|Commander / EDH||Legal|
Printings View all
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
Combos Browse all
Enchantment — Aura
When Dark Favor enters the battlefield, you lose 1 life.
Enchanted creature gets +3/+1.
Dark Favor Discussion
1 week ago
Thanks Skulloelegy! Predator's Gambit is just in there as an Unholy Strength that can occasionally help Ogre Marauder get through. Demonic Vigor is a great card though - I actually prefer it to Infernal Scarring , which would also open the two-drop spot for Dark Favor . I'll probably keep at least a few Supernatural Stamina in there though - unlike Demonic Vigor, it keeps your creature out on the board and can also just be a Shock to finish off the game.
1 week ago
Predator's Gambit doesn't seem great here in a deck full of unblockables, not the most effective choice unless it's purely getting the price as low as you can (which I'll always respect) -- I'd be more inclined to go with Feebleness or Dead Weight as pseudo-removal, Demonic Vigor or Kaya's Ghostform for effects like Supernatural Stamina style recursion effects, or Dark Favor / Eternal Thirst for big beats.
+1 for budget builds!
3 months ago
The tribal base looks pretty nice, and I like the amount of 1x and 2x that you run. I might bump Vampire Nocturnus up to a 2x though.
Not a fan of Essence Extraction . Its spot removal that is expensive at 3 CMC, and doesn't guarantee removal. The extra life is certainly nice, but I would run more Fatal Push or Tragic Slip over them.
A few draw pieces will help in case your creatures get hit by Wrath of God or some variant. I'm a real big fan of Mindblade Render , which isn't a vampire but worth a consider for a budget swinger/drawer. Asylum Visitor is less of a guarantee to draw, but its a 3/1 tribal creature with madness for 2 CMC so it might be worth a consider. Can help gas you when you're at no hand. Damnable Pact is an X spell that can refill you mid game at the cost of some life. Dusk Legion Zealot is a tribal that can replace itself, but doesn't beat down very well. Sign in Blood is a straight forward black draw card that can help you close out long games by acting as a shock too.
I think Dark Favor isn't that great, creature enchantments open you up to getting 2 for 1'd rather easily (they blow up or bounce your creature in response to the enchant, removing 2 of your cards with just 1 card).
I don't like Urge to Feed . It is mediocre removal, and the pumping of your tribe costs you an attack that turn.
Duress and similar effects as a 3x or 4x will help immensely. They let you deal with Enchantments and Artifacts, which are difficult for mono black to handle. They also let you get rid of board wipers, engine enablers, counterspells, and combo pieces before they are played. Finally, they reveal a lot of information about what your opponent can do, which helps you to make better decisions.
You should consider that there are some antisynergies with your cards. Captivating Vampire and Throne of the God-Pharaoh both want large amounts of creatures, while Kalastria Highborn and Indulgent Aristocrat both want you to sac creatures. Undying Evil wants to save creatures without +1/+1 counters, but Blade of the Bloodchief and Indulgent Aristocrat both want to put +1/+1 counters on creatures.
If this was my list, here's the changes I would make
- 2x Essence Extraction -> 2x Duress
- 2x Urge to Feed -> 2x Duress (so 4x total)
- 2x Undying Evil -> 2x Fatal Push (4x total)
- 2x Dark Favor -> 2x Asylum Visitor
- 1x Vampire Nighthawk -> 1x Asylum Visitor (so 3x of each)
- 2x Indulgent Aristocrat -> 2x Vampire Cutthroat (4x total)
- 2x Blade of the Bloodchief -> 2x Captivating Vampire
In short, cull down to 8 pieces of creature removal. Up the amount of stealing vampire so serve as more removal and serve as a better tribal buff than blade of the chief. Add in hand disruption, add in Asylum visitors as cheap beaters who can help you if you're empty and benefits from opponents hand being empty too (from your Duress !). Move from the sac vampire to the guaranteed hits vampire because we don't want dead critters. Nocturnus gives all your vamps flying, so slightly upping total creature count while replacing 1x Nighthawk lets you get more benefits. Hope these suggestions make sense and are helpful!
5 months ago
I have a few ideas.
I see you run some buff enchantments in your "Voltron" section that could probably be replaced with some pretty valuable equipment.
I would look into Slagwurm Armor . This isn't a buff but actually makes for a harder to kill Nightveil Predator . A 3/9 Nightveil is crazy hard to deal with. He blocks and kills pretty much anything. Helps him to stick around so you can hook up your Bow. And, you can fish for it with your Trinket Mage .
I think there are better cards that can go in for Sinister Strength , Dark Favor and Twisted Experiment . Although you may have a reason for running them. I'd also be curious to know why. I think equipment have more utility as they stay on the field and can be moved around from crit to crit.
Also, I would take out the Seat of the Synod and the Vault of Whispers . Just replace them with basics. The lands being artifacts are easier to remove as there are lots of items people play that can target artifacts. I would rather loose a piece of equipment than a land.
I run Ashes to Ashes as well and have been seeing that it sits in my hand for a while due to it being so situational. I am actually considering replacing it with Ob Nixilis's Cruelty . I pretend I have it in my hand rather than the Ashes during games and I essentially could make more use of the Cruelty. Could just be my meta.
Other than that the deck to me seems solid. What are your matchups like? You having any issues against certain decks??
6 months ago
10 months ago
I like this partner pairing. It seems way more interesting than Breya, and I like it when artifact decks don't go the boring "dump a boatload of artifacts on the board and engage in sacrificing shenanigans."
In general, I think you need more land and mana rocks in this deck. Since you're planning to win through commander damage, your commanders are liable to get killed a lot, and you don't want to wind up in a situation where you don't have enough mana to pay the commander tax. Since bounce and creature-tapping spells are pretty low-impact in the format, those would be my first cuts, probably followed by some of the Auras such as Dark Favor. If you want cards that pump your commander's power, there is tons of Equipment out there that gets the job done without the inherent card disadvantage of Auras.
1 year ago
DrK4ZE on The Plague
2 years ago
You could improve it a lot just by optimizing the cards you have. For example, all your hand disruption cards can be replaced with a combination of Thoughtseize, Inquisition of Kozilek, or even Collective Brutality. Researching, and finding the best version of each card can go a long way to improving any deck. Unfortunately, better cards tend to be more expensive, but if you can afford it you'll notice the difference.
Finally, as a general deck building rule for beginners: to start a deck out pick 9 cards that you'd like to base the deck around. Run 4 of each, + 24 lands and BAM deck. From there you can shuffle things around a bit (fewer high drops more low drops/more lands or less lands/Varying your removal). This helps trim the fat, creates a consistent deck, and gives you a nice starting point.
- Plague Stinger
- Unnatural Endurance
- Grotesque Mutation
- Victim of Night
- Molting Snakeskin
- Unholy Strength or Dark Favor
- 24 Swamp
Do your research, test it out, keep what works toss what doesn't. Always glad to see new players. Best of luck!
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