Skymarcher Aspirant


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Uncommon

Combos Browse all

Skymarcher Aspirant

Creature — Vampire Soldier

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Skymarcher Aspirant has flying as long as you have the city's blessing.

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Skymarcher Aspirant Discussion

x12721 on B/W Vampires

2 weeks ago

What is your budget for this deck? I can provide better suggestions with a budget in mind. But as it is right now, I would remove Vampire Revenant, Duskborne Skymarcher, Exultant Skymarcher, Glorifier of Dusk, Skyblade of the Legion, and probably Voracious Vampire. You definitely want a playset of Legion Lieutenant, Adanto Vanguard, and Skymarcher Aspirant. Also, go with a full playset of Dusk Legion Zealot. Again, with a budget in mind I can provide better choices.

JundWillRule on Vamp Domination

3 weeks ago

That card draw have worked out really well for me, its good in every stage of the game. Early game for thining the library and card advantage, if the deck is running out of steam it can get you out of trouble and its only a 2 drop so mid to late game you can usually play the card you draw. its just a nice card imo and a chump blocker. I just think eight 1 drops is a little to much even for an aggro deck cause you would probably want to play better creatures at turn 4-5 then Vicious Conquistador and Skymarcher Aspirant and its really not that good without citys blessing. If you are looking for evasion I would maby consider Sadistic Skymarcher. Your deck looks fun to play and I am curious about mavren fein and sanctum seeker I just dont know what i would swap out in my deck to make room for them :P

This is my deck if you are interested in taking a look I did manage to win standard showdown with this wich was exciting:

Blaze_Unicycle on Vampyr Tokens

3 weeks ago

Hey! I have a similar vampire token deck that went 3-1 at my last FNM. My suggestions for your deck are Skymarcher Aspirant and Vicious Conquistador as solid 1 drops that also trigger Mavren Fein, Dusk Apostle. Anointed Procession is a great card if you have the budget for it, and so is Radiant Destiny for extra pumping on the tokens. I would also add 2x Sanctum Seekers and possibly a second Bishop of the Bloodstained to end games quicker. A third Gifted Aetherborn can work if your mana base can support it, which in my deck I think it can. Make sure you put in 2x Legion's Landings if you have the budget as well. A lot of the cards that you are running 1 or 2 of are not actually as important in this deck as they are in regular vampire tribal decks.

Shwang on Vamp Domination

1 month ago

Braingamer thanks for the upvote! I'm going a more aggressive strategy. Going for the turn 5 win, which isn't uncommon! I just added in Skymarcher Aspirant and Legion Lieutenant and haven't had a chance to test it since then, but I thought they would be good additions.

multimedia on B/W Blood Suckers

1 month ago

Hey, I saw your forum post thought I could give some advice. Overall this looks good. If you're just starting out playing Magic you already have some nice deck building skills.

I have three main deck Vamp addition suggestions:

Four other main deck suggestions:

  1. 1x more Legion Lieutenant
  2. 1x more Mavren
  3. 1-2x more Fatal Push
  4. Cut 1x Sanctum Seeker
  5. Cut 1x Radiant Destiny

Zealot is a two mana Vamp who draws a card when it ETB. This is good for only two mana. I suggest adding Skymarcher for a 2/1 one drop Vamp who gets better the longer the game goes when you get the city's blessing it adds some more aggression. I like Forerunner here because it's only three mana to tutor for Legion Lieutenant or Mavren or Sanctum Seeker. Forerunner's other ability is good with Mavren getting more pump each turn a token is created.

Lieutenant and Mavren are two of bigest reasons to play Vamps you want to draw either one every game playing more of them helps with consistency. Expect the first Mavren to die; your opponent can't let him get out of control having more copies of him because of this is beneficial. If you have more copies of Push then I suggest playing more. 2x Push is fine, but 4x is norm for this spell.

4x Seeker is a lot simply because you only want to play him turn four and before playing him you want a some what established battlefield of Vamps. I think you can cut 1x Seeker for another copy of an early game Vamp. 4x Destiny is also a lot use it as a second lord with Lieutenant as the primary lord since it's a Vamp. Because Destiny isn't a Vamp and it requires other Vamps to be in play before it's good consider cutting one.

Forerunner lets you use some sideboard spots as a Vamp 1of toolbox. Possible Vamp Forerunner toolbox:

  • 1x Champion of Dusk: good in nonaggro matchups to draw a lot of cards.
  • 1x Twilight Prophet: also good in nonaggro matchups if it lives combined with Vamp tokens with the city's blessing it can give you a huge advantage.
  • 1x Elenda, the Dusk Rose: board wipe insurance.
  • 1x Vona

Cards to consider cutting:

  • 4x Martyr of Dusk: Martyr is very much a budget option, there's better two drop Vamps.
  • 2x Call to the Feast: Seeker and Cast Out are the two best four drops here. There's not room for another four drop.
  • 2x Oketra's Monument: Monument is nice, but it's better when you build around it with a Mono-white plan to get the most out of it. The strategy here is being aggressive with Vamps I don't think Monument fits with this strategy.
  • 2x Yahenni, Undying Partisan: Yahenni can be good in some matchups, but as a three drop I think it's one of the least good options.
  • 1x Seeker
  • 1x Destiny

Dusk / Dawn for the sideboard is very good with Vamps because other than Seeker they all only have 2 power of less making Dawn a powerful recursion spell. Vamps have problems with big creatures Dusk kills them.

Good luck with your deck.

BioProfDude on R/W Path weenie speed deck

1 month ago

pascal85, yes, after some playtesting, Skymarcher Aspirant ends up not being the best card for this particular deck. Instead, I have replaced it with Fanatical Firebrand.

I played against a Path of Mettle  Flip deck at FNM (used my mono-black deck). The Path of Mettle  Flip deck was phenomenal. I think Path of Mettle  Flip is actually an upgrade from Ramunap Ruins. It's too bad the mana base for this deck is weak-- it needs another dual land that doesn't enter tapped, or if it enters tapped to at least have a good ability (like Needle Spires or similar).

Skinken on G/W Aggro

1 month ago

Jeez, this curve is so steep... If I were you, I would do one of two things: Lower the curve, or include more lands and ramp.

If you want to play a deck that reliably gets to 5 mana, you should include ramp like Merfolk Branchwalker, Druid of the Cowl, Servant of the Conduit, Atzocan Seer etc. And like FlabbyAbs said, 24-25 lands seem like the way to go. You could also try to add some draw to get more lands into your hand.

Enter the Unknown is kinda bad without cards like Deeproot Champion, Winding Constrictor or simply a lot of small creatures. You have neither the combos or the general deck to make proper use of it, and it does not replace Attune with Aether. If you are looking a replacement, consider Commune with Dinosaurs instead.

You could make this deck way lower on curve. Use cards like Blossoming Defense to be able to rely on your Myriarch sticking. Verdurous Gearhulk and Angel of Invention are great cards, but running 8 5-drops is to much man. Seeing as myriarch is actually a buildaround, you shouldn't need any more to finish the game. GW is the best colors for protecting permanents, so you should be able to keep it alive if you need to. Watch out for board wipes though, Heroic Intervention should do the job.

Vizier of the Menagerie is awesome, but you kinda ruin it with this high of a curve. Casting a couple of minion from your deck is awesome. Include Merfolk Branchwalker for even more synergy, since it avoids lands on top of your deck. And maybe even Lifecrafter's Bestiary for grindy matchups. But Vizier+Myriarch should get the job done if you need fuel. The rest of the deck should 2-, 3-, and 1-drops, in that order of importance. Narnarm is bad without a revolt-shell, but you could try to make a revolt deck to get Renegade Rallier. Other cards i would recomend for a GW weenie deck:

Adorned Pouncer, Sacred Cat, Prowling Serpopard, Fairgrounds Warden, Appeal, Siegehorn Ceratops, Kinjalli's Sunwing, Tocatli Honor Guard, Huatli, Radiant Champion, Skymarcher Aspirant, Adanto Vanguard, Territorial Hammerskull and maybe Savage Stomp if you feel like playing some dinos.

I'll look forward to seeing where you take this deck

BioProfDude on R/W Path weenie speed deck

1 month ago

pascal85, I see what you're saying, but it shouldn't matter because there are so many other creatures that meet the Path of Mettle  Flip criteria. I want the 2/1 for because of the value, so it's okay for it not to have haste, vigilance, etc... If I have both in my hand at the start, then I just don't play the Skymarcher Aspirant before I play Path of Mettle  Flip. At least that's the plan-- I need to get in play testing to see if this becomes a problem.

Thanks for the comment! Hope you like the deck!

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