Guul Draz Vampire

Legality

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

Printings View all

Set Rarity
Zendikar (ZEN) Common

Combos Browse all

Guul Draz Vampire

Creature — Vampire Rogue

As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Guul Draz Vampire Discussion

heckproof on Rakdos Aggristocrats

1 month ago

Travis15973 Hey, sweet deck! I’m not super sure how or if I can help, as my brewing history with B/R in Modern is pretty limited to super-grindy midrange decks. That being said, let’s plunge right into it!

I think the main thing to consider with this deck is which way you want it to go. For example, the inclusion of Fireblade Artist and Judith, the Scourge Diva leans in a more Aristocrats-esque direction, while Goblin Guide and Goblin Bushwhacker suggest a more 8-Whack style of play. I would pick one theme and build the entire deck around that, as there are tons of ways to build aggro and so focus is key.

Spike Jester seems really weak for Modern. I’d replace it, just because it’s super outclassed by many of the common two-drops ( Tarmogoyf , Thing in the Ice  Flip)) and dies to literally everything, without any extra incentive as a sac outlet. Likewise, while I personally love the card Guul Draz Vampire , I don’t think it’s particularly good, just because the situations where it will be a measly 1/1 are more than you think, particularly if the opponent manages to stabilize and pick off the rest of your guys.

If I were to recommend some cards, here are some that could work in an aggressive B/R shell: - Bump in the Night (it’s basically a Lava Spike with flashback) - Bloodsoaked Champion (it’s a recurring threat that works particularly well in an aristocrats build) - Dark Confidant (an excellent source of card advantage, considering that the cmc of your deck is super low) - Fatal Push (gets rid of bigger creatures like Tarmogoyf) - Kolaghan's Command (as a one or two-of, this card seems great just as a zap opponent, get a dude back, or whatever the situation requires)

Also, in terms of sideboard, consider what your bad matchups would be (control, fast combo come to mind). Build your sideboard to counter these decks. Some cards to consider include:

2x Damping Sphere to deal with both Tron and Storm

2x Relic of Progenitus or Tormod's Crypt to deal with graveyard shenanigans

Some number of Dragon's Claw to survive the Burn matchup

And then fill in the rest as you see fit. The meta changes depending on where you are, as the local meta might favor Jund or Jeskai while another might favor Dredge or Tron.

I hope this was of help (and I’m sorry if it wasn’t). Feel free to ask any questions if I wasn’t clear on anything.

mal099 on Death in the Shadows

2 months ago

Wow, thanks for all the work you're putting into improving my deck, really appreciate it!

I haven't really seen those problems you had with Phyresis and Skittering Skirge , which might be due to different playstyles. This deck is made to be completely reckless, to win before the opponent can play removals, and it rewards a similarly reckless playstyle. So you're not supposed to play more than one creature unless there's nothing else to play, so the Skirge's negative ability or the different "life totals" tend to not be an issue. It can sometimes happen, but for Phyresis, I think the tradeoff is worth it, as you can generally win in just two attacks. I somewhat agree on the Skirge though, it is pretty much my least favorite card in the deck. I actually lost my first real game with this deck due to it, since it can be blocked. I like your point about having creatures with a different way of being hard to block, and will be replacing some of them with Highborn Ghoul . I don't like Guul Draz Vampire as it isn't unblockable early on, and Stronghold Confessor is easy to block later. They make more sense in your version of the deck of course, since you use instants and it doesn't hurt as much to switch from one to the other. Could benefit from equipments too, actually.

I considered sorceries/instants, but feel like they just reduce speed too much. Still, a few of them might work? I'm especially partial to Unnatural Endurance which you put in the Maybeboard, as it can additionally be used to save one of my creatures. The question is, is it better than Thrull Retainer ? I think it might be, but it's really close.

Vampire's Bite is also nice, but I think I really want to keep the number of sorceries/instants low. I do think your version of this deck is pretty nice, sacrificing some speed for long term viability, but it would probably benefit from keeping at least 50% of the buffs enchantments. It would also suffer against other very fast decks, so at least some defense would probably be good? Although the sideboard can still deal with that, without much change.

Another thing I'm considering is to put one more Gitaxian Probe in there, and even two Street Wraith . Basically enables me to take out some of the lesser cards, without costing Mana or taking up space in my hand. They cost life, of course... but I guess recklessly using life as a resource for tiny gains is just my playstyle. Might be a bad idea, but it's fun.

HalbrechtHalbrecht on Death in the Shadows

2 months ago

What you said about Endless Scream and Dauthi Mercenary makes sense. Even as I typed that up, I was thinking you might never get to the late game. But sometimes it's hard to tell just by looking at a deck.

After further contemplating the deck, and doing some actual playtests with it, I have a couple further thoughts that might be worth considering:


First, I feel like the inclusion of Infect might be dividing the focus of the deck, if ever so subtly. Several times in playtests, I'd have 2-3 creatures in play but only one with Phyresis, causing them to hit two different "life" totals (effectively). It was further complicated when I had a Rite of Consumption in hand, as it made sense to put the enchantment buffs on the Infect creature, but that also made the Rite pointless.

So I tried focusing more on Infect, to ensure all creatures I controlled would deal Infect damage, but the only other pauper card that grants it is Tainted Strike . Also, sometimes I'd have only one creature but redundant sources of Infect (the only consolation being the +1 poison from Tainted Strike). Ultimately, I just tried cutting Infect entirely and focusing solely on normal damage, which I personally preferred.


Second, have you considered going with instant/sorcery buffs rather than enchantment buffs? Obviously, voltron can be very powerful when it works, but enchantment-based voltron is hurt a lot more by removal. You seemed to imply that you run into a lot of removal when you said "the opponent has probably removed enough creatures that it's almost impossible to get back into the game".

Going with instants and sorceries presents less optimal targets to your opponent, it usually gives you the same power boost for 1 less mana, and adding in a little card draw gives some resilience to the deck. Basically, you sacrifice a turn or two, but you also can keep the steam going a little longer.


I copied your deck and tinkered with it this afternoon, doing both of the above things. Here's what I came up with:



I playtested it quite a bit, as well as your original version. Although it can't get the turn 3 wins yours can, it will consistently win by turn 4-5. I'll keep my version up for a while, in case you want to play around with it a bit on T/O and see how it compares in your eyes.

I removed Rite of Consumption as it no longer worked as well without permanent buffs. In its place I added card draw.

I also never liked Skittering Skirge any time I had it in hand. It was always a disappointing play for me. In its place, I tried several low-mana evasion creatures, like Guul Draz Vampire and Stronghold Confessor . I found that the former "auto-scales" better for both early- and mid-game, whereas the latter is only good on turn 4 if you actually cast it that turn. But they have different types of evasion, which may make a big difference.

Icbrgr on Sorin's Forces

2 months ago

maybe Guul Draz Vampire over Falkenrath Gorger ? the evasion and power boosts might be worth the trade?

Jpinkman on BR vampires

3 months ago

i suggest Vicious Conquistador , Guul Draz Vampire as aggro creatures too. if u need another lord, to maybe reduce the Nocturnus slots too there' s Captivating Vampire . Sanctum Seeker could be a nice option too.

SamsWrath on Papa Markov (Budget)

3 months ago

The most brutal way to build a Markov deck is to abuse his Eminence ability by playing as many low-cmc Vampires as possible. If you couple that with mana rocks and some Ramp you can drop a handful of 1cmc Vampires each turn and get free triggers for even more Vampires from Markov! This will also allow you to cut your lands down to around 30.

Here are some low-cmc Vampires to consider:

Ramp:

Mana Rocks:

You can also try throwing in these HUGE buff effects for your Vampires:

Keepper on Gorgeous Girls Deck

6 months ago

@Double00Riser , added Guul Draz Vampire , dat posture

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