribes' down. The third pops up when looking at other cards that pump out Wolves. Wolf Skull Shaman and Wren's Run Packmaster. Fill in the holes with elves and Shaman/Elf Tribals and you have a deck. The basis is technically going to be in tokens, but rather than focusing on pumping up Elves with a Lord or the usual elvish tribal, it'll be focused on stalling out the game until the Master can burn out any opposition with wolves. Deathtouch is an added bonus.
Running on a bit of a budget, I came out with this deck, which I will be testing in the coming weeks:
Howl of the Night Pack is something of a finisher on its own, but when coupled with Deathtouch from the Packmaster and Burn capability from the Master its unstoppable once it eventually goes off.
The Thornbite Staff is something of an afterthought (unable to get my hands on an Elvish Promenade I was aiming to slot in one more tribal that could set off the Wolf Skull Shamans) but its an afterthought that adds wonderfully to the Master of the Wild Hunts burn capability.
Everything is designed to gum up the ground until the Wolves can overrun things, eventually some of the tribal capability will be pulled for more oomph. (Say, Overrun) but I always like to start with as pure a deck theme as possible... even as meshed as this 'multi tribal' is.
Yeah. Zendikar will definitely have vampires. I'd hate to say wait, but you don't have much left. You could always use Rituals to cover a couple spots...
This and of course we could always flub in some changelings.
So far as Zendikar is concerned one has to hope that there will be some decent Mono Black vampires, at least where I am concerned and any deck sporting the Nocturnus should be.
Alot of the 'best' vampires end up being B/U or more, one cannot help but worry that Zendikar might hold to that trend.
Edit: Though, in retrospect, filling in U slots with cards that are B/U could still theoretically make for a deck that still sets off the Nocturnus regularly. Hmmm...
Yeah, as I said in my original post the one problem which Vamp decks, really most old school vampires in general have, is cost. As incredible as Baron Sengir and Ascendant Evincar are, in one too many games they don't actually see play (I almost said 'see the field' but I'm afraid everyone is probably still too testy about the 'battlefield' change. XD)
Now, my very first deck when I saw the full list of M10 Vampire Cards played out more like this:
Entirely centric on the Nocturnus and the new cheaper vampires, with the Sengirs as potential finishers. Alternatively Tendrils of CorruptionVampiric Link and Child of Night could sap out an opponents life with the (sadly pricy and probably more a finisher than anything else) Sanguine Bond.
Mirri is a personal favorite and will probably find a spot after play testing. I'm not lucky enough to have a Baron Sengir, but lacking the chance I might discard with the hounds and then Rise from the Grave the good Baron I don't see him hitting the floor in my local circuit.
The Hounds are probably going to take the place of the Aristocrat, though the prototype even before this had a playset of Vampire Bats to be used as throwaways to the Aristocrat and early game damage.
The Lash, while fun, will probably end up getting pulled for a more solid mix of Mana Ramp and damage (see: Dark Ritual and the old staple Unholy Strength) though again, I might look to my earliest thoughts on this deck and try Vampiric Link, perhaps even coupled with Sanguine Bond.
So, i've been brainstorming on how I would like to play a Mono Black Vampire Deck in M10, but realized rather abruptly that the mana curve could end up pretty steep, even dipping into some of the 'cheaper' Mono Black Vampires. Got my singles in the mail, but I was trying to decide what could keep a Vampire deck going.
While brainstorming, I came across two of my favorite 'damage ramping' cards available to Mono-Black decks, Korlash, Heir to Blackblade and the equipment Nightmare Lash. Right there is a beater when Vampire Nocturnus isn't going off, and a means to bump up creatures like Child of Night to more dangerous levels. With multiple copies of Korlash there is another 'chance' factor of mana ramping, with both the Nocturnus' effect and Korlash draws being random, it could leave the deck feeling a little too random.
The results of my brainstorming so far is a solely casual deck, but something I can see being perfectly amusing.
Right now its just bare bones 4x everything for a more guaranteed experience in play, I always start this way and drop and add cards as the prototype plays out.
4 Vampire Bats (Early damage/blockers and Aristocrat fodder)
4 Child of Night
4 Vampire Aristocrat
4 Vampire Nocturnus
4 Sengir Vampire
2 Dark Ritual
3 Unholy Strength
3 Vampiric Link
4 Doom Blade
4 Tendrils of Corruption
4 Rise From the Grave
20 Swamp
Creatures are almost always consistent, getting at least one Vampire Nocturnus out. Two is often a win-con if the black keeps flowing. Dark Ritual gets the Nocturnus and the Sengir's out earlier (and the earlier the better!) while Unholy Strength tips the Nocturnus' above now common 3 damage burn range. Doom Blade and Tendrils make for good removal to clear a path for the vamps. Vampiric Link lengthens the game while Rise from the Grave allows the more powerful vampires to return if killed (or something of a surprise to sac my own creature to the Aristocrat then just bring him back), or to turn one of the oppositions creatures back on them.
Much thanks, I had always been assuming that counters were functioning variant from static abilities, but I wanted to make sure this was the case. I would feel so sad if I could repeat a nightmare lash power level creature and just didn't know it.
Now, my question is, does Nightmare Lash wipe away the -1/-1 counter when it is equiped? As in, can my 'super' Redcap come back ad infinitum as long as I have the life to spare, or is that -1/-1 counter still somehow remaining static on the Redcap?
I know that normally throwing a +1/+1 counter on a persist creature allows it to return again from the graveyard, but does the Nightmare Lash's ability function in some way opposite from it?
4 Master of the Wild Hunt
4 Wren's Run Packmaster
2 Lys Alana Huntmaster
4 Wolf Skull Shaman
2 Rhys the Redeemed
4 Llanowar Elves
2 Howl of the Night Pack
2 Overrun
2 Coat of Arms
3 Thornbite Staff
3 Gilt Leaf Ambush
4 Hunting Triad (Largely for the potential damage boost)
24 Forest
Mana curve is still decent, considering dropping a couple lands.
Yeah, I thought about splashing white in here both for Watchwolf and Tolsimir Wolfblood though a big part of the deck is making sure that the turn 2 Wolf-Skull Shaman is pumping out a wolf every turn. The Watchwolf would compete for the two mana slot, might not actually be able to get out of the draw is bad, and wouldn't set off the Shaman himself... as much as I love the uber efficient wolf.
Tolsimir on the other hand would be a godsend. But is splashing white worth while for those two?
Tribal Unity is possible. I've also been considering Kamahl, Fist of Krosa the standard Overrun Garruk Wildspeaker and all those similar effects. I'm just not sure which card would fit the deck best.
Hurr hurr, i'm smrt.
Now I have to dream up some other means to bone the entire table.
Last one standing with Final Fortune?
Honestly when I first look at this I was like "What, have them copy megrim and nuke yourself as well as them?
Which... would be a pretty epic suicide deck. I can see it now, multiplayer game... you and all your opponents all die at once for a four way tie.
Mono Green is something I but rearely touch, but as one might be able to surmise from my name, I have a certain thing for Wolves.
Master of the Wild Hunt finally gives me an excuse to make a deck designed to pump out wolves, while being a Shaman making himself useful for the rather negligent Shaman Tribal. Thats two 'tribes' down. The third pops up when looking at other cards that pump out Wolves. Wolf Skull Shaman and Wren's Run Packmaster. Fill in the holes with elves and Shaman/Elf Tribals and you have a deck. The basis is technically going to be in tokens, but rather than focusing on pumping up Elves with a Lord or the usual elvish tribal, it'll be focused on stalling out the game until the Master can burn out any opposition with wolves. Deathtouch is an added bonus.
Running on a bit of a budget, I came out with this deck, which I will be testing in the coming weeks:
4 Master of the Wild Hunt
4 Lys Alana Huntmaster
4 Wren's Run Packmaster
4 Wolf-Skull Shaman
4 Llanowar Elves
4 Howl of the Night Pack
4 Hunting Triad
4 Thornbite Staff
4 Gilt-Leaf Ambush
24 Forest
Howl of the Night Pack is something of a finisher on its own, but when coupled with Deathtouch from the Packmaster and Burn capability from the Master its unstoppable once it eventually goes off.
The Thornbite Staff is something of an afterthought (unable to get my hands on an Elvish Promenade I was aiming to slot in one more tribal that could set off the Wolf Skull Shamans) but its an afterthought that adds wonderfully to the Master of the Wild Hunts burn capability.
Everything is designed to gum up the ground until the Wolves can overrun things, eventually some of the tribal capability will be pulled for more oomph. (Say, Overrun) but I always like to start with as pure a deck theme as possible... even as meshed as this 'multi tribal' is.
This and of course we could always flub in some changelings.
So far as Zendikar is concerned one has to hope that there will be some decent Mono Black vampires, at least where I am concerned and any deck sporting the Nocturnus should be.
One can already run a pretty decent pseudo-grixis vampire deck with Blood Tyrant, Garza Zol, Plague Queen, Moroii (Cheap 4/4 vampire with a minimal drawback... ahhh, if only.) and the millers favorite Szadek, Lord of Secrets.
Alot of the 'best' vampires end up being B/U or more, one cannot help but worry that Zendikar might hold to that trend.
Edit: Though, in retrospect, filling in U slots with cards that are B/U could still theoretically make for a deck that still sets off the Nocturnus regularly. Hmmm...
Now, my very first deck when I saw the full list of M10 Vampire Cards played out more like this:
4 Child of Night
4 Vampire Aristocrat
4 Vampire Nocturnus
4 Sengir Vampire
4 Doom Blade
4 Tendrils of Corruption
4 Vampiric link
2 Sanguine Bond
Entirely centric on the Nocturnus and the new cheaper vampires, with the Sengirs as potential finishers. Alternatively Tendrils of Corruption Vampiric Link and Child of Night could sap out an opponents life with the (sadly pricy and probably more a finisher than anything else) Sanguine Bond.
This might actually be what i'll start with.
Mirri is a personal favorite and will probably find a spot after play testing. I'm not lucky enough to have a Baron Sengir, but lacking the chance I might discard with the hounds and then Rise from the Grave the good Baron I don't see him hitting the floor in my local circuit.
The Hounds are probably going to take the place of the Aristocrat, though the prototype even before this had a playset of Vampire Bats to be used as throwaways to the Aristocrat and early game damage.
The Lash, while fun, will probably end up getting pulled for a more solid mix of Mana Ramp and damage (see: Dark Ritual and the old staple Unholy Strength) though again, I might look to my earliest thoughts on this deck and try Vampiric Link, perhaps even coupled with Sanguine Bond.
While brainstorming, I came across two of my favorite 'damage ramping' cards available to Mono-Black decks, Korlash, Heir to Blackblade and the equipment Nightmare Lash. Right there is a beater when Vampire Nocturnus isn't going off, and a means to bump up creatures like Child of Night to more dangerous levels. With multiple copies of Korlash there is another 'chance' factor of mana ramping, with both the Nocturnus' effect and Korlash draws being random, it could leave the deck feeling a little too random.
The results of my brainstorming so far is a solely casual deck, but something I can see being perfectly amusing.
4 Child of Night
4 Vampire Aristocrat
4 Vampire Nocturnus
4 Korlash, Heir to Blackblade
4 Sengir Vampire (or possible Nightmare for the lulz)
4 Rise From the Grave
4 Tendrils of Corruption
4 Nightmare Lash
4 Doom Blade
24 Swamp
Right now its just bare bones 4x everything for a more guaranteed experience in play, I always start this way and drop and add cards as the prototype plays out.