Alms of the Vein

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Shadows over Innistrad Common

Combos Browse all

Alms of the Vein

Sorcery

Target opponent loses 3 life and you gain 3 life.

Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

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Alms of the Vein Discussion

pax.wellington on Burn All Day, Burn All Night

6 days ago

BubbleMatrix2357 I like these decks. Have you considered splashing for Collective Brutality and Alms of the Vein?

Both can burn while gaining you life, and synergise with the discard/madness mechanics you're already using. The land is easily managed with Smoldering Marsh and Foreboding Ruins as well. Last suggestion, if you can put a few artifacts in, Unlicensed Disintegration is one of the best removal spells (with a free Fiery Temper) in standard right now.

If you want I'll post up my deck which is basically what I just described. Very fun deck and very quick (dead on turn 4 main) with control/attrition sideboard :)

Good luck!

pax.wellington on R/B Vampire Madness

1 week ago

You could try running Unlicensed Disintegration instead of Murder and add in a few Metallic Mimic if you need more artifacts.

I would also drop some creatures and increase the spells (e.g. Collective Brutality and maybe Alms of the Vein to burn them out).

Nice deck though, I have a similar one for FNMs :)

ghoul_Legion on THIS IS MADNESS! - Drink With Moderation

1 week ago

X-Factor11105 Hello

Smoldering Marsh: Using this card will cut down 4 basic lands, Less basic lands = less chance to have Foreboding Ruins enter untapped. Maybe this isn't optimal but I don't like using too many non basic when I could buy a whole deck for a playset of them... (deck is all foil)

Key to the City: I've never actually played it in any game, everytime I had it it was either too late or had something better to play at that time. So I can't really give much feedback on this card and might just take it out of the deck.

Call the Bloodline: This card Won me games I should not have won and I might add 1 more instead of key. You can place a blocker w/ Lifelink ANYTIME you want on the battlefield and as If that wasn't good enough, it lets you play any madness at instant speed.

Some stuff that has happened in my games:

Opponent attack for a victory, Pay 1 , Discard Voldaren Pariah  Flip for madness cost, place a 1/1 blocker on the strongest creature, Sacrifice 2 creatures and the 1/1 lifelink to flip voldaken, leaving me with a 6/5 flyer and my opponent with a Gideon planwalker.

Pay 1, Discard Fiery Temper, get a 1/1 token. Pay madness, Deal 3 damage to player. Pay 1, Discard Alms of the Vein, get 1/1 token, Steal 3 life. Now you have 2 more blocker with lifelink, Gives you more creatures to sacrifice to voldaken if needed, and you did 6 damage, and gained 3 hp (potential 5) for 4 mana. I call this Pretty cost efficient.

Snydog17 on Avian's BloodWeb LF criticism

1 week ago

To streamline this deck, I personally would run only 2 color and 60 cards. Having only BW would limit a few of the things you could do, but would provide you with a more consistent function, and allow for greater theme in your deck. I might splash green for several spells.

Powerful cards to run multiples of: Blood Baron of Vizkopa, Drana, Liberator of Malakir, Bloodline Keeper  Flip, Blood Artist, Anowon, the Ruin Sage, Captivating Vampire, Bloodlord of Vaasgoth

Black and white cards to keep: Cliffhaven Vampire, Alms of the Vein

Recommendations: Nyx-Fleece Ram, Go for the Throat or Doom Blade, Heroes' Reunion, Wrath of God or Damnation for black wrath, Vampire Nighthawk, Wall of Essence

I hope that that will get you started, and good luck with your deckbuilding!

Hobbez9186 on U/B Spoopy Scary Zombies Tribal

1 week ago

I don't think I can make a big enough case for Collective Brutality. Pitching the Zombies you want to the yard like Prized Amalgam to be able to either siphon extra life or disrupt your opponents hand is huge. The mini Grasp is also sweet, it's just such a clutch card. It pairs so well with Alms of the Vein since it is literally a 10 point swing in life totals between you and your opponent (you go up 5 they go down 5), which you already have up there.

The only card I don't think you really need a full set of up there is Geralf's Masterpiece. I know it's sort of a finisher, but you'd need more draw to be able to fulfill it's buyback cost so you'd likely only get to do it once or maybe twice in a game. I'd recommend cutting down to 2 and then mainboarding the Haunted Dead. In my deck I actually run Stitchwing Skaab instead of the Dead for the aerial damage, but to each his own. I like them because their buyback is easier to afford than more Messengers and you can still pitch Amalgams from your hand and get multiple creatures back. I guess if you are simply planning to hard cast him and use other things to dump your hand then maybe that's what you want. I always look to ditch him from one of many means and then use his ability to replay him since that can't be countered and there's plenty of reasons to want other things in the graveyard.

To give you more card draw and discarding power at the same time I like Catalog. Contingency Plan is nice, but if you aren't trying to hit Delirium the cards are better off in your hand, especially since you can benefit from discarding those extra cards instead of them just going straight to the yard. I don't know if you should completely replace Plan, but I honestly think like 3 and 1 with more Catalog would be nice.

Another draw/discard mechanic that I like for Zombies is Geier Reach Sanitarium.Lets you pitch the Zombies you can buy back and also combos well with Alms. It's especially nifty if your opponent doesn't have any cards in hand and doesn't play with Madness because you are basically just milling a card. In decks I never have more than two of these, often times only one.

I do like Noosegraf Mob better than Diregraf Colossus, it'll often come in bigger and is easier to get the tokens out of it since hard casting Zombies doesn't happen as often as buying them back. At least for me, I rarely actually cast them. You could, however, just cut one Colossus and put in Gisa and Geralf since then you'd actually be casting them from the graveyard instead of using an ability which works great with the Amalgams. But then it's also arguable that the Mob is more effective since once it runs out of counters you can just play it again and it can generate even more. It also enters with extra counters because of the Mimic which means a bigger creature up front that just generates more tokens. I'd try it both ways, they both seem good.

I do have a left field idea that I've always wanted to try in a deck like this that seems totally legit: Kozilek, the Great Distortion. You get draw but also an amazing discard outlet that doubles as a counterspell. Also it's a freakin' 12/12 with Menace. The problem is creating the colorless mana you need to play him. I'd recommend Aether Hub since it also doubles as color fixing before you hit the colors you need (if that is ever a thing anyway). You do have the Abbey also which might be enough, but just in case you could run at least a couple of hubs.

Anyway, just some suggestions to chew on.

Panzerforge on heavennicole

3 weeks ago

I'm reviewing your card list! It seemed easier to do it here, where I can take full advantage of all the CSS/HTML tags and such. I'll do this in installments, so without further silliness, I will begin!


Cultivator's Caravan

This is a good card, and great in Commander, after you've already included a Darksteel Ingot, since it's double usage as both a standard fixer ( for an artifact with ": add one mana of any color to your mana pool.") and a handy 5/5 vehicle to smash people with. However, in your Standard Mono-Black deck, you don't need mana of any color but black, and if you're going to have a 3 drop vehicle in your deck, there are far more scary ones to include than the Cultivator's Caravan.
Final rating: /


Grasp of Darkness

A powerful card, for sure. It has a mana cost you can easily afford, and it hits nearly every major threat in the current meta. You can kill a Felidar Guardian before it becomes a threat, smash The Heart of Kiran right after it's been crewed, and even kill one of my poor Wretched Gryff before it explodes into a giant pig. That being said, it's also an expensive card, and it rotates out as soon as Amonkhet comes out, making it difficult to want to spend the $16 for a playset of them.
Final rating: /


Harsh Scrutiny

A great sideboard card for you. Perfect for grabbing that early game Winding Constrictor, or a Felidar Guardian, or, if you're feeling spiteful, even their poor, cute, giant Decimator of the Provinces. This is cheap, and sideboards in well without altering your mana curve.
Final rating: /


Herald of Anguish

These guys are well feared, but not the easiest thing to cast, and vulnerable to Lightning Axe, and Caught in the Brights. You already have one in your deck, and running a second one could mess up your curve a lot. In my opinion you're better off having one as a nasty surprise for your opponent than you would be using them as a win-con.
Final rating: /


Hope of Ghirapur

A good 1-drop for your deck to sideboard in instead of Augmenting Automaton. As a sideboard card they fill a double-role, with being an okay little flying blocker to stall vehicles that you can bring back from your graveyard and keep casting to block with, or against "burn" style decks, you can sacrifice them and stop your opponent from hitting you with Alms of the Vein, Incendiary Flow, and other such nastiness. A very good addition.
Final rating: /


Lost Legacy

Another great one for your sideboard, in particular against decks that are heavy on enchantments, or combo decks that really, really need their Felidar Guardian and Panharmonicon in order to get an auto-win. It has a slightly high mana cost, but the effect in round 2 is devastating to the right deck.
Final rating: /


This is only the first 6 cards! I'll keep working on your list!

superwill123 on Burn, Baby Burn (Updated)

3 weeks ago

I personally think that splashing green for Arlin Kord is a reason enough to add green... I'd recomend either splashing black for kill spells and Alms of the Vein, or blue for card draw and Thing in the Ice  Flip or Fevered Visions.

kellen.rice on Orzhov Enchantment Control

3 weeks ago

Cards like Ghostly Prison and Sphere of Safety would be good enchantments for controlling the board. Also Adarkar Valkyrie can keep your creatures from dying. To do damage and gain life, a good card is Alms of the Vein.

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