|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Uncommon|
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Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
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Arterial Flow Discussion
1 week ago
I have briefly run Barrier of Bones in the deck before I got my Tattered Mummys. The card is serviceable, and like you say nearly interchangeable with the Vampire Neonate. What the vampire offers though is two things: 1) It enables Arterial Flows bonus, and 2) it is intended as a repeatable drain effect if you have nothing else to do. The idea is to activate it at the opponents' end step, leaving it available as a blocker the rest of the time.
2 weeks ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
2 weeks ago
Usually if I use Nebuchadnezzar its once per turn but I do have Minamo, School at Water's Edge that lets me untap him if I need to use him twice. You are making me think about using Arterial Flowor Unnerve. I might take out one of my one mana discard cards or a specter for them. Hitting everybody for 2 is very nice for this deck.
Honden of Night's Reach is interesting however for one mana less Bottomless Pit does the same thing, even though it does hurt me on occasions, the random discard does help taking out some powerful cards early game.
Thank you very much!!
2 weeks ago
I can't help thinking a way to untap Nebuchadnezzar to use his ability twice would be the way to take out problems. I'm always Commander focused not deck focused though.
1 month ago
2 months ago
Some cards to consider for sideboard (or mainboard if you put in some removal). Duress, Vraska's Contempt, Ixalan's Binding, Seal Away, Gideon's Reproach, Nightmare's Thirst, Arterial Flow, Moment of Craving, Divest, Vanquisher's Banner, Sorcerous Spyglass. There's a few more but I think this is a lot already so enjoy brewing with them!
2 months ago
Hey, great looking deck. These are my kinds of builds. I've played with a bunch of these cards, so here's what I'd suggest.
Raven's Crime is a great card, but getting one early is less than ideal since it's not targeted discard. The retrace feature is solid, but I wouldn't recommend running a playset of them. You only need one of them in the graveyard to get the real benefits. I'd say two max, and add a couple Duress or Harsh Scrutiny depending on the decks you play.
If your opponent is able to get any sort of creature down before you strip their hand, you have no response other than Funeral Charm and Smallpox which can hurt you as well. I'd suggest adding a couple targeted removals to the main board. This is one of black's strongest features so you have plenty of options to choose from. Best budget options are Grasp of Darkness and Victim of Night, but you need two swamps to run them, so I'd probably move to a one of each of those legendary lands.
I also like playing Vampire Hexmage in place of Hero's Downfall because it can hit more than just planeswalkers and it adds to your Arterial Flow flavor as a vamp for one less mana. But also needs two black mana to play, so not ideal if you're going to be running four colorless lands.
2 months ago
(Bit to read, hope some of it helps :)
Hi, I enjoyed making vampire decks for a time as well and if possible I'd like to make a couple suggestions. Some budget, some not so budget but mostly budget wise since I believe thats what your going for.
Firstly, I really enjoy seeing your deck at the moment with a good creature base although moment of craving and triumph are two cards I'm a little bit different about, especially having three of them for both, craving in my opinion is the better one and triumph not bad but has uses later. I can see the theme of your deck is similar to one of mine with gain/drain. However, If I'm to suggest anything from those it'd be a Radiant Destiny if thats a card that interests you. Considering you have legion lieutenants out, destiny adds additional +1/+1 and has ascend where all those permanents out will grant you city's blessing. Thus also giving everything vigilance.
Secondly creature wise, I could suggest cards like Sanctum Seeker considering with all the vampires you'll have, he'll increase the life drain and gain strategy since whenever "a" vampire attacks, as long as he's out there you'll be draining the opponets life quickly while gaining as well. Seeing your going the only Ixalan route due to rotation, not much other creatures to suggest rather than Twilight Prophet but not the best card for an aggro deck. Another thing I can suggest is to keep duskborne or try out Skymarcher Aspirant, its a 2/1 instead and gains flying fast with cities blessing at the pace your running at.
Recommendations I have are to put in Radiant Destiny, maybe Queen's Commission?, also a Legion's Landing Flip would be a great addition to the deck since it can net you good lifelink token vampires over time and it builds up quick.
Consider some removal options as well maybe? Walk the Plank for destroying creatures that aren't merfolk can benefit alot if your going up against mono-green or lots of tough flyers. It's saved me quite often.
I hope something of these helps you out if your still updating the deck. Hope you have great luck with the deck building :). I love vampires and get carried away with writing about stuff but I've played them for a while when getting back into magic a year ago.
Other people made really good suggestions as well and I'd also take the advice from them as well.