KickerTap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.)
Target opponent loses half his or her life, rounded up. If Blood Tribute was kicked, you gain life equal to the life lost this way.
Price & Acquistion Set Price Alerts
Blood Tribute Discussion
1 week ago
Hey, so just FYI to mention a user you put double square brackets around their name, just like you'd mention a card. [ [card name here] ] or [ [ user name here ] ]. Took me awhile to figure out too(: but I'm happy to help!
Okay, so I love the changes you've made to this deck. I especially love your clever addition of scrying mechanics, so that you can manipulate the cards Jeleva exiles. Crystal Ball, for example, is perfect. I'd check out Fated Conflagration, Fated Return, or Fated Infatuation as potential additional scry effects. Sacrifice mechanics are also brilliant, since it's in your opponents' best interest to leave Jeleva alive, and you need to force a re-cast. Brilliant.
You've also added a lot of "haymakers" or "gamechangers" like Worst Fears, Cruel Ultimatum, etc.Many of these are great, but I feel obligated to mention a quick note on power level -- depending on who you play with, sometimes "extra turn" or "control someone else's turn" effects are frowned upon, or at least, the average power level of your friends' decks may be lower than those turn-control effects. Just be considerate, and remember that the most expensive cards don't always equate to the best cards for your deck (you may not be able to tell, but I'm a big proponent of budget deck-building, haha). Anyways, to the details:
I don't think you need Mind Over Matter, Price of Knowledge, Mnemonic Wall, and some haymakers like Searing Wind, Blood Tribute (Jeleva is your only Vamp, and she'll often tap to attack unless you give her vigilance through equipment, which seems wasteful) and Sorin's Vengeance and maybe some extra turn stuff. The reason I say this is that you don't need to cast a haymaker every single turn to win a game -- you just need enough to gain advantage and capitalize on it. You've put in scrying, which reinforces going for quality over quantity with your wind conditions. Furthermore, I wouldn't put in Traumatize or Liliana Vess from your SB unless you really want to -- they're not much valued added.
To swap in your SB, my most valuable card-cutting advice is to look for effects that your desired card will replace. For example Spelltwine's effect mirrors (and probably is better than) the effect of Mnemonic Wall, so that's a ripe card to swap. As another example, Necromantic Selection might be a fairer version of Plague Wind, which I'm sure your friends would appreciate (also has the benefit of destroying Jeleva, so that you can recast). The exception is when you don't just want to replace an effect, you want to add more of the effect, like with Lim-Dul's Vault. I'd put that card in for something like Mind Over Matter, just a straight swap of "I want this effect" versus "this doesn't help me a ton". However, one of the most rewarding things about deckbuilding is tuning your own deck, so I won't insult your intelligence and explain every card swap to you (: just remember that playtesting is hugely important, and you can playtest without having paper copies of every single card -- just put in a similar (or worse) card and see how you like it.
On that note, you should be sure to notice during playtesting how much card draw you're wanting. Grixis colors are awesome for card draw, and card draw is often necessary to maintaining your fuel during the course of a game. Granted, Jeleva is kinda like free card draw, but if you ever spend a game with 20 cards in exile and only 2 in hand, that's when I'd tweak the number of dedicated draw engines. Treasure Cruise, Staff of Nin, Preordain, Anticipate, Carnage Altar even. The cool thing about drawing is that it gives you more haymakers without actually having copies in your deck (since you'll go through your deck faster), and also ensures you get enough support to actually make the win happen (through land, ramp, utility spells, etc).
Sorry about the novella, but I hope some of this was useful! Best of luck with Jeleva-- you've chosen a cool and flavorful commander, and I hope all goes well for you. As always, reply if I can do anything else.
1 week ago
Pretty good for a first deck built from scratch!
You have two very different paths here. I would either go completely mono black for the best consistency. Erebos, God of the Dead or if you wanna stay cheap Ob Nixilis, Unshackled are both good commanders for this type of deck. Or if you wanna go a little saucier, you can go into B/W enchantments and play stuff like Ghostly Prison, Mesa Enchantress, Sphere of Safety, Enlightened Tutor.
The problem with this in between thing is that there will be games you have all your white cards in hands and no way to cast them or vice versa. You should either refine the mana base with lands like Orzhov Guildgate and Scoured Barrens (Which if you're gonna do that you might as well play more white) or cut the white and embrace the dark side.
The other thing is that there are effect that are great in a vacuum but don't translate well to commander. Death Watch is a good example. You could put it on a Kozilek, Butcher of Truth and drain your opponent for ten, but he's probably still above 20 and you've done nothing to your other opponents. Compare that to something like Deadly Tempest which neutralizes everything and effects everyone. In general, if something only effect one person or effects people in a minimal way, it should be cut for something more impactful. There are exceptions, for example you have to run at least a little targeted removal but try to run the very best like Hero's Downfall. But this is a general rule to follow.
You could also use a little more ramp. Get a Sol Ring. Every deck you ever build should have a Sol Ring. It's that good. Crypt Ghast is also really good in mono black or even half black decks. Thran Dynamo and Burnished Hart are good ramp as well. Card draw is a must, the person with the most resources will most often win the game. Phyrexian Arena, Read the Bones, Farsight Mask if you wanna avoid being attacked. Damnable Pact, Solemn Simulacrum; all cards that you should at least look at.
If you wanna focus on combing off, run a couple tutors to help you find your pieces. Diabolic Tutor, Diabolic Revelation, Beseech the Queen, even Demonic Tutor and Vampiric Tutor if you can afford it. Blood Tribute is hilarious with Sanguine Bond.
Finally here's a piece of secret tech, Ward of Bones. This screws over everybody at the table. Ramp players,
Hopefully this helps! Keep Brewing, it only gets more fun!
1 month ago
I would maindeck most of the cards in your sideboard; Stromkirk Captain, Bloodline Keeper Flip, Captivating Vampire, Drana, Kalastria Bloodchief, Drana, Liberator of Malakir, and Rakdos Signet. The lord effects are too good not to run, Bloodchief Drana can inflict massive amounts of damage with enough mana, and always use any signets within your colors.
As for suggestions for the deck, Anowon, the Ruin Sage is a pretty nasty budget vampire. Keeps your opponents' boards in check, and any creatures you control that he forces you to sac combos with Butcher of Malakir.
Blade of the Bloodchief is a ridiculous equipment that can turn into OTK commander damage if your opponents aren't careful. It's just so stupid cheap to cast and equip.
Malakir Bloodwitch is pro-white and can net you ridiculous amounts of life if you're playing against enough opponents.
For repeatable hard removal, Dark Impostor is your card of choice. In a pinch, if your commander is about to get put into the command zone, but you don't feel like recasting her due to too much commander tax, you can use his ability to exile her and copy her abilities.
Blood Artist is an EDH staple, and he's a vampire; no reason not to run him.
The mana cost of Blood Tribute prevents it from being played in most constructed environments, but it's perfect for vampire EDH. Saves you in tough situations.
Terminate. I don't need to explain why this is a great card.
Sangromancer is another vampire that creates a nice buffer for your life total.
Dreadbore is another great piece of hard removal.
This might be budget deck, but if you can get your hands on a copy of Sorin Markov, he compliments the vampire theme nicely and can be a little unfair by instantly popping off his -3 ability for quick kills.
1 month ago
Hello and welcome to the commander format! Your deck looks nice and it's a good starting point for a vampire themed deck. The one question you need to answer before we can give you better suggestions, is what are the goals of the deck? Where do you it going? Is it aggro or is it control, tribal or not etc.
That said I'll do my best to give some suggestions that are both on theme and rather good cards, while also taking budget into consideration. Here goes:
Olivia Voldaren is a commander who favours control and rewards having large amounts of mana. Her first ability pings creatures and makes her grow. Cards like Basilisk Collar, Gorgon's Head and Quietus Spike enable her to clean the board clean, 2 mana at a time for a huge swing.
Her second ability steals vampires for 5 man; 7 if you need to convert it before hand. A card like Crypt Ghast, or the more on-theme Nirkana Revenant can work wonders. Doubling your black mana is no joke, especially if you invest in getting Urborg, Tomb of Yawgmoth.
Some of the best vampires, albeit not the most regal of the lot, come from the original zendikar. Malakir Bloodwitch is a powerhouse!!! Anowon, the Ruin Sage is another one.I see you have Sanguine Bond in the deck. Why not include Blood Tribute as well? With bond and vampires in play, tribute translates to target opponent loses the game.
One extra addition you could consider, Captivating Vampire can complement Olivia's ability.
Sorry for the long post. Hope it was a little bit insightful. Also, don't forget to answer the questions from early on. What do you want the deck to be? How do you like to play with it? What is your budget and how strong is the power level of your local playgroup (fun/casual Vs cutthroat)? Once these are clarified, the community will be able to help you a lot more. Lastly, try advertising your deck here: Advertise your commander deck.
1 month ago
Ordinarily I'm opposed to life gain in edh, but with this commandeer it seems essential. With that said, my recommendations are:Drop: Accorder Paladin, Djinn of Wishes Elite Vanguard Expedition Envoy Paladin en-Vec Pharika's Chosen Platinum Angel Seraph of the Sword Tidehollow Strix Sky Spirit Typhoid Rats Oppressive Rays PACIFISIM! 1x Day of Judgment (you have 2 listed, and that's bad, mm'kay) Devastation Tide Gather the Townsfolk Raise the Alarm, most of those are really vanilla creatures, which don't do much of anything in EDH, platinum angel WILL get removed before he does anything so why bother? Cards like oppressive rays don't do much in a format where every body either generates more mana than they need or has truly infinite mana. Which brings us to another frightening issue here... you have NUMEROUS cards that specifically target your basic lands... but no basic lands. Pilgrim's Eye, Terramorphic Expanse, Evolving Wilds... I can't imagine your playing them for the shuffle, so either add some basics or take them out (you need more lands regardless), as your deck is now 1/4 cards you draw is your land meaning your opening hand will have 1, you should draw a 2nd on your first turn, and 4 turns later you'll get your third land. By the time that happens, you will be dead, because what are you going to do to stop them? Since I'm not sure what you want to do about your manabase (add basics of stay all non-basic and take your basic land tutors out) I'll keep my suggestions to a few things that are almost required here. Oblivion Ring, you have every other o-ring effect, why not the original? Avacyn, Angel of Hope, because nothing's gonna make you go "oh shit" like when your opponent plays wrath of god and all of your o-ring dudes go away so he gets his most powerful shit back. Gotta do everything you can to protect them. Soul Warden and Soul's Attendant... because lifegain, and you need life gain. Sanguine Bond makes healing hurt, Exquisite Blood makes hurting heal, also, Blood Tribute is a massive life gain in edh, combined with sanguine bond is an easy way to get rid of your strongest opponent and gain half his life. Lastly, Serra Ascendant, because 1 drop 6/6 flying life link is pretty hard to beat
2 months ago
I see that you have Sanguine Bond in you maybeboard. Im running it in my black/red vampire deck alongside Blood Tribute and it wrecks face.
2 months ago
I've looked this over, here are the thoughts that occur to me:
very light on removal
light on card draw
heavy on artifacts
not a lot of ways to respond
not a lot of beefy endgame creature threats
Here are some cards I would consider adding, with priority going to removal:
Solemn Simulacrum <--- great value-added card
Here are a few of the things I"m not sure are giving you the best value for the card slot:
I'd also cut lands to no more than 40, possibly 39.