Enchantment — Aura
Enchanted creature gets -2/-2.
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Dead Weight Discussion
1 day ago
Typically, Fatal Push and Grasp of Darkness are much better, because of the instant speed and just being able to get rid of larger creatures, but Dead Weight can be used to enable Revolt, or Delirium. Even though you do have some Revolt and Delirium triggers, you should try playtesting and seeing how consistently you end up getting these abilities with Dead Weight, and ultimately seeing how useful it is. If it isn't useful, or you aren't able to get it within a decent amount of turns, then you should probably switch them out.
1 week ago
Bomat Courier is a cool choice, i'd take it out, since it can ruin draws, since you have no library manipulation, (also ya got no red source ;) ). swapping Lupine Prototype for Heart of Kiran would be straight value with more shit like Night Market Lookout, idk. then you could drop the Bomat Courier and put in more nifty cards. also Shamble Back is a sorcery, so it's meh. Take out Dead Weight for Fatal Pushx2. I have not played standard in a while. so... grain of salt and all that.
3 weeks ago
I'm going to proceed on the assumption that you want to keep the price of the deck down, as there are some cards that would work really well for mono-black Vampires but are also quite expensive (namely Metallic Mimic, Kalitas, Traitor of Ghet, and Drana, Liberator of Malakir). It also looks like you're going more the route of sacrificing creatures rather than discard/Madness, so I'll make suggestions to that effect as well.
Nightmare: This is honestly just a bad card. It's even worse when you're trying to be aggressive since the game will ideally be mostly over by the time you could cast 6-drops. Yes, a 6/6 flyer for 6 sounds nice, but most of the time it's just going to be stuck in your hand and when you finally do get to cast one, it's just going to eat a kill spell. It also restricts your ability to play special lands.
Vampire Noble: There are better 3-drops.
Resourceful Return: This kind of card always looks inviting but this isn't the right deck for it. You don't have enough artifacts to reliably draw a card off it, so it's generally going to be better to replace it with a card that actually does something.
Call the Bloodline: I really like this card, but it doesn't do enough for you in this deck.
Haunted Cloak: Quite slow. You're better off just waiting through summoning sickness rather than taking a turn off to cast a Cloak.
1x Stromkirk Mentor: This is an ok card for your deck, but you don't want it gumming up your hand early. Dropping to three copies is best.
3x Swamp: If you can keep your curve low enough, 22 total lands should do the trick. 23 is a bit much for aggro. Note that I'm cutting three Swamps because I'm adding two special lands back in (see below).
That's 24 cards in total. Here are a few cards you should consider to replace the cards above.
2x Yahenni, Undying Partisan: This card can be really brutal if it has sacrifice fodder. Just the 2x, though, since it's Legendary.
2x Voldaren Pariah Flip: Another amazing sacrifice outlet. Be careful about flipping it when playing against decks with a lot of removal, though; if they have enough mana open to kill this thing after you've activated its ability, you'll still have to sacrifice your guys but they won't have to sac theirs. I'm only including 2 copies so you don't draw it until later in the game.
3x Weaponcraft Enthusiast: Three bodies for one card, this is the kind of sacrifice fodder your deck really needs to shine.
3x Asylum Visitor: A very aggressive card that can even draw you cards sometimes. You can ignore the Madness, as it's still a good card on its own.
4x Grasp of Darkness: You really need removal and this is some of the best removal in the format.
2x Murder: For when you really need something dead and neither Grasp of Darkness nor Dead Weight can cut it.
2x Macabre Waltz: Here's a recursion spell that suits your deck. You'll probably end up drawing more lands than you need at some point, so you can just hold onto a Swamp and discard that after drawing two creatures from your graveyard. You may even be able to discard an Asylum Visitor from time to time. Just 2x of these, though, since you don't want to draw it until later in the game when your graveyard is well-stocked and you're running out of action in hand.
2x Blighted Fen: Even more removal, though this time it gets around Hexproof and Indestructible (since sacrificing an Indestructible creature still causes it to die). More importantly, though, this is a way to mitigate flooding out. Aggro decks need something to do with their mana when they draw nothing but lands, and this is a decent option.
That should get you back to 60 cards without breaking the bank. If you're willing to spend a bit of money, I'd start by replacing two more Swamps with 2x Westvale Abbey Flip. You won't always be able to flip it, but it can just what you need to turn a struggling game against bigger creatures around. At the very least, it will force your opponent to respect your flip potential as you near 5 creatures.
Good luck, and happy blood-sucking!
3 weeks ago
At the moment, you have too many madness cards and not enough enablers.
Also, Just like you said, some more 1 drop would definetly help.
Goodluck and have fun man :) Feel free to check my Madness vampire deck if you need some ideas :)
4 weeks ago
1) Run more than 16 lands. Not even Merfolk can properly function on 16 lands. And don't just use basics. Oboro, Palace in the Clouds, Mutavault, and Cavern of Souls fit great in a Merfolk build, and Wanderwine Hub, in addition to entering untapped for two colors, can reveal a threat from your hand that your opponent may need to play around.
3) Don't play black in a Merfolk build. If you're absolutely set on using another color, I personally would recommend white for Path to Exile, Mana Tithe, and Brave the Elements. White would also get the most value out of Wanderwine Hub. But, if you insist on using black, the spells you've chosen aren't going to cut it in modern. Dead Weight won't kill Tarmogoyfs, Hero's Downfall is way too expensive, and Appetite for Brains misses 99% of the relevant threats. In modern, the magic number is 3. That's where most of the curves top out. Thus, Appetite misses everything at or below the magic number. Personally, if I had to use black in a Merfolk build, I'd be running Dismember, Inquisition of Kozilek, maybe a couple Thoughtseize, and Fatal Push. I'd also run one or two Gut Shots for insurance, but that's just me. Of course, this all assumes that you play another color in your deck. If it were me, I'd stay mono-blue.
4) Aether Vial. Perfect card for this deck. Put it on two and keep pumping out creatures.
5) Merfolk Sovereign doesn't do enough work in this deck. It's 3 mana for the same effect as the two-mana lords (Master of the Pearl Trident and Lord of Atlantis), and its second ability is useless. Run Master of Waves or Harbinger of the Tides instead.
6) Cursecatcher. This is your one-drop. It kicks ass in this format.
7) I'd suggest maybe running some amount of Vapor Snags mainboard. It's really effective.
8) Hurkyl's Recall is a great sideboard option against Affinity. Ghost Quarter and Tectonic Edge shut down Tron. Gut Shot is great against a lot of faster decks. Tidebinder Mage is great against Burn and anything with Tarmogoyf. Spell Pierce for removal-heavy decks and Relic of Progenitus hoses graveyard shenanigans. Ceremonious Rejection for Tron and Affinity. Unsubstantiate and Flashfreeze if the matchup demands it. Unified Will, Echoing Truth, and Sea's Claim are all viable sideboard options as well.
9) I'd suggest you consult my list as well as the MTGSalvation primer for Merfolk
4 weeks ago
Grasp of Darkness is pretty good, as it has combat applications aside from being just a kill spell, but Fatal Push is definitely better than Dead Weight, as having instant speed removal that hits cards like Heart of Kiran, Winding Constrictor, and Walking Ballista is essential.