Creature — Vampire Shaman
Whenever a creature an opponent controls dies (is put into the graveyard from the battlefield, tokens enter the graveyard before they cease to exist), you may gain 3 life.
Whenever an opponent discards a card, you may gain 3 life.
|Have (2)||metalmagic , Eldritch_Morningstar|
|Want (3)||Asfael , Pandabites , Poppins|
Printings View all
|Commander 2017 (C17)||Rare|
|Commander 2016 (C16)||Rare|
|Conspiracy: Take the Crown (CN2)||Rare|
|Mirrodin Besieged (MBS)||Rare|
|Mirrodin Besieged: Mirran (MBM)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Sangromancer occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
5 days ago
43 lands seems high. You can go down to 36-38 and make room for more stuff by dropping a few Swamps. If you can find/afford Nykthos, Shrine to Nyx, Cabal Coffers, and/or Cabal Stronghold, add those as well in place of a few more swamps. Crypt Ghast (which you CAN play in a mono-black Commander deck) effectively doubles your mana and brings extort to the party - yet another way to gain life. There are other black extort creatures if you just want that effect.
Do you anticipate playing against decks that produce a lot of creatures? If so, then I would add one or two more board wipes. Your Sangromancer will thank you. Revenge of Ravens is a cute way to deter attackers. It also makes me wonder if you have enough creatures for Ayara to put in the work you're looking for? Test it out before making changes on that front.
6 days ago
- Nekusar, the Mindrazer hes a great commander if you wanted to change format for this deck style is really funny.
- The biggest issue with the deck is running Reliquary Tower and Underworld Dreams in the same deck you really need both effects, but the mana base is very hard to get by with.
- When deciding between these two decks ill say one is more comboy which means itll feel the same each game basically this one is mostly synergy so it'll feel different playing it each time.
- Forced Fruition is 6 mana. Youll probably hit your land drops on time due to card draw but thats still 6 turns (5 at the soonest).
- Fast lands like Sulfur Falls are great but you wanna run 3 max. They dont work well together. If your opener is just a 2-1 split of your fast lands your gonna be behind. (Shocklands are worth it).
- Consider the following: Teferi's Ageless Insight, Ominous Seas, Blasphemous Act, Fate Unraveler, Molten Psyche, Spiteful Visions, Whispering Madness + unblockable creature, Ob Nixilis, the Hate-Twisted, Dictate of Kruphix, Megrim, Dark Deal, Waste Not, (Magus of the Wheel is sadly not legal :( ), Psychosis Crawler, Howling Mine, Liliana's Caress, Temple Bell, Incendiary Command, Prosperity, Dragon Mage, Fell Specter, Kess, Dissident Mage, Sangromancer, Magus of the Jar, Laboratory Maniac, Thassa's Oracle, Nadir Kraken, Consecrated Sphinx, Baleful Strix, Sire Of Insanity, Reverberate, Wheel of Fate, Echo of Eons, Burning Inquiry, Scheming Symmetry, Font of Mythos, Otherworld Atlas, Spellbook, Crawlspace or Ensnaring Bridge, Jace Beleren, Ashiok, Dream Render, Jace, Wielder of Mysteries, Narset, Parter of Veils, Geier Reach Sanitarium.
- I hope thats helpful. There's a lot of similar affects so theres a lot of routes to go.
3 weeks ago
Cool deck, I think as far as spot removal goes your pretty good, plus your commander does a pretty good job at that. I usually run 4 or 5 board wipes, in EDH boards can easily get out of hand that need to be taken care of. I don't usually run too much graveyard hate, however a few cards cant hurt.
Other things. Personally I would run more ramp and draw, In EDH your in for the long run and its important to keep a full hand and have enough mana to play all the cards you want to play. I usually aim for close to ten of each In my decks, however it can vary from deck to deck.
If you want to try any other cards Greed is good, Black Market is fun but doesn't benefit from exiling idk, Sangromancer is nice and can gain you way too much life, Polluted Bonds can gain you some pretty consistent life and shut down land decks pretty hard, Whip of Erebos, Alhammarret's Archive.
Your decks pretty good as it is, don't let all my suggestions tell you otherwise. I hope you have a blast with EDH, it's my favorite format by a long shot, and I hope it becomes yours too :).
2 months ago
Things I'd cut: Frost Marsh just a tap land, not worth it
Spire of Industry not enough artifact to turn it on early and you don't really need it late
Diabolic Tutor too slow, you'll be drawing so many cards anyway
Karn's Temporal Sundering also slow and expensive, you'd need upwards of 10 mana to make this thing worth it
Folio of Fancies nonbo with much of the discard stuff, and mill is not the way this deck wins so why let your opponents keep extra cards?
Exquisite Blood same deal, you don't really need lifegain and at 5 mana youd rather play nek himself
Psychosis Crawler this one's a hot take, but in a deck dedicated to making your opponents draw, he is looking for the opposite. Also 5 mana is neks spot.
Niv-Mizzet, Parun casting cost is fucking rough, but this is a maybe cuz he is really strong
Psychic Corrosion same deal as folio about this not being a mill deck
Sangromancer you don't need much life gain
Spark Double not sure what you're copying, an extra nek is nice but doesn't seem like that huge of a difference, nothing else seems worth it.
Torbran, Thane of Red Fell triple red is tough and he doesn't really change the clock that much. This is more a matter of preference though
Mission Briefing you're almost certainly using this for a wheel but why not just run another wheel and not have to pay an extra UU?
Before I say what I'd add specifically, in general I think you need a little more speed, a few more lands and a lot more interaction. 2 counters, 2 spot removal, and 3 board wipes does not feel like enough, especially for a relatvely slow deck that doesn't combo out. I would add a mix of 4-5 spot removal and counter spells and 4 more lands before even looking at any of the cards below.
Cards I would add:
Another land or two in addition to the above. Your commander is 5 mana after all and your average CMC is over 3. Average CMC times 10 or 11 is my baseline for lands
Curiosity stellar, cheap card draw
Nightscape Familiar effectively a mana dork, helps with the speed
Whirlpool Warrior another wheel
Archfiend of Ifnir pet card, turns wheels into board wipes
Vision Skeins fun card, works perfectly with your strategy
4 months ago
Continuing my advice, streamlining high CMC cards becomes an important step when choosing what cards to cut. Streamlining means you cut unnecessary high CMC cards, four CMC or higher that are not vital for your deck. Some cards that are redundant, there's two or more cards that do the same thing and one/more of them are not as good as others. Tutors help to break high CMC card redundancy because you can use them to get the better high CMC card thus leaving out others. Streamlining starts at the top of the mana curve and then work your way down.
When streamlining, the cards that are not selected doesn't mean these cards are bad, they're less needed in your deck than others. For streamlining your deck I would look to decrease cards from the 4, 5 and 6 CMC spots.
You've recent update is good, other cards to consider cutting:
Temple of the False God: will not tap for mana until you have four other lands. That's not good enough when you want to be casting low CMC cards and extort.
Armillary Sphere: isn't ramp since it puts the basic lands into your hand not onto the battlefield. Playing a mana rock that is ramp instead of this will help.
Life's Finale: has great artwork, but is lackluster for a creature board wipe especially at 6 CMC. Tutoring for and putting creatures into your opponents graveyard will most of the time backfire in Commander since reanimation and recursion are popular.
Hedron Archive: can get repeatable draw from other sources and four drop colorless ramp is not what you want with Karlov.
Mire in Misery: sorcery speed makes this a lackluster removal spell.
Burnished Hart: is too slow as ramp since the basic lands you search for ETB tapped. For six total mana you get two basic lands that ETB tapped and don't even get a body because you have to sac Hart to get the lands. Just about any mana rock that ETB untapped is more helpful than Hart.
Fountain of Renewal: effect is limited, only happening once at your upkeep and that's all it does. There's more impactful repeatable life gain in your deck.
Beacon of Unrest: there's too many five drops here and Beacon is the worst of them. The potential repeatable reanimation is not really worth five mana. It is nice that this spell can reanimate any opponents creature or artifact, but even so for five mana that's not really helping your strategy with Karlov. For five mana you would be better off casting Exquisite or Bond or a tutor to get one of them.
Solemn Simulacrum: can be great for midrange strategies, creature dying/reanimation strategies, but it doesn't fit here since it's too high CMC for ramp.
Sangromancer: is the least good source of repeatable life gain. It's too situational for a four drop, only triggering when opponent does one or two specific effects.
Underworld Connections: requires tapping the enchanted land to draw which means you can't use mana from that land on your turn. There's better repeatable draw sources here.
Kaya's Wrath: has too difficult to make colored casting cost.
Some upgrades to consider:
- Rogue's Passage > Temple of the False God
- Scheming Symmetry > Armillary Sphere
- Open the Armory > Life's Finale
- Mask of Memory > Hedron Archive
- Serra Ascendant > Ray of Distortion
- Walking Ballista > Solemn Simulacrum
- Suture Priest > Mire in Misery
- Ruin Raider > Burnished Hart
- Blood Artist > Sangromancer
- Mother of Runes > Fountain of Renewal
- Ayli, Eternal Pilgrim > Beacon of Unrest
- Arcane Signet > Orzhov Cluestone
- Divine Reckoning > Kaya's Wrath
- Dark Tutelage > Underworld Connections
Scheming Symmetry and Open the Armory are excellent cards to add for streamlining, they can do a lot here for their budget prices and low CMC. Scheming can tutor for any card and has great interaction with Bolas's Citadel since it puts the card you tutor for on top of your library. Yes, you choose an opponent and they also get to tutor for a card, but that is a cost you pay for having to use an alternative budget one drop unconditional tutor. Armory gets one of the best cards with Karlov, Shadowspear. Seriously, this card does everything you want to make Karlov a threat.
Mask of Memory is an underrated source of budget repeatable draw. It goes well with the voltron strategy of attacking with Karlov and equip 1 to draw two cards is nice. Equipment is good with Karlov and by adding Mask of Memory then Open the Armory can tutor for one of four different effects that can be repeatable with equipped Karlov: Shadowspear/Basilisk Collar for lifelink, Mask of Memory for draw, Sword of the Animist for ramp, Lightning Greaves/Swiftfoot Boots for protection.
If adding Serra Ascendant and Walking Ballista then I wouldn't cut Ranger of Eos since it can tutor for both of them and that's a powerful play for a four drop. If not adding Ascendant or Ballista then Ranger could be cut. Divine Reckoning can be a powerful board wipe with Karlov because it doesn't kill him and it can clear the battlefield of an opponent with many blockers. Yes, each opponent gets to keep their best creature, but most likely Karlov will be bigger than all the other creatures on the battlefield.
4 months ago
4 months ago
I have to test Underworld Breach more. After a boardwipe it could server better than Oversold Cemetery. Often the Cemetery dont do anything with that much graveyard hate people bring these days... getting them all back in one turn sounds better. Dark Prophecy is nice when clamp is out, otherwise its unreliable.
i put New Blood back in just for the flavor and fun. Its not the best card but its extremely unique and can only be played in a Vamp tribal. So why not.
5 months ago
Looks great! Personally I would make these swaps:
Vraska's Contempt --> Syr Konrad, the Grim. I think you don't need creature removal since your general does that, and you could probably easily get rid of any problem planeswalkers by just wiping the board and swinging.