|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Mythic Rare|
|Modern Masters (MMA)||Mythic Rare|
|Ravnica: City of Guilds (RAV)||Rare|
|Promo Set (000)||None|
Combos Browse all
Creature — Human Wizard
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.
Dark Confidant Discussion
3 days ago
Glad you asked.
It kills Dark Confidant , Thalia, Guardian of Thraben , Snapcaster Mage , Noble Hierarch , Sakura-Tribe Scout and any other pesky X/1's you might run into. But, more importantly it allows you keep an empty handed opponent empty handed. By responding to their draw step, instant speed discard when the opponent is in top deck mode can act as a Time Walk .
It can alternatively be used to pump Mutavault for the last couple points of damage or just give it swampwalk against the right deck.
4 days ago
4 days ago
Dark Confidant is sort of an essential as well. Nights Whispers too maybe?
6 days ago
To start, try to drop Dark Ritual for an effect like Thoughtseize or Inquisition of Kozilek , fit in card advantage like Dark Confidant so you can beat your opponents on combo. Run less aggro creatures, or switch to a list using a Smallpox / Pox strategy.
I'd move away from mono-black vampires, to get into green so you can play a nic-fit list or jund list in style. Looking up "Nic-Fit" or "Jund Midrange" can show you how these midrange decks work.
1 week ago
Sure I do, but the suggestions I made was not really meant to just blindly make you pick up the cards I mentioned. I would much rather give you the tools needed to evaluate cards yourself. Just needed some examples when explaining why certain kinds of cards are good when it comes to being successful at playing midrange.
But if you want some other good options that aren't too expensive, (Just to have something to work with)
Abrupt Decay , Courser of Kruphix , Kitchen Finks , Thragtusk , Scavenging Ooze are all maindeckable cards for less than 5$, that could be good for you. And also, until you get some better lands (fetch/shock) I recommend you only play two colors, (or at least don't run any mono blue lands.)
More importantly than what cards I suggest, would be what distribution of threats and answers, what kind of cards to sideboard cards, how your curve should look, where to end it, and why to keep the deck at 60 cards exactly.
Let me just quickly get one of these points out of the way.
Where to end a curve.
The following section is not relevant for your deck, just for understanding other types of decks
In aggro decks, you'll often see the most expensive card in the entire deck being only 2 mana, but sometimes 3 and 4 mana cards are implemented from time to time, (though 4 is pretty rare.) It should really give a good perspective on how fast they try to be when 2 mana is considered expensive in many of these decks.
I'm going to split combo decks into two main categories here. Aggressive combo decks, and Controllish combo decks.
Aggressive Combo decks, due to their strange nature, can't really be given a curve, just know that if they play really expensive cards, they have a way to get them out fast, either due to fast mana, or some sort of setup that circumvents manacost.
The same is true for Controllish combo decks, (At least to an extent.) Their curve can be weird, but instead of fast mana, they will grind the game out until they can play their expensive combo pieces or, maybe just use the potential threat of a looming combo to make the opponent play badly around them and then will through conventional means. (But their curve will never look completely messed up, as they will rely on normal board control.)
Tempo decks, should for all intents and purposes just be treated like aggro decks when you're not really deep into the format.
Control will follow the same guidelines as midrange, which I will get into soon, so why bother here.
That leaves us with your kind of deck, midrange.
Keeping the majority of your cards on 1-2-3 mana will ensure you get to stay in the game. Then, to really get some payoff for slowing down the game, you can add some cards that go beyond that cost to outvalue the opponent and keep up with other slow decks.
I rarely find it to be a good idea to go beyond 5 mana in a modern deck that doesn't ramp, midrange or not, but I have played cards like Grave Titan in Sultai midrange before. The idea behind this is that the extra power level a 6-drop brings to the table, compared to a 5-drop, is rarely worth the extra trouble on casting it. This is due to a combination of the fact that it's all the worse against the fast decks, (where the difference between one and two turns can mean death,) and the fact lands gets exponentially harder to play over the course of the game. But you can play 6-drops, and you can benefit from doing so. There is no 5-drop in the game that's as good as Grave Titan , so if I make my deck capable of putting in the work to get to it, I can benefit from my patience, by adding such a card, even though it will mean that I will occasionally lose a game due to Grave Titan being a dead draw I just never get to use.
So majority 1-2-3, some 4-5 are fine, 6 is iffy, but surely can be done. 7 is so, so much harder than 6 to make work, I don't recommend trying. (Some of the 4+ cards can also be replaced by cards that just helps add value at cheaper costs, like Dark Confidant )
Here's my Sultai midrange deck for reference. (again, no need to just copy the cards I play, just want you to maybe get the bigger picture here.)
1 week ago
I love and have been running Vampires for a while:lagotripha's comment is a great way to go, build with those ideas in mind and you've got a fantastic deck to pilot. There are some cards and strategies I'd on to it, to make for different playstyles.
Kalitas, Traitor of Ghet is great, and you can see him do work in many versions of Jund that run him in the sideboard and mainboard. He's just fantastic as he is, but you can certainly build more around him. Stromkirk Noble and Vampire Lacerator are good 1-drops, if you want to go for a wider strategy. Lacerator can be a bit rough sometimes, and is kinda a preference/build choice. Asylum Visitor 's a strong hitter with card draw, and acts a sorta pseudo- Dark Confidant that fits in the tribe. Drana, Liberator of Malakir is also a powerful flying 3 drop, and the built-in first strike and evasion are incredibly useful.
A great utility piece to consider, as well, is Kolaghan's Command . So much choice on that one, it lends itself to quite a variety of situations.
1 week ago
@PlatinumOne: I appreciate the feedback. I have been playing this deck for a couple of years now and can speak to your concerns. This deck is extremely consistent, and does not suffer from land issues for a couple of reasons. The 17 Lands in the list is the perfect number and array. Firstly, establishing the correct array of lands is the most important step in the first three turns, which should ideally include a basic Forest , Swamp , and then a red source. I use Traverse the Ulvenwald as needed to help establish my basics (after which I use them to fetch Bloodbraid Elf or Death's Shadow , laying my red source only if/when needed as it is a mana source that if destroyed, leaves me vulnerable.
As I move through my mana curve, I have powerful 1 and 2 drops that establish early control over the board, namely hand destruction and goyfs. By the time I lay down my 3rd land, my opponent usually has nothing of value in hand, and/or my Tarmogoyf is too big for him to get through (though I might let some damage through to switch on Death's Shadow). Also, by turn 3, I know that I'll either go the Blood Moon route, which almost always locks the opponent out of the game, giving me all of the time that I need to do my thing and win, or go hard on the aggressive route with Death's Shadow and Bloodbraid Elf.
This deck is finely tuned, and requires finesse, and does have a bit of a learning curve, and you definitely need to research/know the local meta to make best choices.
2 weeks ago
If you're looking to optimise the deck, the best piece of advice I can give you is that you have too many combos. The problem with having an overabundance of combos is that ineveitably you'll get yourself in situations where you have Aggravated Assault + Atarka, World Render , or some other mix of two pieces but from differnet combos that don't work together.
If you want to have a deck with a lot of combo options, you have to find one core theme to build around and make sure your pieces are interchangeable that way.
Now, onto the combos themselves. First off, Food Chain does not work the way you think it does. For one, food chain mana can only be used to cast creature spells. So that means no Exsanguinate . Also, you are actually exiling the creatures, not sacrificing them, so no Zulaport Cutthroat . The better option here would be Purphoros, God of the Forge as all he has to see is ETBs. The mass creature buff also works really nicely. As mentioned, Goblin Bushwhacker is another solid options for food chain, as is Impact Tremors .
For the other combos, A lot of them are pretty bad sorry. You've listed stuff which is quite expensive to play or isn't actually a combo. For example, Dragonlord Atarka + Grafted Exoskeleton is just dealing 5 infect damage to a creature. Sword of Feast and Famine + Bear Umbra just makes some mana. Rings of Brighthearth + Basalt Monolith makes infinite colurless mana, sure, but without an outlet for it, infinite mana means nothing. I get you have Exsanguinate , but a three card combo that does nothing with outer cards is bad here. Hellkite Charger + Savage Ventmaw doesn't work, you're one mana short each loop.
It's really important to actualyl see what the combos do and understand them before just adding a bunch to the deck.
Also, you need more ramp. You want to know how to make a deck faster? Lower the curve and add more ramp. Since your primary combo here is Food Chain , adding mana dorks will help immensly as you can eat them to kickstart your combo. Llanowar Elves , Elvish Mystic , Elves of Deep Shadow , Arbor Elf (you need to fix your mana base but this will give you lots of value once you do), Priest of Titania , Fyndhorn Elves , Wall of Roots , Birds of Paradise , etc.
You also need more card advantage in general. Having tutors is nice, but a) you need more of them, b) you need cheaper ones and c) you need more raw card advantage. Skullclamp , Painful Truths , Wheel of Fortune , even cards like Lifecrafter's Bestiary can be good. And the more you bring your curve down (seriously, 3.55 average CMC is really high), you can start takign advantage of cards like Ad Nauseam and Dark Confidant .
Yes, a lot of the cards I have recommended means you have to cut a bunch of big bomb cards. But that's how you make a deck faster and more consistent. A core win condition package surrounded by ramp and card advantage, with a bit of removal on the side. Filling your deck wit hBig, slow cards guarantees that you plays will be slow and not as impactful as you want.
Dark Confidant occurrence in decks from the last year
All decks: 0.14%
Commander / EDH:
All decks: 0.03%