|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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Land — Desert
: Add to your mana pool.
, Pay 1 life: Add to your mana pool.
, , Sacrifice a Desert: Put two -1/-1 counters on target creature an opponent controls. Activate this ability only any time you could cast a sorcery.
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Ifnir Deadlands Discussion
1 month ago
+Urza's Incubator - cheeper minotaurs
+Fervor - haste for all
+Living Death - protection against board wipes
+Lightning Greaves - protection and haste
+Sign in Blood/card draw in general
+Phyrexian Arena - card draw!
+Rakdos Charm - just a good card
+Gratuitous Violence - dmg incorporated.
+Anthem of Rakdos - dmg incorporated.
+Furnace of Rath - dmg incorporated.
+Havoc Festival - dmg incorporated. Plus the most Rakdos card
+Mana Flare - speed things up a bit
+Greed - more card draw
+Pain Magnification - could be good for keeping 0 cards in their hands
+Shared Animosity - can be super strong
-Black Sun's Zenith -expensive
-Cut // Ribbons - expensive
-Torment of Hailfire - expensive
-Ifnir Deadlands - I just don't get why its here, a swamp seems better
Cards to look into removing:
-Aether Vial - seems almost slow? Just doesn't fit in with the deck, but by all means, test it and see where it goes! Having fun with the cards is the most important part anyway.
-Obelisk of Urd - another one to playtest, I've thought it wasn't good enough in my tribal decks to get a spot
-Trepanation Blade - Very random card. Very random. I don't know what to think. Probably very good, though.
-Consuming Vapors - Don't quite get it, but might be a good way to gain life. Seems dependent on your playgroup.
-Impale, may I introduce you to murder?
-In Garruk's Wake - very expensive
Silence the Believers will be too slow.
-Cruel Reality: Just a trap, you have much better cards and it is extremely expensive.
-Dictate of Erebos: Maybe? I think you have better options
-Cut // Ribbons: Nope. See above.
+Flurry of Horns :)
-Firestorm: too expensive IRL
+All the minotaurs, they're minotaurs?
Silence the Believers will be too slow.
Sorry about the formatting, it hates me sometimes.
1 month ago
I mean for Eldrazi Displacer, the dual-painlands, HOU pain lands, and a couple 5 color painlands lands are all untapped colored mana producers that can also produce colorless, if you want.
1 month ago
That's a good point, maybe an Ifnir Deadlands in the place of Desert of the Fervent with 1 Canyon Slough, 1 Swamp so the number of deserts stay the same as well. It can also be some extra repeatable removal if it has to be, although difficult to use until later in the game, which is nice. I'll try both and see if the extra desert ends up being necessary.
1 month ago
multimedia Thank you again for all the help you've done with these decks I've made, been a really good help. Ifnir Deadlands I think would work great with shefet and the ability to weaken your opponet and having boths ability could really decimate the feld in certain ways. With enough lands that is ha. The removal ideas also are a great idea since you did mention exile is very important and can be that big of a help. I'll definitely consider your card bases as well as Sp3ctr3's and see what I can come up with to balance out the mana curve and to create a much more powerful deck
Also Yeah if you don't mind, I'd love some sideboard advice. Thank you :)
1 month ago
+1! Love the decklist!
1 month ago
Hey, you asked for my help. I like the more black than white midrange direction with Vamps you're playing. I also think you're right to play a go wide strategy with Feast, Seeker and Destiny. The anthems are a big reason to play Vamps because with them you don't auto lose to Goblin Chainwhirler.
The core here seems good. I would trim a few copies of cards and I feel there's a few noncore cards that would be better in the sideboard or cut. There's better instant removal options than sorcery Plank and I think you want more than three main deck removal spells. 22 lands is low when playing a lot of four drops and 2x five drops. I suggest 24-25 lands, adding 2-3 more lands, 2x Ifnir Deadlands and 1x Dunes. The Desert lands are nice because they give you something to use mana on if draw too many lands. Making your fourth land drop is pretty important and it's difficult to do with only 22 lands.
Consider moving Prophet to the sideboard? He's a slow card, he's great in some matchups but in most he's not. I'm not a fan of Elendra or Mavren I don't think they do enough for their mana costs, consider cutting them? Both can be replaced with more main deck removal which can help more than these Vamps. I think Prophet is a superior card then both of them for matchups where you want it and flying evasion is a big bonus.
Seeker, I don't think you need 4x of him. Seeker is a good card, but you want a somewhat established battlefield of Vamps before you play him. This is not required, but it gives you a large advantage in a game if you already have some Vamps to attack the turn you drop Seeker. Feast is your best four drop because it gives you three Vamps with lifelink, very nice with the anthems, Legion and Destiny. Consider 4x Feast and 2x Seeker?
Because of low budget you're unfortunately restricted to using white removal not black. Fatal Push and Vraska's Contempt are the two best black removal spells, but they aren't budget options. Budget removal options that are better than Plank are Seal Away, Cast Out, Thopter Arrest and even Cast Down, Gideon's Reproach, Never, Vicious Offering. Seal and Cast Out are the premiere white removal spells because both are instant, they exile and can target any creature or in the case of Cast Out any nonland permanent. Because they exile is a big reason to play them, exile is very good in Standard because of the Gods and Scrapheap Scrounger
Arrest can also exile, but it can exile an artifact, it's wanted main deck to deal with Heart of Kiran. You want some kind of main deck answer to this artifact and three mana is a big difference in aggro matchups then four for Cast Out. Consider six main deck removal spells: 2x Seal, 2x Cast Out and 2x Arrest with 2x more Seal in the sideboard for aggro matchups? This removal spell base gives you a lot of options and they all exile.
In some matchups you're going to want additional removal because without it you simply can't break through your opponent's creatures and have to chump block with tokens or you get overrun too fast by red aggro. Seal is very good in a lot of matchups especially against red and black because if it ETB then it's not leaving the battlefield against these colors. Red and black can't destroy enchantments.
More removal main deck is fine with Vamps you don't fall behind because of the go wide strategy of Feast/Destiny/Legion this can give you a lot of Vamp power after using removal on your opponent's creatures. The Gods are terrible to play against without having some kind of exile answer especially Scarab God, but also Hazoret. Tokens help a lot against Gods, but you don't want to have to chump them every turn with a token, instead Seal them.
Combining all my suggestions consider this creature base:
- 4x Conquistador
- 4x Aetherborn
- 4x Legion
- 4x Zealot
- 2x Seeker
- 2x Champion of Dusk
Consider this other spells base:
- 4x Destiny
- 2x Seal
- 2x Arrest
- 2x Cast Out
- 1x Landing
- 4x Feast
Consider this manabase:
- 4x Courtyard
- 4x Chapel
- 4x Territory
- 2x Deadlands
- 3x Dunes
- 6x Swamp
- 2x Plains
If this is your last official Vamp deck for Standard then consider a sideboard, to make it truly official :) Would you like some sideboard advice?
Good luck with your deck.
2 months ago
Never is a fairly budget piece of removal that also can generate a zombie later. Perhaps in place of any of the vanilla creatures that don't come back from the dead. Plague Belcher and Ammit Eternal both may be good for the deck. Either of the Liliana's are good besides the Planeswalker box ones. It may be cool to have a few Ifnir Deadlands in the deck along with 1-2 copies of Dunes of the Dead. Not entirelysure about that, though. But it is always good to have lands be able to do something else besides just tap for mana in the late game. Good luck with the deck! Ps: while it's still in standard, Aethersphere Harvester seems really sweet for this deck. Probably SB. Life gain is huge especially for considering it is a flier.
2 months ago
Hey, one problem Knights have and will continue to have, even more so post rotation is amount of black sources in the manabase for black removal. Some Orzhov Knights lists have been cutting Marshal in favor of more black and Ajani. Marshal really restricts the amount of black you can play in the manabase which is not good when you want to be able to consistently play Push/Duress in the early game and even more so for Vraska's Contempt which everyone knows is an amazing card for black, but can't splash for it. History is your best three drop. Marshal is also a good three drop, but he's less needed because History is the three drop you want to play.
Ajani kind of mimics what Marshal does. His +1 puts a counter on two creatures giving those two creatures a pump just like Marshal does. Marshal is best when you're ahead with some other creatures to pump. Ajani is also good when you're ahead because he too can pump two creatures. What separates Ajani from Marshal in my opinion is Ajani is good when you're behind because of his -2 ability reanimating a creature. Being able to play a four drop and have a Planeswalker and a creature such as Malice in play is more beneficial than a Marshal. Ajani is very good in control matchups where as Marshal is fine. Only fine because he's a creature making him vulnerable to creature removal and board wipes which Ajani is not.
Post rotation I see Knights moving away from black and playing mostly white because Concealed Courtyard rotates and Orzhov is not a guild in Guilds of Ravnica. This leaves Forsaken Sanctuary as the other Orzhov dual land which is just bad. More white is a direction that favors playing Marshal.
Black has amazing removal, but white also has good removal. Seal Away and Gideon's Reproach are fine early game removal spells and Cast Out is great mid and late game removal. I suggest playtesting a more white focused build restricting only creatures Malice and Freebooter with black since Courtyard, Chapel and Territory can cast them.
If you don't like the idea of playing more white and less black then consider Stazeee's suggestion of Paladin? Overall until rotation I think this is best direction to go because of Paladin's interaction with Ajani. However this means cutting Marshal so you can play 4x Ifnir Deadlands which are needed along with 4x Dunes to play Paladin.
A direction with Paladin and no Marshal lets you include more black. More black means consistently can play Push/Duress/Malice/Freebooter in the early game as well as sideboard or main Contempt. More black is better for control matchups since you want Duress/Freebooter and Arguel's Blood Fast Flip vs control.