|Commander / EDH||Legal|
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|Magic 2014 (M14)||Rare|
|Promo set for Gatherer (PSG)||None|
|Promo Set (000)||Rare|
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T: Add 1 to your mana pool.
1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
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1 day ago
I have been playing mono-black Vampires in Modern for quite some time now. It is actually more competitive than a lot of people think. It's like mono-black Jund, and I've out-Junded Jund with vamps before. But this also means I play much more disruption than the build laid out here. My version runs 6 Discard (either a 4/2 or a 3/3 split among Thoughtseize and Inquisition of Kozilek), 6 Removal (4 Fatal Push and 2 flex slots), 4 Planeswalkers (the best in Modern - Liliana of the Veil), a much lower creature count at 21, and 23 lands.
Now, you have correctly identified Bloodghast to be the best Vampire in Modern. It does everything you want it to do in this deck - it is a recurring threat, you can sac it to scry (Viscera Seer), sac it to drain (Kalastria Highborn), discard it to Lili's +1, etc. The second best vamp is probably Vampire Nocturnus because its ability is just insane. I'd max out the number of Gatekeeper of Malakir because the sac effect is very strong in the format. 4 Asylum Visitor is great for card advantage and Madness is great for discard effects as well. Finally, I play 4 Viscera Seer because it synergises well with the other creatures. With Seer, you can do the fetch land-scry trick with Bloodghast, you can fix the top of your deck for Nocturnus, you can sac your entire board with Kalastria Highborn for extra reach, and you at least get to scry when opponent tries to kill your creatures.
Some comments on why I won't run the creatures you are playing...they are only good when there is a critical mass or density of creatures on board. Captivating Vampire really shines when you have at least another couple or more creatures already on the board, and you can forget about ever activating his second ability in a typical Modern game. In contrast, Vampire Nocturnus works great even when he's the only creature on board (a common sight after you have grinded the opponent out with discard and removal a la Jund). Vampire Lacerator is only good if played Turn 1 and even then it gets outclassed very quickly and then becomes a liability (Tom Ross tried the card in a very early build and called it 'embarrassing'!). Stromkirk Condemned and Indulgent Aristocrat are also only good when you have at least 2 other creatures on board, which I have found to be quite rare in a format full of removal. Furthermore, you cannot afford the card disadvantage, I don't think, if you are not playing Bloodghast.
Lastly, lands - I play 8 fetches to activate Bloodghast and to turn on Revolt for Fatal Push, 4 Mutavault as an honorary Vampire which gets Nocturnus bonus and can be sacrificed to Highborn (man-lands are traditionally used for getting in damage when both players are topdecking after a war of attrition - think Jund again), 4 Urborg, Tomb of Yawgmoth so you can produce black mana with Mutavault and fetchlands (you'd want to save fetches for Revolt Fatal Push and explosive Bloodghast turns), and 7 basic Swamps.
My sideboard includes a little bit of everything, Collective Brutality against Burn/Infect, Damnation against creature heavy decks, Duress as additional discard against control, Fulminator Mage and Ghost Quarter to kill lands, Nihil Spellbomb, Surgical Extraction and Scarab Feast for graveyard decks, Pithing Needle for various activated abilities, Vampire Hexmage for planeswalkers, Kalitas, Traitor of Ghet for Jund or Abzan mirrors.
Just sharing my own experience playing Vamps in Modern for the longest time.
1 week ago
I've clearly stated that this is a Pet Deck for casual settings in the deck description. I'd never take this deck to a Modern FNM. It would get slaughtered.
I have a proper Modern deck for sanctioned events.
I don't care about Standard. Haven't played the format since before Kaladesh released, and I have no intentions of wasting money on it again.
Dropping lands is too risky. This deck requires hitting every land drop to play out its curve. Less lands will lead to more land-light opening hands and increase mulligans.
The higher land count is also to offset Mutavault. Less lands, or more specifically less White mana sources, make the occasional colour-screw Mutavault causes more frequent and it can be slain while it's a creature to set me back a land.
Think of my manabase less like '24 lands' and more like '20 lands and Mutavaults'.
1 week ago
Hey dude love this deck! I have a few suggestions. You don't have to put this in but it seems good and that card is Hero of Bladehold. Another card you should put in is 2 Dismember's in the main maybe in the side. Another card you should definitly have four of in the main is Mutavault. The last card is History of Benalia. It is new so maybe wait a few months a see how good it is. My last question is why are you running Elspeth, Knight-Errant
2 weeks ago
the Skaab Ruinator, and Kira, Great Glass-Spinner are pretty random. they could be cut for Phantasmal Image and Aquitect's Will is better than Spreading Seas. Mutavault should probably only be at 2 copies. Tectonic Edge and Wanderwine Hub should be cut for 2 more island. Master of Waves isn't very good in my opinion. i wouldnt pay 4 mana for a 2/1. i would recommend adding green for Merfolk Mistbinder and Collected Company. but you would need 4 more lands for Collected Company
2 weeks ago
same here. i don't have Mutavault or Liliana of the Veil and it still does ok. sometimes i think id be too dependent on having her in the deck even if i had the money to put her in. i tried running Waste Not in my deck and it didn't really work how i wanted. it was almost like i needed to build the whole deck around the card, which is what i think needs to happen in order to get the most benefit from it. a one of Waste Not in the sideboard could be cool for now if that's what you have. i don't think it's necessary to have it in the deck considering what you have already.
2 weeks ago
2 weeks ago
I think you have a good base but you need to drop all the cards that are only relevant with Master of Cruelties. Add in more controlling elements Pyroclasm, Anger of the Gods, Damnation, Blightning, Kolaghan's Command, Mutavault or Lavaclaw Reaches. I know i said drop the build around cards but 1-2 Rogue's Passage is worth running.
Drop all the other creatures beyond master and add 1-2 Hazoret the Fervent
3 weeks ago
I love the idea.