|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Common|
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Creature — Vampire Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Sanguinary Mage Discussion
9 months ago
@HotRodScott: I like all of your suggestions for tuning up the power, I hadn't even considered Manamorphose or Gitaxian Probe! We'll have to wait and hope for the price on Gitaxian Probe to go down a bit, but as for the rest, they are just way over budget for this particular build. In a $20-30 version, there is a lot more room for the $1-3 cards. Sanguinary Mage seems not great compared to any of Mage-Ring Bully, Immolating Souleater, or Akroan Crusader (I can't speak highly enough of this guy). I also was running 4 Assault Strobe, but found it was too many redundant copies. I cut it down to 3 to make room for more trample/haste cards. You might be ok going down even more, since you run cantrips. Thanks for the feedback!
9 months ago
Just getting back into it a bit after a little break and came in to revisit some of my older decks to see if the last 5-6 sets have added value and came across yours. Love it!! I have a similar deck that I've beaten on a lot that can take a couple of cues from yours. (Immolating Souleater, Reckless Charge, Akroan Crusader etc.)
Mutagenic Growth has won me numerous games for "free." Gitaxian Probe is an amazing sideboard card if they have removal. It's a prowess trigger, free card, and lets you know if you need to hold back an Apostle's Blessing or Mutagenic Growth for defensive surprise pump. It should get even cheaper too since it just got banned (again) today. It kind of blows the budget, but I love Manamorphose for the free prowess trigger and free card (I had a set from another deck and won't take it out of mine, but doubt i'd spend the money if I didn't already.) I'm running 4 Rite of Flame to give me some ramp. I've landed T1 Kiln fiend a handful of times with it! (took out pumps to make room.) Even though I mostly put it in there to do that, I'm never sad to see it in my hand. Ramp for a prowess trigger and more pumps is always good!
I struggled with removal and added crappy creatures at the time to board in just for more bodies, but yours actually seem to add value. (I went with Sanguinary Mage, just for the 3 toughness, but she's always been "meh" at best.) Def. side in some Pyroblast. Counterspell seems to be everywhere and it can help and give you another trigger.
11 months ago
1 year ago
+1 great concept!
1 year ago
1 year ago
If you're happy with the mana-base, then leave it alone. But keep an eye on it going forward - keep track of every time you miss land-drops, and every time you think to yourself "what terrible luck! not enough mana for what I want to do!" It may not be luck. ;)
Also, if you're gaining lots of life all the time (it looks like you are), you may want to consider Aetherflux Reservoir. The lifegain effect is nice, and the death-laser ability can be game-ending, if you've got the resources.
Other sweet vampires you may want to consider:
I can tell you put some serious work into this one; it looks good! The Sorin's and Olivia's are on point for sure. Good work!
1 year ago
first of all I like the low mana curve of your deck. This is how Edgar Markov should be played!
Skullclamp was already mentioned. It is the most important inclusion in your deck, I think. It's your draw engine in combination with the tokens.
You could consider Blood Bairn, Bloodflow Connoisseur, Bloodthrone Vampire, Vampire Aristocrat and Viscera Seer. The first four give you an advantage in combat and the Viscera Seer gives you card selection which is desperately needed in mardu. All are good with Skullclamp. Take out Skymarch Bloodletter, Bloodmad Vampire, Inspiring Cleric, Olivia's Dragoon, Ravenous Bloodseeker or Sanguinary Mage. Or take out Gifted Aetherborn and Tithe Drinker because they're difficult to cast on turn 2 consistently.
Carnival of Souls could be a great tool for an aggro deck in a 1vs1 format. I think it will really spice things up in your deck!
you should invest some money in your mana base, so that you're able to cast your spells consistently on turn 1,2 and 3. For example fetches, shocks, Dragonskull Summit, Isolated Chapel, Clifftop Retreat and Unclaimed Territory.
1 year ago
For a deck based around noncreature spells, this sure has a lot of creatures in it. Now, I haven't played a prowess deck before, but I feel like you don't need to run every single prowess creature in here, especially cards like Bloodfire Expert, Dragon Bell Monk, Ingenious Skaab, Jeskai Sage, Jeskai Student, Mage-Ring Bully, Sanguinary Mage, Spellweaver Eternal, Umara Entangler, none of which have any significant abilities. To replace these, I'd run some mana ramp, which you have a criminally low amount of (one, in Chandra, Torch of Defiance). You could run Sol Ring, an EDH staple that every deck needs, also Azorius Signet, Izzet Signet, and Boros Signet, and if you want to get rid of your ramp later in the game, Mind Stone, Commander's Sphere, Hedron Archive, and Dreamstone Hedron will suit your needs. Some other ramp cards that can work really well in your deck are Chromatic Lantern, Coalition Relic, Coldsteel Heart, Corrupted Grafstone, Darksteel Ingot, Dowsing Dagger Flip, Fellwar Stone, Gilded Lotus, Khalni Gem, Primal Amulet Flip, and Pyromancer's Goggles. Obviously, you souldn't run all of these, but you should definitely consider them. The average commander deck should have around 10 ramp cards, though yours may want a few less, considering it's an aggro-ish deck. Also, Ponder's really good.
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