|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance (RNA)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Return to Ravnica (RTR)||Rare|
|Ravnica: City of Guilds (RAV)||Rare|
Combos Browse all
Land — Swamp Mountain
(: Gain or .)
As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.
|Have (4)||Joblaska , mziter501 , ahobrien , voidruby|
|Want (15)||BringerOfStorms , DeadeyeDesperado , Korevana , doonmeister , Dawnbreaker7727 , sycdan , vakuso , Cheshire000 , DragynFyre , Fralaylah , 0ur0b0r05 , Arrownight , AzureOctive , Turtlelover73 , powertrot|
Blood Crypt Discussion
6 days ago
Liliana's Caress is a strictly better Megrim . Liliana of the Veil is a lot cheaper than Liliana Vess . 18 lands is too little for the high curve you play. Normal 8-Rack runs 24 to hit 3 lands on turn 3 so I'd recommend a few more ( Blood Crypt , Blackcleave Cliffs , Bloodstained Mire .) I'd also cut Nyxathid from the mainboard so any removal your opponent has is useless Game 1.
2 weeks ago
Hey, this is a good start, but consider being even more aggressive with Vamps and eminence?
One drop Vamps are pretty important to the strategy with eminence, but the manabase here can't support them very well. Consider more lands that can ETB untapped turn one especially to make black mana for Vamps?
- Unclaimed Territory
- Caves of Koilos
- Sulfurous Springs
- Battlefield Forge
- Concealed Courtyard
- Inspiring Vantage
- Sacred Foundry
- Blood Crypt
- Luxury Suite
- City of Brass
- Mana Confluence
- Bloodstained Mire
Consider more one drop Vamps?
- Shadow Alley Denizen : eminence Vamp tokens are black.
- Viscera Seer
- Vampire Cutthroat
- Skymarcher Aspirant
- Falkenrath Gorger
- Stromkirk Noble
- Insolent Neonate
Consider more two drop Vamps?
- Dusk Legion Zealot
- Olivia's Bloodsworn
- Vampire Interloper
- Bloodthrone Vampire
- Stromkirk Condemned
- Zulaport Cutthroat : not a Vamp, but very good when Vamp tokens are dieing.
Other cards to consider:
- Sanctum Seeker and Brutal Hordechief : add to the aggression give a lot of opponent life lose reach with attacking Vamps.
- Shared Animosity : very powerful anthem effect with attacking tokens.
- Dark Prophecy : triggers when tokens die.
- Mass Hysteria
- Boros Charm : protection from most board wipes.
- Price of Progress : great burn in Commander, gives a lot of damage reach for two mana.
- Anguished Unmaking
- Swords to Plowshares
If you like some of these suggestions then I can help you to make cuts.
Good luck with your deck.
3 weeks ago
First off, congrats on your 2-1 finish! That’s an excellent showing! I’m thrilled to hear you decided to take the deck for a spin, and did so well with it! I also really, really enjoyed your tournament report — thank you so much for posting it. Seriously, it made my day. Well-written and fun to read. I really got a kick out of it. Keep them coming!!
I’m also glad that your second opponent enjoyed the deck! I humbly thank him for his compliments.
Now, let’s talk strategy. I agree with you that generally it is more correct to mainboard the full playset of Duress and to keep Fiery Cannonade on the sideboard. The general metagame simply has too many rich targets for the card, and too many cards that can wreck your game unless you snag them. Also, I’d note, too, that without Duress , control decks are extremely tough to beat in Game 1. I think Duress is the way to go for now.
First, let me try to answer your questions.
1) “First, when you sideboard, what cards do you tend to pull to make room?”
Generally, my matchups tend to fall into one of three broad categories: control, midrange, or aggro. What follows are my general sideboard approaches to the three, and reasons why. Keep in mind that all decks are different, though, so tweak your plans based on your observations and instincts in the moment.
- Aggro: -4x Ruin Raider , -4x Duress , -1x Dire Fleet Daredevil ; +4x Fiery Cannonade , +3x Price of Fame , +2x Cast Down (or just five additional pieces of whatever targeted removal you are playing on the sideboard; Bedevil is good too if you have it)
Aggro is about keeping your opponent’s creatures at bay while attacking with your own. These matchups are often a race, so your life total is precious. Hence, Ruin Raider is out. Since aggro usually runs lots of low-toughness creatures, Cannonade does big work here. Most aggro lists run comparatively few spells, so you can leave Duress behind here most of the time. Adding in lots of removal helps make sure you will stay alive. If your opponent does the same thing, you can consider sneaking in some March of the Drowned for Game 3.
- Midrange: -4x Rigging Runner , everything else depends; bring in various cards that “seem good” against what the opponent is doing
It’s hard to neatly categorize midrange decks because there’s so much diversity in this broad group. Basically, these decks all share one aspect — they all want to grind. They tend to have lots of removal, lots of creatures that double as spells and provide incidental value ( Ravenous Chupacabra is a great example), and piles of late-game threats like Doom Whisperer and Carnage Tyrant that can win the game if unanswered. In general, Rigging Runner is weak against decks that want to grind because it is such a poor draw late in the game. So almost always, he comes out. What do you put in? Almost always some number of March of the Drowned because these decks are so grindy and removal-heavy, usually at least a couple of hard removal spells like Cast Down to deal with any game-winning creatures they resolve late in the game, and maybe even Fiery Cannonade if they have a substantial suite of creatures that lie lower on the mana curve (mana dorks like Llanowar Elves ramp decks are good fodder for Fiery Cannonade ). Sorcerous Spyglass is great against midrange decks using lots of planeswalkers. You’ll have to often tweak things and use your judgment here.
- Control: I’ll make it easy here, just do this exact sideboard.
-4x Rigging Runner , -4x Lava Coil , -1x Dire Fleet Poisoner ; +4x March of the Drowned , +2x Sorcerous Spyglass , +3x Price of Fame . You want as much card draw ( Ruin Raider ) and recursion as you can get here, and you want as many Duress effects as possible. Price of Fame will kill their finishers apart from hexproof threats (especially good against Lyra Dawnbringer ) and help fix the top of your deck so you can close out the game (surveil also works pretty well with March of the Drowned ). Note that if they’re on the Rekindling Phoenix plan that you’ll want to hang onto some Lava Coil s, too. If you do this sideboard, you’ll stop them cold almost every time. You just have too many ways to disrupt their plan, and either to prevent or recover from their sweepers. There’s a certain skill of playing against control, too, so you will need to get the hang of it. It’s not easy, and it’s a different approach to the game. Avoiding overcommitment to the board if you fear a sweeper, playing around a Settle the Wreckage , deciding which cards to cast into countermagic — all of these are decisions you must make correctly if you want to defeat the control player.
2) what plans do you have to include cards from Allegiance?
Well, aside from the obvious upgrades of the shock lands ( Blood Crypt ) being inserted in place of 4 basic lands, I opted to put in 3 Bedevil in place of three of the targeted removal spells I previously used on the sideboard (one Cast Down , and two Price of Fame ). Bedevil hits so many things. Now I can hit either Lyra or Teferi against control, and we even have an option against artifacts.
Re: Theater of Horrors and Light Up the Stage ...I feel that we have plenty of card advantage in Ruin Raider and Dire Fleet Daredevil (the Daredevil does provide free cards quite often). And they are on-theme as a creatures and as Pirates. The Theater though, is a really good card and worth a try. It provides damage and cards, both very good against control. I’m not a huge fan of exiling cards face-up because it robs Dire Fleet Poisoner of its surprise factor and therefore much of its power. Still, if the Theater lands against control, it could be very, very good. However, I feel we are already strong against control, so I’m not sure we need it. I think these cards are good though, and you could very well be onto something. If you do incorporate them into your build, I’d love to hear how they perform.
Remember you can always read my updates posted to this deck page for my tournament reports. I give some info about how matches and sideboard decisions turn out, if a bit choppily put at times. We are Pirates, after all!
Thanks again for the comment — I’m super happy and flattered to hear you are enjoying the deck. I’m looking forward to hearing about your further successes!
3 weeks ago
It's probably the most obvious advice one could give, but in order to speed up the game I think you should reduce the number of lands entering the battlefield tapped. No need of the crazy expensive OG dual lands or fetch lands, but something like Watery Grave , Blood Crypt , Sulfur Falls would be very helpful. A useful addition could be Darkwater Catacombs instad of Dimir Aqueduct and Shadowblood Ridge is pretty cheap yet you may find it useful.
Question unrelated to the landbase: Bloodline Keeper Flip is a great creature and a star in vampire tribal decks, but is it working at his full potential in a deck that, excluding the token it can generate, only has Vampire Nighthawk as creature which whom interacting?
3 weeks ago
Reassembling Skeleton is much better than Gutterbones for a sacrifice engine. It returns immediately to battlefield whereas Gutterbones has the life loss requirement and returns to hand. Gutterbones is better for aggro attack.
I agree with the Priest of Forgotten Gods especially later in the game. Double sack plus direct life loss AND card draw is awesome.
Judith is also good, but I disagree about the Fireblade Artist because all of your deck's creature stealing capability is at the speed of a sorcery and until end of turn. The Fireblade Artist has to be used during upkeep. You can sack your own tokens, but you may have better uses for those--reactive uses like block-and-sacks.
Light Up the Stage was really good in limited during the prerelease and that should carry over to constructed.
Bedevil is broken...use it.
Theater of Horrors is a way to accelerate the deck, but I would be really concerned using it against any control because you could permanently exile some good cards.
Any Black and/or red card has possibilities, but if you want to keep focused on steal and sack, I like: Bankrupt in Blood , Bloodmist Infiltrator , Drill Bit (for sideboard against control), Vindictive Vampire , Goblin Gathering , Smelt-Ward Ignus .
The Haunt of Hightower could be really powerful but is really expensive. You could sub it in or out depending on your opponent.
Of course, Blood Crypt .
3 weeks ago
LitillStaralfur I like to think of my land needs in terms of percentages, Plus or Minus depending on Mana Symbol intensity of spells.
(for instance if you're 50/50 on White and Black Spells, but you're running a playset of Murder which uses 2 Black in the Mana Cost, you will need more Black Mana Sources than White Mana Sources early on, so something closer to a B/W, 60/40 split in your Lands makes more sense.)
The spread of your mana is a tricky thing and it is highly dependent on WHEN you need the mana as well as how much of it you need overall. If you need Red on turn 3 to hit your Curve with Judith, then that takes high priority, meaning you'll need to include more Dual-Color Sources so you can Play a Turn 1 Hunted Witness (W), Turn 2 Pitiless Pontiff (BW), Turn 3 Judith, the Scourge Diva (1RB).
The best thing you can do is obviously have as many Untapped Dual Mana sources as possible as they fill the requirement of two of your color needs. Unfortunately running 12 Shock Lands means red decks will run over you, especially with the inclusion of new Pseudo-Lightning Bolt, Skewer the Critics . Which means you'll need a healthy blend of Shock Lands for consistency, Check Lands such as Clifftop Retreat and Dragonskull Summit , and Basics.
I would proxy up your Mana Base before buying. Play test it, and see what needs tweaking.
If you go the Judith route, it's worth noting that Tokens are no longer a sacrifice-to-damage option, so use them as your Frontline with Judith's Anthem effect in play. I'd Try something like this.
- 1 CMC
- 2-3x Hunted Witness
- 2-3x Footlight Fiend Can be Sideboard tools against small creature decks if you want to use other creatures in the Mainboard
- 2 CMC
- 3-4x Orzhov Enforcer
- 4x Pitiless Pontiff
- 2-3x Costly Plunder
- 2-3x Tithe Taker
- Give 2x Glass of the Guildpact a try if you find that a true Sacrifice-to-Damage style Aristocrat deck isn't getting you all the way. It gives your deck a lot of Range to compete against the Life Gain decks floating around.
- 3 CMC
- 3-4x Ministrant of Obligation
- 3-4x Judith, the Scourge Diva Card # dependent on creature removal in your local meta
- 2x Midnight Reaper
- 3-4x Mortify Every deck that runs creatures hates this. Every deck that doesn't run creatures hates this too.
- 4 CMC
- 3x Teysa Karlov
- 2-3x Seraph of the Scales Alternative Win-con just as a Beater.
- 2-3x Kaya's Wrath I think 2 Main Board, 1 Side Board. This card will save your life against Token strategies.
- 24 LANDS
- 3x Blood Crypt
- 3x Clifftop Retreat
- 3x Dragonskull Summit
- 4x Godless Shrine
- 4x Isolated Chapel
- 2x Mountain
- 2x Plains
- 3x Swamp
I didn't feel Sacred Foundry was Necessary or Advisable. You're not gaining Life with this deck. Hammering yourself with 12 Shock Lands will get you killed incredibly quickly, either due to self-inflicted life loss, or due to Tempo loss from having to play them tapped when you're nearly dead.
For Sideboard consider:
3 weeks ago
Thank you very much for your much developed comment McKendry2 ! I thought of Hunted Witness and it was in the deck originally, so that might indeed be a better option giving the token it produces. If I were to include Footlight Fiend , how many of each of these cards would you recommend in the deck?
I'll try to go up to 23 lands. I thought 20 might be short, but I find it pretty hard to remove much needed creatures and/or spells to get to that number. If I were to go Mardu, how many red lands (I assume Blood Crypt and Sacred Foundry are mandatory?) should I include?
During my testing on tappedout, I found out that with a lucky hand, I was able to play Divine Visitation on turn 3, all I would need was a Priest of Forgotten Gods and a couple creatures to sacrifice on T3 (and at least two plains on the board) and to either draw Divine Visitation thanks to the Priest or already have it in my hand, to play it T3. I know it's not very reliable if we're talking competitive, so maybe it's not the best idea after all.
I really like the idea of using Judith, the Scourge Diva in the deck, but the splash of red to get her on T3 seems a bit hard to manage isn't it?
Thanks again for your comment!
3 weeks ago
Hey thanks for the upvote on my Sliver Overlord decklist, I'm still working on the mana base slowly for that deck. Atm I'm still missing a few shocks and fetches but with Ravnica allegiance being opened I should be able to get both a Blood Crypt and Steam Vents both soon and cheap. Then I need a couple fetches still like a Marsh Flats , Arid Mesa , Bloodstained Mire and Scalding Tarn (but I may skip Tarn just because of that price...). After those the deck is quite close to what I see as complete, since I never intended for it to be like 100% competitive, as my meta is likely in the 75% range at best, lower even depending on whom is playing.
Blood Crypt occurrence in decks from the last year
Commander / EDH:
All decks: 0.12%
All decks: 0.53%
All decks: 0.07%
All decks: 0.07%