Bloodline Necromancer

Legality

Format Legality
1v1 Commander Legal
Duel Commander Legal
Commander / EDH Legal

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Set Rarity
Commander 2017 (C17) Uncommon

Combos Browse all

Bloodline Necromancer

Creature — Vampire Wizard

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When Bloodline Necromancer enters the battlefield, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.

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Bloodline Necromancer Discussion

Frank_Glascock on Inalla's Tap Studio (EDH Adaptive Combo)

1 day ago

You may know about this. It was brought to my attention Friday by another Inalla combo player:

"Aphetto Alchemist/Fatestitcher (with haste and copy) and Illusionist's Bracers gives you infinite tap/Untap." This allows:

A) infinite draw with Azami, Lady of Scrolls or Sensei's Divining Top

B) infinite mana with mana artifacts, or lands with Fatestitcher

C) infinite damage with Inalla

D) infinite counters with Patron Wizard

I would recommend only adding Aphetto Alchemist and the Illusionist's Bracers if you went this route. My reasoning is this combo is our second most expensive to execute. Bloodline Necromancer costs less based on your assertion that you play either Phyrexian Altar/Ashnod's Altar for value before the combo turn.

Aphetto Alchemist costs 1U + Illusionist's Bracers 2 + equip cost 3 + Aphetto Alchemist Inalla token 1 = 7U

Fatestitcher makes it 9U to execute the combo.

You could play the Illusionist's Bracers and/ or Alphetto Alchemist the turn before you combo. Our opponents would definitely attempt removal. You could possibly try if you were holding two counterspells.

Aphetto Alchemist that has synergy with our mana rocks, Azami, Lady of Scrolls, Sensei's Divining Top and Arcanis the Omnipotent (your list). Illusionist's Bracers works with those two creatures but is not likely to be viable outside of the combo.

My first impression was we would be adding two cards that would be dead outside of combo. But, Aphetto Alchemist is cheap and could be played early as a means to untap mana artifacts of which I am playing 10. Our opponents most likely will kill him the first chance they get. That is one more spot removal spell they will not have when we try to win with any of our three other creatures based win-cons.

Looking at my list Voidmage Prodigy, Sigil Tracer, Glen Elendra Archmage or Wanderwine Prophets are probably where the two cuts would come. I know you are on the fence about Voidmage Prodigy. How has Sigil Tracer performed? I am still at 36 lands and could cut one wizard from the list and a land. The player I spoke to cut Wanderwine Prophets because finding the open player to attack was problematic.

I am leaning towards not adding this combo. It is expensive and does not win the game on the spot. Inalla, Sensei's Divining Top, Patron Wizard, or a colored mana producing artifact have to be on the field for us to win the game. I would definitely flip to yes if you thought it was a good idea.

Frank_Glascock on Inalla's Tap Studio (EDH Adaptive Combo)

2 days ago

1) You may be right about Chain of Vapor. Keeping one mana open to bounce a problematic permanent either on opponent's end step or on our combo turn is viable. Plus, it hits any non land permanent.

2) The only issue would be our opponent's bouncing Ashnod's Altar or Phyrexian Arena. You said you usually play Ashnod's Altar before you try to combo in order have a mana producing sacrifice outlet. Plus, if we wait to cast either altar and Bloodline Necromancer it ties Wanderwine Prophets as our most mana intensive combo at nine.

3) What do we cut for it? Into the Roil is the most similar to Chain of Vapor. Chaos Warp is our most expensive removal. I will probably keep my removal suite the same unless you have a strong opinion that we need Chain of Vapor in the deck.

4) I am not cutting any more wizards at this time. I am running 23. I need to play test the deck more but my sense is it is borderline too efficient. I want to be able to play this with heavily modified versions of the other tribal 2017 Commander decks and not in a competitive pod. It is my sense that even a total combo competitive version of this deck would not be the best by a long shot in such an environment. I will ask Dan of Laboratory Maniacs where he would rate the reanimator all combo Inalla.

FrigidOfficial on Inalla's Tap Studio (EDH Adaptive Combo)

3 days ago

Hey Frank. I have been posting quite a bit on the deck, but I think it's worthwhile to have a transparent discussion so that anyone who wants to make suggestions can see our line of thought with changing the deck. Hopefully the TappedOut admins don't get to me :P

I have posted another update with possible changes based on your most recent long list of suggestions. I think many of the ideas are valid and will definitely try them out when I have the money / time.

As for the last few posts:

  1. I enjoyed doing the game writeups. I'll try to mention my mulligan and opening hand more often; I couldn't remember everything after the game had ended. I will try to do more in the future.

  2. Rhystic Study is looking to replace Phyrexian Arena when I can pick up a copy. It's less color intensive and more efficient. I still like Paradox Engine, personally.

  3. Your change definitely makes sense. Pact of Negation as a way to interrupt a combo interrupter is a great idea, and since your list is faster it would make more sense for you to try to combat spot removal.

  4. That average CMC is solid; we can safely dump our hand and refill in most cases.

  5. I have looked at slotting Blasphemous Act for some of my weaker enchantments.

  6. That's what I anticipated. Playing both altars as a redundancy effect allows us more ways to combo out than just relying on Ashnod's Altar, and playing Mistbind Clique gives us another pseudo win condition alongside Bloodline Necromancer. Our opponents thus have to worry about four cards as opposed to two.

  7. Wanderwine Prophets is interesting in my meta where not everyone plays a ton of creatures. Some people in my pod play very few creatures and, if they do, they're usually weak and can be removed easily. I have been able to land the combo a few times and it wins on the spot. It's not something that I would tutor for, but is a huge threat and at the very least can be played to bait removal.

  8. Augur of Bolas for Merchant of Secrets is a change I am now looking at making.

  9. Gamble is probably being slotted in for one of my worse wizards when I have the money for it.

  10. Into the Roil is a good change for Reality Shift. I was thinking about maybe taking out Terminate instead, as Reality Shift can prevent our opponents from casting non-creature spells.

  11. Six counters should be fine, at least in my opinion. I assume you're still running Patron Wizard and I know you run Voidmage Prodigy, so we have 6 true counters, a recurrable Mana Tithe effect, and a likely few counters out of Voidmage. That should be enough in my opinion.

  12. By Force is going to be better in most cases. I will slot Vandalblast out unless I am playing against an artifact heavy deck.

  13. I was looking at possibly adding Chain of Vapor also. Thoughts?

Frank_Glascock on Inalla's Tap Studio (EDH Adaptive Combo)

3 days ago
  1. Thanks for the recap. I hope you would consider doing additional game updates. You reveal different lines of play for less experienced players like myself.

  2. I cut Paradox Engine before these last series of changes. It may have been to get Rhystic Study back into the deck. Necropotence and Mystic Remora round out my enchantments. I can say without any reservation that Rhystic Study is superior to Phyrexian Arena. You are going to draw more cards and Rhystic Study serves as a quasi-stax effect.

  3. Panharmonicon was replaced by Pact of Negation. This was a recommendation by another player. It makes a lot of sense. I usually think of Pact of Negation as a way to overcome opponent's counterspells on the turn we combo. This deck can also use it to thwart spot removal (Swords to Plowshares, Reality Shift, Chaos Warp, ect) on either Dualcaster Mage or Bloodline Necromancer when we are trying to close out games. Does this makes sense in my slightly faster version?

  4. My average mana cost is 2.45. That involves averaging out the mana costs for Force of Will Blasphemous Acts and Cyclonic Rift over the course of ten casts.

  5. Blasphemous Acts is another card you will see dividends from playing. It is probably an include even if you are playing in straight combo pods 50% of the time.

  6. My plans for Mistbind Clique were derailed tonight. Still, I am playing both altars as redundancy for the Bloodline Necromancer combo and as value. Mistbind Clique is probably good enough to play on its own. The ability to land lock the table for 4U with one of the altars in play is pretty sweet bonus.

  7. I talked with fellow Inalla player who was playing straight combo like us. He removed Wanderwine Prophets from his deck because it was too conditional on having an opponent without blockers. How often do you find Wanderwine Prophets to be your means to victory? I am not cutting it. I just wanted to hear you perspective on the card.

  8. The new additions to the deck have performed well.

Augur of Bolas seems like a better version of Merchant of Secrets largely due to the two mana cost and the presence of the extra tutors in my version.

Gamble sometimes feels like it should be Grim Tutor or Imperial Seal yet it costs one mana and tutors the card to your hand. It won me a game tonight as I had eight or nine cards in hand (Rhystic Study) and Kess, Dissident Mage on board. I tutored up the Bloodline Necromancer combo and won the following turn.

Rhystic Study has been covered.

Into the Roil was substituted for Reality Shift. I would love to play both but that would require cutting Voidmage Prodigy or Glen Elendra Archmage. I am at 23 wizards and I want to avoid letting this deck get too fast and competitive.

All six counterspells are staying. I would consider a seventh in Negate if the meta was not so creature dominated.

Adamaro on Witch / One

3 days ago

Chaos Warp is huge in Grixis decks. It's one of the few ways to deal with problematic enchantments, indestructible creatures/permanents, stops planeswalkers etc. I've only used Chaos Warp on my own stuff to avoid Gilded Drake from snatching my creatures.

I'm not sure if you realized this, but you have an infinite combo in your deck.

Ashnod's Altar + bloodline necromancer + Inalla, Archmage Ritualist (She can be in play or the command zone for this to work). Essentially you end up with 1,000,000,000,000 (you get the idea) bloodline necromancer s with haste.

Also, for whatever reason, my card links for necromancer and Inalla aren't working. Sorry about that.

Frank_Glascock on Inalla's Tap Studio (EDH Adaptive Combo)

4 days ago
  1. How did the 1v1 game go last night? I would caution you to not over analyze the 1v1 performance of the deck. I crushed an above average Kess, Dissident Mage deck yesterday with a Markov deck in 1v1. I designed the Markov deck to be multiplayer where it is average or slightly below average. 1v1 it is above average to possibly good.

  2. Can you make sure I have this right? Mistbind Clique + Phyrexian Altar/Ashnod's Altar require 4U on your intial cast when you get priority following opponent's upkeep. After this, the token can be sacrificed to either altar to provide the one mana needed to pay for Inalla's trigger. This is done at the end step to keep the token till next turn and on opponent's upkeep to tap their lands.

  3. Does Panharmonicon belong in my list? We have three combo creatures of which maybe Bloodline Necromancer would be used outside of combo. Docent of Perfection  Flip, Archaeomancer,Augur of Bolas, AEther Adept, Sea Gate Oracle, Trophy Mage, Venser, Shaper Savant, Snapcaster Mage and Trinket Mage use Panharmonicon. I removed Anathemancer.

Panharmonicon could be replaced by Reality Shift, Negate, Izzet Charm, By Force/Rakdos Signet (both on Laboratory Maniac's list), or Arcane Denial. I am playing Into the Roil to deal with Enchantments. I could possibly cut a land with the addition of Rakdos Signet as the deck would have eleven mana producing artifacts. This would keep Panharmonicon in the list.

Rahvin_dom on Inalla, tapping wizards for fun and profit

5 days ago

I think you've got some solid win conditions for the most part. Locust God feels a little out of place (not a Wizard), but the combo works. There are other ways to combo out using Wizards and Lab Man as well, and some of them are pretty resilient.

I think my biggest critique is your removal and interaction suites. You've got spectacular counterspells (Mana Drain!!!!), but you have only a little actual removal, targeted hand disruption, and no board wipes.

You don't even have Cyclonic Rift. You can go to Blue Hell for that sin.

In a fast-combo competitive meta this would do very well. Strip combo pieces or interaction out of an opponent's hand, kill just priority combo creatures, and otherwise race to your own combo with some protection. But in a more "normal" meta filled with creatures, you're going to face a problem.

You have no defense against an aggro deck. If a Saskia or Alesha or Edgar or other relatively-fast creature based deck shows up at the table, you're going to need to play the political game of your life to stay alive. Your interaction is all inherent card disadvantage, and while that's acceptable with counterspells when you're being careful with their use, and it's necessary with some targeted removal of things that will otherwise cost you the game, targeted removal is not going to help when Alesha swings in with her giant party of hate bears.

This is an inherent flaw when playing fast-combo outside of a competitive meta. If anyone at the table packs enough interaction to keep you from going off right away, you're going to get swarmed with creatures. What's worse, you're playing a lot of cards that make you spend life (Dark Confidant), which makes you even more vulnerable.

I'd suggest removing the targeted discard outside of 1v1 engagements. Add in Cyclonic Rift AEtherize Toxic Deluge and possibly some other good anti-creature shenanigans. Rhystic Study Propaganda are more staples.

If you want to be drawing cards and tapping Wizards for value, Azami, Lady of Scrolls does the job well.

Vedalken AEthermage finds any Wizard you need, and is a Wizard body when you need one.

Now some combo suggestions:

Dualcaster Mage + Ghostly Flicker . Infinite land/artifact untaps, infinite hasty Wizards.

Ashnod's Altar + Bloodline Necromancer create infinite Bloodline Necromancer tokens, which means either infinite hasty attacks or infinite Inalla activations if she's on the board.

Entomb + Mesmeric Orb combo:

1) Entomb (B) Fatestitcher

2) Unearth Fatestitcher (U)

3) Untap a land (-1) and pay to make a token of Fatestitcher using Inalla's triggered ability. (1)

4) Cast Mesmeric Orb (2)

5) Tap the token Fatestitcher to untap the real one, then tap the real one to untap the token, until you have milled your entire library.

6) Put Narcomoeba into play when it is milled.

7) Tap your untapped Fatestitcher to untap a land (-1)

8) Flashback Dread Return by sacrificing the Narcomoeba and the Fatestitchers targeting Bloodline Necromancer.

9) Bloodline Necromancer enters, pay to create a token of him (1), target Laboratory Maniac and Snapcaster Mage, target Gitaxian Probe with Snapcaster Mage.

10) Flashback Gitaxian Probe (2 life), you win by the replacement effect of Laboratory Maniac.

All told, 2 cards 2UB mana, and 2 life. I won with almost exactly this a couple weeks ago.

Saharez on Vampire Deck - (First EDH deck) advice sought

6 days ago

I've got a couple of suggestions!

Diabolic Intent would be a cost effective tutor for you, considering your reliable access to tokens.

Falkenrath Noble can be a boardwipe deterrent, just like your Blood Artist

bloodline necromancer can be efficicent, for two bodies.

Herald’s Horn can be a solid help, both on the mana front, but more importantly on the card draw front.Topping up on mana reducers with Urza's Incubator and suddenly your bombs become far more affordable.

depending on meta Pyroblast and Red Elemental Blast are both excellent choices, a great answer to Cyclonic Rift, any number of counterspells, tutors, draw spells and a sometimes just a 1 mana removal on a threat.

Patriarch's Bidding can keep you in the game after a boardwipe.

A couple of suggestions on things to cut, if you decide to add any of the above to your list:Dark Impostor the 6 mana activation costs alot of tempo, in your color identity you will probably be pressed on mana in most games.

Vampire Nighthawk Simply because it doesn't do quite enough to altar the boardstate in a significant way.

Heirloom BladeBlade of the Bloodchief These two equipments, you are having a token centric build with a few combo pieces, these equipments are gonna cost you tempo.

I would cut Kindred Boon aswell, you are in black and white, you don't need to be afraid of things going in the grave, there is plenty of options for getting them back out again! :)

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