Drana, Kalastria Bloodchief

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Commander 2014 (C14) Rare
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Drana, Kalastria Bloodchief

Legendary Creature — Vampire Shaman

Flying

: Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn.

Price & Acquistion Set Price Alerts

C17

C14

ROE

Ebay

Recent Decks

Drana, Kalastria Bloodchief Discussion

ShreddedByCrows on Black Devotion

2 days ago

lance4224130 Hey, as we are playing exactly the same colours EDH decks, I had to come here too!

I started EDH with a Drana, Kalastria Bloodchief deck (which is on my page if you want to have a look, it may give you some ideas).

As experienced, I don't really like Magus of the Coffers. Even if you got the boots to directly equip him (and you don't play them, which is understandable with Erebos as commander), it's really slow. If you're looking for a card with a similar effect, you could put in a Doubling Cube (a bit greedy though, but I love this card), an Extraplanar Lens (play snow-covered swamps if you go for it, so your opponents won't get any benefits) or Jet Medallion.

Consuming Vapors feels badly slow and only affect one dude. Even if it has rebound, I won't play it. I play Choice of Damnations in my Rakdos, Lord of Riots deck because I have the ability to down everyone life totals quite quickly... in a hard control deck as this one, I think it's just not good enough. Your opponents will often choose to lose something like 9-10 life points on the best cases, and you will spend all your mana in a useless card. Same reaction for Consume Spirit, Soul Burn and Drain Life. Except maybe in some greedy Jeleva decklists, Curse of the Cabal seems like a bad card for EDH.

If you want to play devotion, Phyrexian Obliterator and Necropotence are staples. Erebos's Titan is not bad either (and flavorful). Dread Shade at leat deserves some testing playtime. Even if it's not your initial strategy, Grave Titan is huge and ugly - so it's definitely everything you like in his kind of deck. Kokusho, the Evening Star is a great tread to take advantage on your opponents.

If you want to stay on a more ''creatureless'' devotion version, you could try out Kuon, Ogre Ascendant which is hard to flip, but pretty damn effective.

All Is Dust makes out as a great board-clear, but you should keep in mind it also forces you to sacrifice your enchantments. Phyrexian Scriptures are nice in synergy with The Abyss, but it's quite a slow card. Massacre Wurm is a nice card to control the board (hum... to destroy every token deck), healing you and giving you a strong body on the battlefield.

Grim Tutor and Increasing Ambition are another good tutor options.

Bitterblossom with Contamination and/or Attrition is op - Bloodghast / Ophiomancer serve the same purposes, and you will also love to add Skullclamp if you go for it, having access to a nice sac outlet is what makes monoB that strong in my opinion (also with cards like Ashnod's Altar, Grave Pact, Dictate of Erebos (flavorful!) etc.).

Painful Quandary is an insanly powerful card in Control decks. For other cruel cards as this one, you have Lethal Vapors, Oppression, Death Cloud or Capital Punishment.

Waste Not could fit if you add some mass discards effects (like Bottomless Pit (not the best example as you also discard AT RANDOM, meh...), Vindictive Lich, etc.).

You have the Lich's Mastery which seems funny.

I certainly forgot a lot of cards, but I'll let you know if something else come to my mind. Have great fun building it up!

Grisbane on Edgar Tribal Go-Wide

2 weeks ago

You make some valid points about the creatures. I haven't really used Kheru Mind-Eater often and usually it pops up towards the end when I already have a swarm going. Yahenni, Undying Partisan was in one of this deck's early builds and I found him wanting. I will look at other 3 drops for another viable solution. As far as Drana, Kalastria Bloodchief, it's in there because it's removal on a flying body. Your suggestion is interesting and I will test it in proxy. Necropolis Regent has been an all-star in my deck and has outright won games by herself. With her out, everything is a threat. She is definitely a target for hate but if they don't have and answer they usually die.

I cut Painful Truths out of the deck because while I can get all three colors, getting Red can be difficult as it's honestly splash only. I wanted to limit red in order to make the deck faster and be able to get demanding cards like Necropotence out. I am thinking of using Ad Nauseam in the place of Damnable Pact.

As far as Eerie Interlude, it's sweeper insurance, same as Living Death. It doesn't save tokens but at least it gives me back something if a Wrath of God hits.

Call the Bloodline has been useful in the past. There are better uses for it and I will consider your suggestion. I admit I am reluctant to add more red solely due to how irregular getting red mana is with this deck.

As far as Manalith was always a placeholder until I found something better. Mardu Banner will probably replace it. I knew of Fellwar Stone, I particularly don't like that card due to the fact it almost always only produces colorless against the groups I play in. If it doesn't produce colorless it's white or red and I always need more black. Any card that depends on the opponent to me is far worse than a 3 mana reliable rock.

Grisbane on Edgar Tribal Go-Wide

2 weeks ago

You make some valid points about the creatures. I haven't really dropped Kheru Mind-Eater often and usually it pops up towards the end when I already have a swarm going.Yahenni, Undying Partisan was in one of this deck's early builds and I found him wanting. I will look at other 3 drops for another viable solution. As far as Drana, Kalastria Bloodchief It was just in there because it was marginally useful. Your suggestion is interesting and I will test it in proxy. Necropolis Regent has been an all-star in my deck and has outright won games by herself. With her out, everything is a threat. She is definitely a target for hate but if they don't have and answer they usually die.

I cut Painful Truths out of the deck because while I can get all three colors, getting Red can be difficult as it's honestly splash only. I wanted to limit red in order to make the deck faster and be able to get demanding cards like Necropotence out. I am thinking of using Ad Nauseam in the place of Damnable Pact

As far as Eerie Interlude, it's sweeper insurance, same as Living Death. It doesn't save tokens but at least it gives me back something if a Wrath hits.

Call the Bloodline has been useful in the past. There are better uses for it and I will consider your suggestion. I admit I am reluctant to add more red solely due to how irregular getting red mana is with this deck.

As far as Manalith was always a placeholder until I found something better. Mardu Banner will probably replace it. I knew of Fellwar Stone, I particularly don't like that card due to the fact it almost always only produces colorless against the groups I play in. If it doesn't produce colorless it's white or red and I always need more black. Any card that depends on the opponent to me is far worse than a 3 mana reliable rock.

MrBurnsy12 on Edgar Tribal Go-Wide

2 weeks ago

Hello fellow Markov player! I've been loving my Edgar deck Bloodsuckers and it's awesome seeing that you're enjoying yours! I know I purposely decided to avoid the combo route, but I certainly think that's an awesome route to take with your deck. I'll just be leaving my thoughts on a few of the cards that stand out to me based on my experiences building up my precon to the deck I play now.

  1. Drana, Kalastria Bloodchief: This card is really expensive, both to get out, and to use her ability, generally meaning you won't be able to do both the turn she comes down, meaning you generally have to use two of your turns to get an important creature removed. You also have quite a bit of good removal in this deck, so I am unsure if this kind of creature is necessary in your deck. In it's place, I'd recommend Champion of Dusk. This card is gas in your deck, as at worst, it will draw you two cards on its ETB, but often can draw you way more. I think having cards to play with will be a better source for your mana a removal spell on a stick, plus your deck seems a little card draw light, so this can shore up that weakness.

  2. Kheru Mind-Eater This was a card I kept be excited about playing and then kept disappointing me. You usually can hit one opponent at the table due to menace at most times, which is nice, but causing only one of your opponents to discard one is meh, plus you getting to play the cards is only useful if your opponent discarded a Spell in the mardu colors or a land. This card just never seems impactful enough, and once all your opponents have at least two creatures on the field, this card's usefulness is gone. Maybe you have found some value from it, but I just always felt most any creature I could play would be better than this. A 3 drop Vamp that has completely over-performed for me is Yahenni, Undying Partisan. Having a creature that is resilient to board wipes and removal, grows bigger as the game progresses, and even has haste to chip in some damage here or there always seems to be a relevant threat on the board, and leads to some fun and chaotic game states that usually wind up in your favor.

  3. Necropolis Regent: This card seems sweet! I was considering running it. How has it been performing for you?

1. Damnable Pact: This card always just seemed too expensive to me. The appeal of late game being able to draw 7 cards seemed to be mitigated by how poor this card was in the early game, where I would often want cards to hit my land drops or just having gas. Especially without ways to exceed a max hand size, even towards those end game situations, I never wanted to draw an incredibly high amount of cards. Instead I started running Painful Truths. Your manabase seems very capable of getting all three colors early, meaning this card is a three mana draw three lose three (what Damnable would need 5 mana to do). It still has some flexibility if you don't want to lose life, but this card just hits the right spot for drawing me cards.

  1. Eerie Interlude: This card I am just curious about. As it doesn't bring back tokens, it doesn't protect your entire board, and since Edgar's eminence is cast trigger not ETB, it doesn't make more. There are still plenty of ETBs that I see you are running though. I'm just curious on what the goal of this card is.
1. Call the Bloodline: This card doesn't seem impactful enough to me. Once a turn discard and make a single token for 1 mana. Sure, it makes a relevant body, but at the cost of a card and a mana. The only once a turn makes it hard to really abuse as well. I just feel there are better uses for your mana and cards. I would just recommend another enchantment to pump your guys like Shared Animosity.

1. Manalith: I think is the card that sticks out like a sore thumb. This card just is not good, and there are alternatives that are just strictly better like Mardu Banner or Cultivator's Caravan, and I would argue that any of the signets or Fellwar Stone are better in that even though they're a little more restrictive, that one mana cost reduction goes a long ways when it comes to ramp.

I hope some of these suggestions can prove helpful to your deck!

DarkStarStorm on Hunt the Throne

2 weeks ago

Ashling the Pilgrim: Doesn't really do anything here. Sure, you can boardwipe, but there are better things for this.

Bogardan Hellkite: Eight mana for the effect? This is overcosted. Consider Inferno Titan or Ryusei, the Falling Star.

Dack's Duplicate is in a lot of Marchesa lists, and it shouldn't be. It's better in almost every way to run things like Captivating Crew or Sower of Temptation.

Drana, Kalastria Bloodchief Kinda just a goodstuff card, with a commander that doesn't want to be running goodstuff.

Duplicant: Allow me to introduce you to Patron of the Vein.

Niv-Mizzet, Dracogenius: Again, why is this here? This ain't a goodstuff deck.

River Kelpie is a trap. I have played this card EXTENSIVELY and I find it to be a "win more" card. It ONLY works when you have your board state set up, whereas Harvester of Souls or Dark Prophecy gives you cards regardless of whether or not the things that died slipped through the cracks.

Shadowborn Demon: It's a goodstuff card that isn't even good. Run Vindictive Lich or something else that actually has synergy with Marchesa.

Finally, why don't you have any sac outlets? Ashnod's Altar, Attrition, ect. I feel like you're not entirely grasping what makes Marchesa powerful. You need to find a way to build around her and abuse all of her abilities. I'm not even recommending my list, just that you look at what stands out about the general and go from there.

skroes on Yahenni EDH

1 month ago

Check out my Sheoldred list here as I can probably trim down your mana costs with creatures. The expensive part of the deck is the mana base: Mono Black Sheoldred

I agree the land count is too low for casual. Quality lands to add are: Bojuka Bog, Mortuary Mire, Rogue's Passage, Arch of Orazca

Black also has mana doublers and discount cards such as Crypt Ghast, Magus of the Coffers and cards like Bontu's Monument and the before mentioned Jet Medallion that will help your curve.

Definitely want to center more cards around making players sacrifice creatures. Demon of Wailing Agonies is a great compliment to Yahenni and cards like Drana, Kalastria Bloodchief and Reaper from the Abyss are good controlled forms of creature based spot removal.

Hope this helps!

RingweMakil on Damned Devotion

3 months ago

APPLE01DOJ - I don't know. Yesterday, I could have written you an essay; today, I'm facing down Jace, the Mind Sculptor. I know nothing until further testing. I have rushed to bring back two copies of Liliana of the Veil to the list since the unbans, a card I had eschewed very quickly in my original construction of the deck, since it hardly favours the player drawing an extra card a turn; however, with the advent of Bloodbraid Elf and Jace TMS, opponents are now likely to be able to keep up with the CA of Phyrexian Arena, and as such, Liliana of the Veil is likely to be good again (even if the format is being overrun by lots of Bloodghast, Hollow One, and Faithless Looting).

However, I can offer a breakdown of how the creatures function in non-blue matchups:

a. Pack Rat:

The deck started with the set of Pack Rat. But that all in-strategy was soon found to be suboptimal - drawing multiple Pack Rats was unnecessary and rarely served any purpose; not to mention the speed of Modern means turn 2 Pack Rat is often too slow. As sweepers, Detention Sphere, and Maelstrom Pulse became common, and as Hollow One and Death's Shadow and Tasigur, the Golden Fang started to surface, Pack Rat lost some of its luster.

The natural question, then, if Pack Rat is slow and vulnerable, why play him at all? The answer: Pack Rat is ten cards in one card. Backed up with any kind of disruption and removal, he takes over the board and ends the game, quickly and unstoppably. Two activations are more than enough to put away games, and trading spot removal for Rats is a losing proposition. So in this list, he's gone from being a windmill early slam, to a lategame engine that turns dead land drops and discard spells into an army of creatures. Barring Path to Exile before a single activation is possible, Liliana, the Last Hope can always buy him back - one copy of the Rat, therefore, is ample.

Fringe case: Pack Rat allows for arbitrarily large amounts of devotion for Gray Merchant of Asphodel in boardstalls/against Lantern.

b. Desecration Demon

I've covered the virtues of this card in a post above - essentially, he's my Tarmogoyf, but he flies. Whether he functions as The Abyss or as a 6/6 unblockable, he ends games very quickly, and many a game against combo/Tron has been put away by disruption into disruption into Demon. Of the quick clocks available to black, he's one of the better ones. I believe the added utility to be well worth the extra two mana over Goyf (besides, far be it from me to argue against 6 6 fliers for four - speaking of which, Demon is almost always a strictly superior option to Abyssal Persecutor, since Persecutor requiring us to find an additional kill spell for our own demon while Phyrexian Arena ticks down/the burn opponent is topdecking is not a good feeling).

c. Kalitas, Traitor of Ghet

I cannot praise this card enough in any mono black midrange list. He exiles creatures, he gains life consistently, and he makes every removal spell in our deck a 2 for 1. Traditionally, efficient mono black removal has been weak to graveyard recursion such as Flamewake Phoenix, Bloodghast, Geralf's Messenger, Kitchen Finks, and so forth, since all these cards must be killed more than once, at no additional expense to the opponent. Thoughtseize and Phyrexian Arena is a painful combination, especially in a world of Lightning Bolt and Kolaghan's Command. Kalitas solves all of these issues beautifully, and with any removal spell stalls the board incredibly easily and well.

d. Drana, Kalastria Bloodchief

Okay, have you seen the art? If Drana were real, she'd totally be my Valentine.

Jokes aside, one of the issues I was frequently running into with the deck was the amount of time it took me to close out once I had stabilised. While all of my creature threats (Gray Merchant of Asphodel is basically a Corrupt, he doesn't count) end the game quite quickly, I just wasn't drawing them fast enough - my opponent would get the opportunity to find that Cryptic Command or Sphinx's Revelation, or get those last 2 Boros Charm. There is a delicate balance between disruption and pressure that must be maintained in all decks that are not pure control, and maintaining that balance required me to find another fast game-ending threat.

I considered running the fourth Desecration Demon, but the idea of another big dumb beater was not appealing. I wanted a powerful threat with intrinsic value attached to its kit, that could help deal with the board even when I was not drawing multiple cards a turn, and hopefully one that was either resilient, or dodged some of the common removal in the format (Lightning Bolt, Abrupt Decay, Fatal Push - although I was open to playing four drops, since consistently having revolt to deal with a whole myriad of four drop threats is difficult). While black has plenty of value three drops, none of them offered this game ending power, or were too easily killed - Nightveil Specter and Lifebane Zombie, for instance, offer great card advantage in specific situations, but don't really pack the same punch as something like a Desecration Demon or Pack Rat army.

Finally, I settled on Drana. There are a lot of powerful five drops in black with value built in (Bloodgift Demon, for instance), but Drana does something none of the others do - she kills things, turn after turn, while being able to attack in the air for huge chunks. In a meta with Lingering Souls, Dark Confidant and Young Pyromancer, Drana seemed like an elegant solution, and so far, she has far exceeded my expectations. I do not think I should consider running multiples of her, since she is quite expensive and can be killed for no value the turn she comes into play, but untapping with her can feel a bit like untapping after a Supreme Verdict to an empty board.

e. Gray Merchant of Asphodel

No Geralf's Messenger, no Phyrexian Obliterator; only 2 Gray Merchant. I do not believe the all in devotion plan is likely to ever become Modern competitive, for sheer want of interactive capability and card advantage - if you are playing a midrange list in Modern, you need lots of early interaction in the form of hand disruption and removal, a proactive plan to end the game with efficient threats, and ways to pull ahead on cards after both players have been stripped down to limited resources. Gray Merchant is an extremely powerful card, as good as or better than Siege Rhino if it drains for upwards of five; it swings races, it ends games, it doesn't care about board stalls, and for all intents and purposes is basically a Modern legal Tendrils of Corruption (not my quote - blame LSV. Then again, that man also calls Disciple of Phenax Mind Twist, so take these statements with several grains of salt).

But despite his inherent power level, Gray Merchant of Asphodel is a very high variance card, and can sometimes be Highway Robber. Removal in Modern is aplenty, and curving out into enough devotion for Gray Merchant to be good is not a reliable plan. Even when the traditional mono black lists do manage to implement their plan - Geralf's Messenger into Gray Merchant, for instance, after having gotten two or more of their creatures removed, despite being an overall drain for seven to nine, just lacks the power/speed to push through opposing Tarmogoyf, Kalitas, Traitor of Ghet, Grim Flayer, Death's Shadow - not to mention blue decks with their Cryptic Command and board sweepers and Sphinx's Revelation.

Gray Merchant of Asphodel in my list is therefore a card I'll often be discarding to the various discard outlets in the early game; using either the second copy or Liliana, the Last Hope's minus two to drain the opponent out if necessary later on. His being a zombie means he can be sacrificed to Kalitas, Traitor of Ghet either to simply grow the great vampire, or to be recursed with Liliana, as the situation calls.

I do not think running more than two of the card is likely to be feasible for Modern given the uncertainty of whether Merchant will be Corrupt or Highway Robber, and also given Merchant's relatively high mana cost; while it is possible that one is the correct number (and indeed, often in post board games, I do go down to one or no Merchant) at least in game 1, the proactive plan of discard, kill, kill, flier, smack, Merchant win is a very strong one. Having access to the second copy in case the first gets exiled and therefore cannot be returned with a future Liliana is also quite relevant against decks with Path to Exile and Pyxis of Pandemonium.

Despite Merchant's variance, I believe his power level and his ability to end the game on the spot through cards like Ensnaring Bridge and Witchbane Orb is not to be undervalued. In a deck with Phyrexian Arena and Ob Nixilis Reignited, every life point represents an extra card; while Highway Robber may be terrible, a five mana 2 4 that draws 4 cards on etb and drains the opponent for four is an absolutely phenomenal Magic card.

I would also like to point out the maindeck inclusion of incidental lifegain like Collective Brutality and Kalitas, Traitor of Ghet in conjunction with Gary makes most burn and aggro matchups extremely favourable.

While the creature suite has been carefully picked, and is constantly being chosen and rechosen and tweaked, the engine that enables this deck is Phyrexian Arena. Any interactive deck with reactive spells always runs the risk of its reactive measures not lining up well against the threats being deployed on the other side; Arena churning through the deck presents the critical mass of answers and threats to overwhelm the opponent, ensures land drops are made, and essentially in every regard dots the deck's i's and crosses its t's. With discard outlets like Collective Brutality and Liliana of the Veil to trade potentially dead cards for relevant spells early on, irksome draws with too many high cmc cards can still function smoothly and well.

Load more

Latest Commander