Sengir Vampire

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Welcome Deck 2017 (W17) Uncommon
Welcome Deck 2016 (W16) Uncommon
Magic Origins (ORI) Uncommon
Magic 2015 (M15) Uncommon
Magic 2014 (M14) Uncommon
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
2012 Core Set (M12) Uncommon
Masters Edition IV (ME4) Uncommon
Duels of the Planeswalkers (DPA) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Torment (TOR) Rare
Beatdown Box Set (BTD) Uncommon
Battle Royale Box Set (BRB) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
Revised Edition (3ED) Uncommon
Revised Foreign Black Border (3EDFBB) Uncommon
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon

Combos Browse all

Sengir Vampire

Creature — Vampire

Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.

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Sengir Vampire Discussion

Boza on Pattern Recognition #88 - Custom ...

1 month ago

TypicalTimmy, that new zurgo has 0 white in him. He can just as easily be mono-black - the exile effect from any hand exile like Never Happened; haste, deathtouch and menace are secondary or primary keywords in black; losing life for not doing something is quite black as well painful quandry. Additionally, where do you exile that card from? The graveyard, hand, battlefield or library?

Lets compare to the OG Zurgo Helmsmasher:

  • haste and must attack are quite red.
  • indestructible is almost exclusively white.
  • "Gain a counter when something dealt damage by ~ dies" has been in black for the past 20 years of Magic in Sengir Vampire.

It is a good example how you can be a 3 color and avoid the "keyword soup" issue. In light of all that, here is another new Zurgo:

Zurgo, Dragon General
Legendary Creature - Orc Warrior

Haste, Menace
When ~ attacks, you may tap up to X target permanents, where X is ~'s power.
When ~ attacks, create X 1/1 black Warrior tokens tapped and attacking, where X is the number of tapped permanents target defending player controls.

3/2

Now, this version takes advantage of Zurgo's hasty nature and keeps the denial strategy of the Ontario's version. Additionally, the flavor of "the next incarnation of Zurgo" is there - last we saw him he was a lowly Zurgo Bellstriker, so having him grow too much in stats seems counterintuitive. He has instead specialized in leading an army, charging first, but utilizing tactics over brute strenght.

Hashtagdedwalrus on Vampire Tribal

1 month ago

captainamerica thanks for the recommendations, I'll get to work on those. Also I know that Sengir Vampire is super bad and I shouldn't be running it, but it's, like, the most classic of classic vampire so that's why I was running it. But I have to make some cuts to put in the cards you recommended, so I will cut it.

captainamerica on Vampire Tribal

1 month ago

Kalitas, Traitor of Ghet, Mirri the Cursed, Vampire Hexmage, Vampire Nighthawk, Plaguecrafter, and more removal. I don't know what your budget is, but cards like Fatal Push, Doom Blade, Cast Down, and Price of Fame. I also think you should run some more card draw like Greed and Vampiric Rites. Please get rid of Sengir Vampire.

Neotrup on I need to understand the ...

8 months ago

You can fudge the damage some, but not to the degree you were suggesting. For the same results what you would have to do is for Cockatrice choose damage assignment order as the 3/3, then 1/2, then 5/5 and for Sengir Vampire choose damage assignment order as the 1/2, then 3/3, then 5/5. Then, during the combat damage step, first have Cockatrice assign it's combat damage, which will result in 2 marked damage on the 3/3, then have Sengir Vampire assign it's combat damage, which will be 2 to the 1/2, 1 to the 3/3 (as it already has 2 marked damage), and 1 to the 5/5. You can't switch between which creatures are assigning damage after you choose one to assign it's damage, but you can give different damage assignment orders to individual creatures within a band.

Also, if you choose to combine Cockatrice and Predator Ooze within a band, you can give Lure to Predator Ooze instead of Cockatrice. Because Predator Ooze does not have flying, more creatures will be able to block it, which will result in them blocking Cockatrice for the purposes of it's triggered ability, despite the fact they could not normally block Cockatrice (this is because of how bands attack and are blocked together).

cdkime on I need to understand the ...

8 months ago

While you have to kill a defending creature to move onto the next, I believe you can fudge the numbers some. I did not find an official rule on this, however, and may be wrong, so take my understanding with a grain of salt. There's some difficulty when your keyword disappeared before the internet really took off!

They have a 3/3, a 1/2, and a 5/5. You have your Cockatrice and Sengir Vampire. Sengir Vampire deals 1 damage to the 1/2, Cockatrice deals 1 damage, it dies, Cockatrice does 1 to the 3/3, Sengir does 2 (it dies), Sengir does it's last damage to the 5/5, Cockatrice's ability kills it. You get +3/+3 counters.

Regarding your first question, you are correct--only creatures with flying can block that band.

Predator Ooze is the card you want. You attack with Predator Ooze and Cockatrice. Your Cockatrice has lure, forcing your opponent's creatures to block. You direct all damage from the blocking creatures onto Predator Ooze. It survives as it has indestructible. You parcel out damage, killing one or more creatures, netting yourself a +1/+1 counter. Yes, it starts as a 1/1, but it has built-in protection from removal, it attacks the first time as a 2/2.

Another option would be Scythe of the Wretched and a creature like Ashmouth Hound. Asmouth Hound's ability would trigger, dealing 1 damage to each of their blocking creatures. It has now satisfied Scythe of the Wretched's ability. Your Cockatrice would destroy all the creatures at the end of combat--Scythe of the Wretched would activate for each. You would suddenly own all their creatures.

Neotrup on I need to understand the ...

8 months ago

Some more clarification on the Cockatrice/Sengir Vampire band. With Cockatrice having Lure on it, all of your opponents creatures with flying or reach would block the band, but none of their other creatures would. Every creature they have that could block Cockatrice has to, but this doesn't allow creatures that can't block to do so, and as the creature with Lure (and even the one without it) have flying, this greatly limits the ones able to block. You'll want Sengir Vampire to deal damage to as many blockers as possible, but it will have to assign lethal damage to each creature it hits before moving on to deal damage to the next one, so this will also limit the number of +1/+1 counters you are able to get. Because of the way banding works, you'll be deciding how combat damage is assigned by both your own attacking creatures, with the rule for lethal damage being taken into consideration, and how your opponent's blocking creatures assign damage, this time ignoring the requirement on lethal damage.

cdkime on I need to understand the ...

8 months ago

I wanted to provide some clarification on the Cockatrice and Sengir Vampire interaction:

Here's how this works. You band the Cockatrice and Sengir Vampire together, then cast lure. All creatures are forced to block Cockatrice. Because Cockatrice is banded with Sengir Vampire, Sengir Vampire is blocked as well.

You get to divide up combat damage for both the attacking and blocking creatures.

You would direct 1 damage from Sengir Vampire onto each blocking creature. You have now dealt damage to 4 creatures. You would assign the blocking creatures' damage in such a way to leave your Sengir Vampire alive.

Combat ends, and Cockatrice's ability triggers. All the creatures that blocked the band die. Because Sengir Vampire did 1 damage to 4 creatures, and these four creatures died, its ability would activate and it would get 4 +1/+1 counters.

You ONLY get +1/+1 counters for the creatures dealt damage by the Sengir Vampire himself. Damage dealt by the cockatrice does NOT trigger Sengir Vampire's ability.


As Pieguy396 said, banding only matters during combat. There's a few basic rules you need to know to fully understand banding:

(1) When you attack with a creature using banding and it is blocked, you get to divide the damage of blocking creatures.

(2) You can band any number of banding creatures together, and up to one without.

(3) Banding is blocked as a group. Evasion matters only if the entire band has the evasion. i.e. if 4 members of a band have flying, and one does not, the entire group can be blocked by creatures without flying.

(4) Creatures are not banded as a group when blocking--you can already block with multiple creatures.

(5) You assign how damage is divided by any attacker that you block with a creature with banding. This is actually crazy useful. If you use a 1/1 with banding to block a 100/100 with trample, you can assign 100 damage to your 1/1, and 0 damage to yourself--that's right, Banding is a complete defense to Trample!


Edit: Please link your cards when asking questions using double brackets:

[[Black Lotus]]

Black Lotus

Pieguy396 on I need to understand the ...

8 months ago

Banding only affects combat, it doesn't make two creatures one creature. The interaction you mentioned between Prodigal Sorcerer, Royal Assassin, and Sengir Vampire will not work. Same with the Cockatrice/Sengir Vampire interaction (Lure works the way you want it to, but the Vampire can only deal damage equal to its power, Cockatrice's damage doesn't count for its ability). Banded creatures remain completely separate except during combat, and even then, they are only joined in the sense that they can be blocked together.

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