|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
5 days ago
Damn, this is great stuff. Thanks! I'm heavily considering Arterial Flow now that you mentioned it.
By the way, the main reason I have Sengir Vampire in this deck is because as it stands he'd be my only flying creature and I absolutely need at least one. Frankly, it'd be great if I could have even more flying in there. On top of this, my deck is comprised of really weak creatures. This wouldn't necessarily be a problem if my initial goal of making a deathtouch deck panned out or if I had more than one way of buffing my creatures. He serves as my tanky boss creature, if you know what I mean.
6 days ago
Raise Dead isn't a bad graveyard retrieval card, but there isn't much that's better in Standard right now; options would be Recover , Soul Salvage , and FinD. Cast Down hits non-legendary creatures, and Price of Fame hits legendary creatures for cheaper than non-legendary creatures, so they complement each other nicely. If you're willing to ramp your opponent and splash green, you can pick up Assassin's Trophy , although probably not on a budget. Moment of Craving is not a bad card; it's one of the few things that get rid of Adanto Vanguard cheaply (since a creature with zero or less toughness is removed from the battlefield even if it's indestructible). You might consider replacing some or all copies of it with Vicious Offering if you're willing to sacrifice creatures sometimes, or with Dead Weight for a persistent effect without the life gain. A strictly more powerful but also more expensive option is Vraska's Contempt . None of those cards synergize especially well with Sengir Vampire because Sengir Vampire is a 4/4, which means that most of the time it will either kill a creature by itself or die to it, rendering the later death of the creature meaningless since you no longer control Sengir Vampire. If you're looking for that type of synergy I recommend Kazarov, Sengir Pureblood , although he's very expensive mana-wise for a Standard deck (which is probably not horrible in casual play but might bite you in the butt at a tournament when he gets killed with Price of Fame or similar after sideboarding). As an additional recommendation that's kind of like Moment of Craving thematically, you might consider Arterial Flow (both are useful in your deck but serve different roles); there's also Moment of Triumph as another vampire-themed combat trick. If you like all these vampire-themed cards for flavor reasons, search through the Ixalan and Rivals of Ixalan sets; they were tribal sets with Merfolk, Pirates, Vampires, and Dinosaurs as the tribes, so probably about 20% of the cards are vampire-themed in those two sets.
1 week ago
Seems you can produce plenty of mana but you don't have anything to finish the job: Exsanguinate , Torment of Hailfire , Comet Storm , Earthquake , Pyrohemia , and Pestilence are able to get you there.
Need more mana? Mana Geyser has your back.
2 weeks ago
Really unique idea, love it!
I have a few things i would do differently, let me know what you think.
1). Fell Specter seems a bit weak mainboard here, Only 1 card really synergises with it, Arterial Flow. Once this creature has used its ETB then its very weak, and I feel there should be a better option. Personally I would remove them all and add in x3 Raiders' Wake and x1 Arguel's Blood Fast Flip. My reasoning for this would be that you'r gameplan revolves around attacking with creatures anyway with Vicious Conquistador, Tattered Mummy and lots of flyers mean this card should always trigger. And the arguel's allows your deck to draw some cards as it looks like it might run out of steam quickly, as it has no card draw and lots of low CMC cards.
2). Vraska's Contempt is one of the best cards in standard, but with it being the only instant in your deck, your opponent will know if you are holding this up on thier turn, maybe drop these to sideboard and bring them in for matchups that needs instant speed interaction (izzet drakes) and go for more sorcery speed removal mainboard. +1 Walk the Plank +1 Arguel's Blood Fast Flip. (I could be wrong about this assumption, as i havent played the deck)
3). Card draw seems inportant to this deck and I would try and add a few in somewhere, if you've read my comment up until now, I have added in 2 arguel's blood fasts to give the deck some card draw and although there are several different options, Costly Plunder, Champion of Dusk, Blood Divination i feel that this is probably your best option. Cheap and repeatable.
4). Lastly Arterial Flow seems like one of the biggest pay-offs for going a vampire heavy mainboard, and putting 4 in the maindeck feels right to me.
1 month ago
2 months ago
So here's for that.
Zera, Sanguine Connoisseur
Legendary Creature - Vampire
When Zera, Sanguine Connoisseur enters the battlefield, you may pay 4 life. If you do, draw two cards.
Whenever an opponent would lose life, you gain that much life.
Pay 5 life, : Target player loses 3 life.
Turn the hit song Bohemian Rhapsody into a Saga.
2 months 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 months 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.