|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Rare|
|Modern Masters (MMA)||Rare|
|Duel Decks: Garruk vs. Liliana (DDD)||Rare|
Combos Browse all
Creature — Vampire Skeleton
When Skeletal Vampire enters the battlefield, put two 1/1 black Bat creature tokens with flying into play.
, Sacrifice a Bat: Put two 1/1 black Bat creature tokens with flying into play.
Sacrifice a Bat: Regenerate Skeletal Vampire.
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Skeletal Vampire Discussion
2 weeks ago
assassin: Scarblade Elite
bat: Skeletal Vampire
beast: Vitality Charm
cephalid: Aboshan, Cephalid Emperor
eldrazi spawn: Brood Birthing
giant: Hearthcage Giant
goat: Springjack Pasture
gorgon: Hythonia the Cruel
kithkin: Goldmeadow Stalwart
minion: Balthor the Defiled
moonfolk: Patron of the Moon
nightstalker: Return of the Nightstalkers
pegasus: Sacred Mesa
pentavite: Pentavus only card with pentavite, but sort of works with changelings
plant: Avenger of Zendikar
rigger: Steamflogger Boss
There's also the flagbearers: Coalition Flag Coalition Honor Guard Standard Bearer But they don't really have synergy with each other. You might be able to pull some shenanigans if you give a flagbearer hexproof or protection with a changeling out though.
Thelon of Havenwood, Fungal Bloom, Sporesower Thallid, Savage Thallid and Pallid Mycoderm are all listed as saprolings. I don't know if you merged fungus and saproling intentionally, but if you did it might make sense to change saproling tech to saproling/fungus tech.
1 month ago
After a few months of trading and acquiring, here are the changes to the deck:
Not much of a gameplan change, just some upgrades and trying new folk out from C17 and Ixalan
1 month ago
In my experience, I am rarely the one who wants to wrath, and Kindred Dominance was just too high on the curve for me. I have been playing Edgar for a little bit, and I have found that I want to run as low to the ground as I can. Draw is definitely what you need, and I would cut some of your more expensive vampires for it, like Skeletal Vampire or Drana, Kalastria Bloodchief for it. For me, for a vampire to cost 4+ he has to do something amazing.
2 months ago
Hey, my advice is to the try to decrease the avg cmc. Right now it's 4.0, this is too high because you want to have a some what established board state with Vamps before you cast Edgar from the Command Zone.
You're currently playing 9x six drops, this is too many because you already have your six drop play which is Edgar. Clogging up this spot on the mana curve takes away from being able to play Vamps before you want to cast Edgar.
Consider these five cards to cut to make 100 cards:
Continuing my advice, all I've suggested is to cut 4x six drops and 1x seven drop. This will decrease the avg cmc in return allow you to get more Vamps on the battlefield quicker.
You're using several cards in the sideboard that I consider premium cards with Edgar:
- Drana, Liberator of Malakir
- Gifted Aetherborn
- Indulgent Aristocrat
- Sorin, Lord of Innistrad
- Vampire Nocturnus
- Yahenni, Undying Partisan
If you have these cards I would add all of them to the main deck in place of five drops. 13x five drops is too many I would cut this to five or six this includes both Vamps and other spells. Five drops I would cut are:
- Fell the Mighty
- Increasing Ambition
- Crimson Honor Guard
- Liliana Vess
- Sanguine Bond
- Blood Baron of Vizkopa
- Bloodline Necromancer
One thing I see that might happen and can be frustrating when playing an aggressive deck in Commander is running out of gas. To prevent this I would include more draw. Mentor of the Meek, Night's Whisper, Sign in Blood. Menor is great even though he isn't a Vamp with the Vamp tokens from Edgar's eminence. Paying one mana to draw a card when a token is created. Take advantage of black spells which let you draw two cards for only two mana they're very good.
You're playing artifact ramp which is great especially when paying a Commander who costs six mana. Consider two drop artifact ramp instead of three drop? I suggest this because the three drop spot has the majority of Vamps and you want to play one of these Vamps not ramp at this stage of a game. The two drop spot has Vamps, but they are less powerful or plentiful as the three drop Vamps. Because of this you can use this opportunity in a game to cast some ramp. I suggest three Signets: Rakdos Signet, Boros Signet and Orzhov Signet. In fact I would cut the majority of non-Vamp three drop cards with the exceptions being draw and a couple of removal spells.
My advice for the manabase is you're much better off playing basic Swamps in place of a lot of the come into play tapped lands such as Wind-Scarred Crag and Orzhov Basilica. Black mana is very important here so much that I would limit the amount of red and white cards you play and really only use those two colors to cast Edgar, a few Vamps and a few removal spells, but only as a splash. Another option that's less budget is to play lands that can make any color of mana: Exotic Orchard, Forbidden Orchard, City of Brass, Reflecting Pool.
Here's a few more cards to consider adding. Most of these I consider upgrades to what you're already using:
Good luck with your deck.
2 months ago
I would take out the 2 curses, they ain't all that great - especially the white one. I like the red one more, but that isn't in this deck.
I have doubts about the following cards aswell - but wether you wanna take them out depends more on what your playgroup usually plays :
Skeletal Vampire : he's just a bit too expensive - 6 mana for a 3/3 ? And then another 5 for 2 more new bats (one of wich you need to sack to get 2 more). So basically that means you need to pay 5 mana to be able to regenerate him. Most turns you'll have better options to play for 5 mana. That said, if you add a bit of a sacrifice theme in the deck like Dictate of Erebos, Deathgreeter,.... sacking the bat to regenerate Skeletal Vampire, wil give you additional benefits (killing creatures of your opponents, gaining you life, ....). In that case it might be worth it
Kheru Mind-Eater : I think people will probably just block and kill him fast. If they don't and he does damage, your opponent still gets to choose wich card he's gonna exile (and it won't be the best card he has at hand). You may play that card, but you still need to pay it's mana cost, so wether you can play it greatly depends on what colors your opponent plays. All in all I find the likelyhood that you'll profit from this card is just too small and therefor I would replace it
Consuming Vapors : this card has the same problem as the one before. It costs 4 mana, and how many times will you be able to play it in a situation where your opponent only has one big creature on the board ? If your opponent has a 10/10 and a 3/3 on the board, he's gonna sack the 3/3 and you gain 3 life..... I think there are better removal spell out there
Fell the Mighty : same story again. You play a boardwhipe when you have nothing and your opponent has a full board. when you do play one, you want all creatures to be removed - and there are better boardwhipes out there to do that. The only time this card would actually benefit you is when you have a lot of small vamps and your opponents have a lot of big creatures.
Syphon Mind : Intresting card this one. If you usually play against 3 or more opponents this might be good. If you usually play 1 on 1 I would remove it, cause then it is to expensive (mana wise).
This is just my personal thoughts, I'm sure some people feel very different about it, so all in all it's up to you to see how you wanna play.
2 months ago
I would suggest adding Skeletal Vampire.
Also, feel free to take a look at my work-in-progress version: Edgar Markov Tokens. I would love some feedback.
3 months ago
as for vampire you might be interested by : Dark Impostor, Falkenrath Noble, Fiend of the Shadows, Gatekeeper of Malakir, Indulgent Aristocrat, Skeletal Vampire, Necropolis Regent, Mephidross Vampire, Falkenrath Marauders, Bloodhusk Ritualist.
To name a few