Skeletal Vampire

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Modern Masters (MMA) Rare
Duel Decks: Garruk vs. Liliana (DDD) Rare
Guildpact (GPT) Rare

Combos Browse all

Tokens

Skeletal Vampire

Creature — Vampire Skeleton

Flying

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

multimedia on Tribal BloodMagic Vampires

2 weeks 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:

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:

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:

Vamps

Removal

Ramp

Support

Good luck with your deck.


Norrak72 on Vampiric Bloodlust with improvements

1 month 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.

SilentNSly on What We Do in the Shadows

1 month ago

Nice alters!

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.

Akujiki on Valcon Mortheo

1 month ago

you might be interested in Patriarch's Bidding, I guess you can also use Living Death aswell.

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

SilentNSly on Ride of the Vampiries

1 month ago

Also, I like equipping a Blade of Selves onto Skeletal Vampire.

Myriad also works well with Butcher of Malakir if you have a sacrifice outlet.

SilentNSly on Ride of the Vampiries

1 month ago

Consider adding Skeletal Vampire; as casting it with Cathars' Crusade in play and Edgar Markov in command zone let's you also create three tokens and add four +1/+1 counters on all your creatures.

Qolorful on Markov aristocrats

1 month ago

I see yahenni in the maybe board. I think he'd be good mainboard. Especially since you're running Butcher of Malakir type cards. He can get pretty big.

Also don't know if you left it out due to cost or hatred for the infinite, but Exquisite Blood with Sanguine Bond or Defiant Bloodlord is an infinite combo game winner. Kind of like Blood Tribute can combo with bond to immediately kill a player, only it kills everyone.

One last thing I'd like to mention is Skeletal Vampire + ashnod's alter + Nim Deathmantle creates infinite mana using a sac outlet, thus allowing you to kill players via Blood Artist or with spells like Debt to the Deathless or Exsanguinate. Just a few fun things this deck style can do if you're into cool combos.

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