|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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Creature — Vampire
Discard a card: Vampires you control get +1/+1 until end of turn. Activate this ability only once each turn.
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Stromkirk Condemned Discussion
1 week ago
Stromkirk Condemned and Martyr of Dusk are not going to work out. Stromkirk’s ability is only good when i have a full board and a full hand (which I can’t always do), so its a winmore card. Even when i can use the ability, I won’t use it until the late game, so for most of the game stromkirk is just a 2/2 with a greedy casting cost. I guess the ability has a little value as a threat when attacking but that’s not helpful enough to justify it. Even when i use the ability its not that amazing. Martyr of dusk is a small creature with no evasion, so he usually just dies from being blocked, and while one would think the token would make up for that, i just see it as martyr replacing himself with a worse version of himself which he wouldn’t have even had to do if he had evasion.
I like Reconnaissance and Dolmen Gate because they can push damage through cheaply, but in many situations they are not worth a card. Like what if the opponent doesn’t have that many blockers, or what if you don’t care about blockers because your tokens are pumped up or you’ve got out Purphoros, God of the Forge or something, or what if only one opponent has multiple blockers and you can just kill him last (losing attackers to an opponent’s blocks doesn’t matter if there aren’t any other opponents to kill after that opponent loses). Plus even when i do “need” these cards, all they do is get in a little more chip damage, which in some cases ends up irrelevant and may not even let you win the game a turn earlier.
TL;DR stromkirk condemned and martyr of dusk suck. Reconnaissance and dolmen gate kind of suck too but they’re here to stay until Wizards prints something else I can use.
1 month ago
When building a tribal deck you generally want to ask yourself at every opportunity: "Why am I playing this tribe instead of just some creatures of the type with other value cards?"
The answer is almost always 'Lords', so let's take a look at that. You have Indulgent Aristocrat on 1 to potentially grind out some value, Kalastria Highborn on 2 to potentially grind out some more, Stromkirk Captain on 3 as your first true lord, and Vampire Nocturnus on 4 as your second true lord. I'd say 2 true lords is low for a tribal deck, especially when they cost 3 and 4 mana respectively. It's hard to get an explosive creature start when you don't start buffing things and playing crazy until turn 3 at the earliest. Shadow Alley Denizen and Falkenrath Gorger give you pseudo-lords at 1, though SAD gets a lot worse when you consider most of your beaters have evasion in the form of flying already. Stromkirk Condemned fits into the 2 slot nicely as another true lord, and Metallic Mimic could fit in too if you needed it to. Captivating Vampire is also an excellent idea if you can fit it in.
With Stromkirk Condemned, Falkenrath Gorger, Asylum Visitor, and Bloodghast, you can very easily lean into a discard theme for a little power boost to the deck. I'd recommend 1-2 Sinister Concoction since it A) kills something, B) pitches something for madness, and C) allows you a second shot if you reveal a land or red card on top of your deck with Nocturnus.
As for what to cut, both of your Aristocrats are exceedingly mediocre when you consider the only thing that you have value in sacrificing is Bloodghast, so I'd recommend all being cut. If you really want another 4 mana beater to replace the falkenrath, you could consider Bloodline Keeper Flip or Bloodhall Priest instead. Nighthawk is a fan favorite card, but I don't know that you need 3. You could go down to 2. The Highborns could maybe move to sideboard, since they really don't add to your gameplan in the slightest. They're good to close out a game against control I suppose, but not something you want to slam on turn 2 when you have other options like Asylum Visitor, Metallic Mimic, and Stromkirk Condemned.
Those are just my thoughts though. If you like it better this way or don't like any of the cards I suggested, that's fine too. Whatever you decide to do, good luck and have fun!
1 month ago
The first thing I suggest doing is cleaning up the manabase. 37 is a good number but we've got wayyy too many duals that enter tapped. Some cheap options to upgrade-
The one battle land you can run Smoldering Marsh
For some budget creature changes i'd consider cutting these -
Licia, sanguine Tribune
maybe Rakish Heir
They all seem overcosted, or have niche effects.
I'd consider replacing these with -
1 month ago
1 month ago
Glad to hear I was of some help!
As far as getting ahead with aggro goes, there's a couple things to keep in mind. You want to spend all your mana every turn to ensure your opponent is dead as fast as possible. In order to achieve that you want to keep your curve as low as possible - maximizing on 1-2 drops with 3 being top end and 4 being your absolute lategame. That in mind, you might want to drop a few 3s for some more 1-2s. Metallic Mimic, Stromkirk Condemned, Heir of Falkenrath Flip, and Asylum Visitor are all great options for the 2 slot, and Lightning Bolt is the biggest aggro piece you're missing from the 1 slot. Falkenrath Gorger would also be a reasonable call for the 1 slot.
Ruthless Cullblade is great if your opponent is already at or below 10, but doesn't do much to actually help you get them there. I'd say it'd probably worth cutting in favor of one of the other two drops mentioned above. Rakish Heir would also be reasonable to cut for one of the above cards since it's easily the worst 3 drop vampire you have here.
Before you make any cuts though, there's another general rule of aggro you should consider - lands. Typically speaking, the more aggressive your deck is, the fewer lands you want to run. After all, what are you going to do with a 5th land? Or a 6th? Your highest cost is 4 and there's only so many things you can play in one turn. With your current setup, you probably don't want to draw more than 5-6 lands in the whole game. With that in mind, you can (and should) significantly drop the number of lands you're playing. 21-23 would be a much more appropriate number for your deck, depending on what the cost of the cards you add in is. That gives you 4-6 more slots to fit things like the vamps I mentioned above or some more removal (4x terminate is pretty low. Maybe consider 2x Fatal Push to bring it up to 6)
I know you say this is meant for your friends, but if you ever want to take it to an fnm or anything more competetive I'd be more than happy to help you build a sideboard, too :)
Whatever you decide to do, good luck!
1 month ago
Snivy__ I like the idea of having the solid removal option in Path to Exile but I don’t think it’s enough to push us into a third color. Besides, we have the best madness enabling lord Stromkirk Condemned.
2 months ago
Silverdrake I used to run Blood Moon in the main for maximum flavor but have since relocated them to the sideboard. The manabase was designed to work around the Moon. I’ve largely kept it that way. I don’t think adding one more Cavern would hurt but to allow the sideboard to remain fluid, I opted to keep the manabase intact. If you’re meta pushes you into the additional Cavern, by all means go for it. It shouldn’t be too detrimental. Half the listed sideboard can effectively come in against those counterspell matchups. Kolaghan's Command and By Force give us answers to Chalice of the Void.
Also, having a slight surplus of lands does a better job of giving us the lands we need to work with and fuel for discard. Just because this is a madness deck doesn’t mean we have to madness in vamps. Lands are perfectly serviceable fuel for Copters, Lilis, and Stromkirk Condemned. So in short, having ‘too many lands’ in a discard centered deck really just means we have a better chance at having enough lands to operate while also having plenty of fodder to toss. Excess lands still have purpose.
3 months ago
Boyson67 thank you for the upvote and comment! I’ll do my best to explain the reason. I archived some of the past comments because they didn’t represent what the build had become.
First off, Mutavault is so good in the combo or control match-ups where we are top decking. It’s nice to basically have another 2/2 vampire for free almost. Sometimes that extra few points of damage win the game.
For Drana, Liberator of Malakir, she is a great vampire creature card. She belongs in a go wide strategy, like tokens where you would get serious value from her ability. I’m this build, the win-con is Vampire Nocturnus with a black card on top of the library. This deck does its best to maximize that possibility. This provides immediate value, whereas Drana needs to wait a turn. Since this is midrange/aggro, Drana doesn’t fit super well. Our 3-drop spot is mainly reserved for 1 of 2 scenarios: Gatekeeper of Malakir with kicker, or a variable 2-drop with a hand destruction played previously to ensure our creature stays out on field (looking at you, various counterspells and removal!).
For Vampire Lacerator, check out the links I have in my deck description under “influences”. I have a source from Tom Ross where he explains reasons to play vampires, ie: Vampire Nocturnus. Vampire Lacerator does add aggro pressure, but we are midrange. We want a turn 1 hand discard, turn 2 Gifted Aetherborn or Stromkirk Condemned. The life loss isn’t terrible, but you can’t compare Vampire Lacerator to Goblin Guide, which I hear a ton. They play differently, and Vampire Lacerator doesn’t help the deck ensure Vampire Nocturnus goes off every turn. That’s why Viscera Seer and all the hand destruction and removal are our 1-drop spots.
I hope that all makes sense! Let me know if I can expound on anything! Thanks again for your support!