|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
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Target player sacrifices a creature. You gain life equal to that creature's toughness.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Consuming Vapors Discussion
1 month ago
I'd take out the Meteor Blast. I feel it is too clunky.
Personally, I think Consuming Vapors is also over costed and could either me swapped or removed for what I said.
I personally took Bloodghast out of my deck as it doesn't in my playgroup. If it works well for you, then obvious keep it.
2 months ago
Thank you for taking the time to write down all those suggestions.
I did have a lot of Basic lands, I replaced eight of them with Dimir Guildgate, Temple of Deceit, Sunken Hollow, Smoldering Marsh, Temple of Malice, Crumbling Necropolis, Vivid Marsh and Barren Moor. I also cut Mycosynth Wellspring < Gem of Becoming and Manalith < Fellwar Stone which I think are superior.
I followed your advice and replaced a few removals and less good board wipes. Sudden Death < Doom Blade, Consuming Vapors < Dreadbore, Grasp of Darkness < Cemetery Recruitment, Extinguish All Hope < Victimize and In Garruk's Wake < Syphon Flesh.
Still tweaking a few things left and right, let me know what you think. Thanks !
4 months ago
Ooh...I love Ultra-Budget brews.
I've always thought Heroes Remembered would make a good 1-drop for a lifegain deck, but it seems to me that for your deck, it doesn't matter how much life you gain, only that you gained life. So, quantity over quality, shall we say.
I feel like Path of Bravery can fit in to your deck somewhere.
You might have enough generic costs in your deck to be able to support a playset of Radiant Fountain.
Anyway, I'm just brainstorming.
5 months ago
No problem, man. If you use too many basics, you run the risk of not having enough different colors to cast certain cards.
There are other cards like Reflecting Pool, City of Brass and Forbidden Orchard that will give you the colors that you need as well, but if you run too many non-basics, people can abuse the fact that by playing cards like Ruination: it never really happens in my play group, but it's common in others.
Personally, I would replace Opal Palace when you have the opportunity: there are so many lands that let you gain mana instead of simply exchanging one colorless mana for a colored mana.
As far as card draw goes, black is arguably the best color in Magic, but with black there's always a drawback. That being said, cards like Skeletal Scrying, Underworld Connections and Necrologia may seem bad on the surface, but they allow you to draw more than Ambition's Cost. There's even colorless options like Mind's Eye and Memory Jar. Skullclamp and Phyrexian Arena are definitely worth keeping in your deck!
It varies from deck to deck, but a good rule of thumb is to have at least 10 cards that serve as mana ramp, such as Sol Ring, Dark Ritual, Mana Geyser, Caged Sun and Myriad Landscape. There are rare exceptions, where you really don't need it, like in a weenie deck where most of your creatures cost 1 or 2 mana.
Mana ramp helps you play everything earlier. I know you're not really trying to get your commander out on the battlefield, but in most decks you have a huge advantage by playing your spells 1-2 turns earlier, and cards like Jet Medallion and Burnished Hart will help ensure that the Butcher of Malakir you drew in your opening hand can be played on turn 5, instead of 7.
You typically want to have at least 10 card draw cards, too. Ultimately, you may have to adjust how much ramp/card draw you include or remove, based on how the deck performs, but that's a good starting point.
Coat of Arms is a great card, unless you're playing your friend's The Ur-Dragon deck, since it also gives your friend's dragons +1/+1 counters. A better alternative for your colors would be Shared Animosity: it's confusing to read at first, but once you understand how it works, it's actually better for a tribal deck. Anyhow, Coat of Arms is still awesome, unless you're playing against another strong, tribal deck.
Consuming Vapors doesn't allow you to pick what creature you want to destroy, so if you use it against an Edgar Markov deck, that person will just sacrifice one of their vampire tokens, instead of that annoying Captivating Vampire. Hero's Downfall lets you pick a creature or planeswalker.
Also, if you look on the right side of the page, you'll see a stat that shows your Avg. CMC (average converted mana cost) is 3.79. You can reduce that average and make your deck faster and more efficient by replacing cards with high cmc costs with lower cmc costs. For example, by replacing Dutiful Return with Death's Duet, you can make your deck run faster and reduce the overall cost. If you try to do this with every card, your deck will become more competitive as a result.
That being said, it's not worth it to to replace a good card with a worse version of the same card, even if it costs less. For example, Furnace of Rath may be cheaper, but Gratuitous Violence is definitely better and worth the higher cost.
Sometimes the worse card is actually better for your deck. For example, Grave Pact has a much lower cmc than Butcher of Malakir, and it's harder to remove an enchantment than it is to remove a creature, but since you're playing a vampire deck, Butcher of Malakir is a more synergistic choice, and that makes Butcher of Malakir a superior option.
5 months ago
Slaughter - seems good with extort stuff
Esper Panorama - more fetch lands!
Consuming Vapors - kill spell and life gain
Well of Lost Dreams - card draw!
I hope you get to enjoy the fun of finding hidden gems in all the cards you have sitting around! Let me know if you want to debate any cards!!!
5 months ago
I would take out the 2 curses, they ain't all that great - especially the white one. I like the red one more, but that isn't in this deck.
I have doubts about the following cards aswell - but wether you wanna take them out depends more on what your playgroup usually plays :
Skeletal Vampire : he's just a bit too expensive - 6 mana for a 3/3 ? And then another 5 for 2 more new bats (one of wich you need to sack to get 2 more). So basically that means you need to pay 5 mana to be able to regenerate him. Most turns you'll have better options to play for 5 mana. That said, if you add a bit of a sacrifice theme in the deck like Dictate of Erebos, Deathgreeter,.... sacking the bat to regenerate Skeletal Vampire, wil give you additional benefits (killing creatures of your opponents, gaining you life, ....). In that case it might be worth it
Kheru Mind-Eater : I think people will probably just block and kill him fast. If they don't and he does damage, your opponent still gets to choose wich card he's gonna exile (and it won't be the best card he has at hand). You may play that card, but you still need to pay it's mana cost, so wether you can play it greatly depends on what colors your opponent plays. All in all I find the likelyhood that you'll profit from this card is just too small and therefor I would replace it
Consuming Vapors : this card has the same problem as the one before. It costs 4 mana, and how many times will you be able to play it in a situation where your opponent only has one big creature on the board ? If your opponent has a 10/10 and a 3/3 on the board, he's gonna sack the 3/3 and you gain 3 life..... I think there are better removal spell out there
Fell the Mighty : same story again. You play a boardwhipe when you have nothing and your opponent has a full board. when you do play one, you want all creatures to be removed - and there are better boardwhipes out there to do that. The only time this card would actually benefit you is when you have a lot of small vamps and your opponents have a lot of big creatures.
Syphon Mind : Intresting card this one. If you usually play against 3 or more opponents this might be good. If you usually play 1 on 1 I would remove it, cause then it is to expensive (mana wise).
This is just my personal thoughts, I'm sure some people feel very different about it, so all in all it's up to you to see how you wanna play.
5 months ago
- Blood Baron of Vizkopa: muito situacional, basicamente mana jogada fora a maioria das vezes
- Bloodhusk Ritualist: seria interessante se fossem todos os oponentes, muita mana para um oponente s
- Drana's Emissary: um ping bem ruinzinho, ganhar vida legal, mas no parece ser o foco primrio ento um corte vlido
- Voldaren Pariah Flip: legal mas tem substituies melhores
- Mortify: melhor se livrar de problemas permanentemente
- Urge to Feed: fica legal no flavor mas seus vampiros se beneficiariam mais de outras cartas
- Consuming Vapors: recupera vida, o que legal, mas dificilmente vai eliminar um problema que voc espera (vampiros no devem dar escolha pros oponentes)
- Obelisk of Urd: tem uma substituio muito melhor por menos mana
Well of Lost Dreams: ganho de vida no parece ser a estratgia principal, o que corta muito o potencial dessa carta
Vampire Nighthawk: Famoso vampiro multi-uso, CMC baixo, voa, tem deathtouch e lifelink, melhor impossvel
- Drana, Liberator of Malakir: Baixo CMC e buffa todos os tokens ANTES do dano deles (first strike acontece antes do dano dos demais)
- Indulgent Aristocrat: Baixo CMC, Sac Outlet que buffa todos os vampiros.
- Falkenrath Exterminator: CMC baixo, potencialmente pode matar vrias criaturas problemticas.
- Mirror Entity: um vampiro no casting, te d um token. No battlefield buffa absurdos todos os tokens (pode diminuir uns maiores, but nothing comes for free) e CMC baixo.
- Falkenrath Gorger: vai perder seus melhores vampiros para um wheel? Claro que no, cmc baixo timo
- Olivia, Mobilized for War: baixo CMC e d haste para o que voc precisa que j entre sentando o sarrafo.
- Iroas, God of Victory: nico outro no vampiro til, ajuda bastante no combate
- Boros Charm: ningum gosta de criar um exrcito s para tomar um wrath
- Anguished Unmaking: Se livre de permanentes problemticas
- Utter End: mesmo do acima
- Rakdos Charm: Cemitrios so problemticos, artefatos so problemticos, no mesmo slot dois por um
- Syphon Mind: Se um deck para multiplayer esse o melhor draw possvel.
- Night's Whisper: draw
- Phyrexian Arena: draw
- Underworld Connections: draw
- Eldrazi Monument: Seus tokens buffam, ganham voar e principalmente, indestrutvel.
- Fellwar Stone: Ramp
- Sword of the Animist: Ramp
- Darksteel Ingot: Ramp
- Ashnod's Altar: Ramp e Sac Outlet
- Phyrexian Reclamation, Palace Siege: o Edgar no gosta de reanimaes direto pro campo, ento o melhor trazer para mo e castar de novo. Cast and Profit, Sac and Profit, Reanimate and Profit. No d para ficar mais vampiro que isso.