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|Commander 2014 (C14)||Uncommon|
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- Are cards in exile (suspend), considered permanents?
- Can you activate a creatures ability with no actual target?
- Can instant-speed sacrifice effects be used on creatures that enter the battlefield with 0 toughness?
- Does paying a card's cost to activate an ability resolve before the stack is triggered?
Creature — Vampire Shaman
Sacrifice Vampire Hexmage: Remove all counters from target permanent.
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Vampire Hexmage Discussion
6 days ago
Thanks for the comment. It just so happens I have Dark Depths. I'm still cycling out some of the cards that were in the original build, and I can't think of a better cut that Scuttling Doom Engine thanks again.I run Hex parasite but I guess I should add in Vampire Hexmage as well for the combo.
1 week ago
Hey, just taking a look and reading through your comments I like the addition of graveyard hate for those kinds of decks that want to replay things via Abandoned Sarcophagus, God-Pharaoh's Gift, and Torrential Gearhulk. I also like the idea of Raiders' Wake instead of Cruel Reality. It's less mana which is nice and it synergizes so well with the discarding, especially the Scarabs as has been pointed out. I run two in my sideboard that are supported by a few creatures like Kitesail Freebooter to trigger the Raid. I used to run Cruel Reality in the main board but honestly it just didn't accelerate the board. If you got it and it helped you win you were probably already going to win from Scarabs or a Hailfire prior to that, and early on it's a dead card at 7 mana. I love the effect, but it just helps you "win harder" not "win more often". Raiders Wake also is amazing against Cycling and other Looting effects and Standard is littered with that right now.
The comment about Midnight Oil made me laugh. I was so mad that it isn't possible in Standard, but I just finished a Modern deck that uses Midnight Oil and Harmless Offering along with 8-Rack (Shrieking Affliction + The Rack ) to be able to turn 1 hand disruption, turn 2 Liliana's Caress, turn 3 hand disruption and The Rack, turn 4 Midnight Oil, turn 5 Harmless Offering and Vampire Hexmage to eat the counters off of the Oil and pass to your opponent with 0 counters already. It's messy and clunky, but super hilarious. They die while discarding and starting every turn with 0 cards in hand.
Anyway, good luck with your build. Gotta love mono black discard ;)
1 week ago
New rotation means a lot of new deck building for Standard! Sometimes you have to get real creative and sometimes you get real messy trying out new things and using cards in new ways while looking at them under a new light. Today I've got 3 completely different builds that range from tightly synergized to chaotic. Let's have a look!
The first is an attempt to bring out the best of some overlooked Dinosaurs in fun budget Tribal build I call:
Next I've got a really weird mono-white Monument build that goes a lot of different directions but somehow actually works. Check it out:
Finally, I'm actually pretty excited about this mostly land deck that came together much more organically than the other two. This "Desert Tribal" shell works around a unique pair of cards that pulls out a pretty unexpected finish in a very interesting way. I don't want to give away too much, see it for yourself here:
SCORE: 1 | 74 VIEWS | IN 1 FOLDER
Finally, I haven't put pen to paper with this Modern idea yet but playing around with Midnight Oil got me thinking of a really really bizarre combination of cards in Mardu colors. See if you can figure out where I'm going with this, I'll list the elaborate setup here:
- Midnight Oil
- Vampire Hexmage
- Harmless Offering
- Liliana's Caress
- Eidolon of Rhetoric
- Ethersworn Canonist
- Ghirapur Orrery
- Zo-Zu the Punisher
Basically you get Midnight Oil down to 0 counters either by playing it that way with Solemnity or eating them with Vampire Hexmage. Then you Offer it to your opponent in a Harmless manner so that they have 0 max hand size. Orrery forces them to draw extra cards during their upkeep and Rhetoric makes it so that they can't play more than one spell per turn. If they draw land they can play extra per turn to reduce the number of cards discarded but it will cause the same 2 damage that Caress does for having discarded them. Essentially this combo is you building a box around your opponent and then gradually reducing the size of the box while they are still inside of it. I can see other cards that add value to this sort of machine and I might be using way more cards than necessary. I'm just spitballing here, I'll be looking for more efficient ways to accomplish my grand scheme. I know, it's all ridiculous :)
3 weeks ago
Phyrexian Etchings + Vampire Hexmage works by playing etching and holding onto hexmage, and only playing it when you want etchings gone. (or you play etching and hope to draw hexmage)
If they want to distrupt this they have to counter the activated ability (since if they attempt to kill it as it enters the batlefield you can sac it in respons) (and since sacrificing is part of the cost of the ability, they have nothing to target with a second removal higher on the stack to prevent you from sacrificing hexmage)
The main drawback is frankly that you need to draw it - but that is the same with all unique power cards, stuff like Dark Confidant
Asylum Visitor + Blood Scrivener have a go big or go home type interaction (like all other madness strategies). You have to dedicate the deck to it with spell that allow you to keep empty handed on way or another.
Due to the absence of instant win combos, and the extreme value drawing 4 cards each turn provides i think this is a workable strategy (and if you need instant removal you can always play Sinister Concoction). Of course this goes in face of the general wisdom that originates from the control mentality - bu looking the situation form tempo side its extremely powerful.
Bear in mind that having over 3 such creatures on the field simultaneously is dangerous due the life loss, and slim chances of having mana to spend all cards in hand. (And getting in that situation is not that hard since these creatures easily snowball by the first one helping you draw into its multiples.)
Ratchet Bomb vs. Engineered Explosives is a question of taste and local meta.
However Engineered Explosives can be activated in response to etb, thus negating countermeasures like Ancient Grudge. Not having to sit on the field for 4 turns to hit cmc=3 is also a benefit imho (since in that time you can easily die)
3 weeks ago
Awesome concept! Maybe consider Vampire Hexmage to help deal with Planeswalkers and counter-based beaters or timed artifacts?
3 weeks ago
Hi fungkm-mtg! I've never played a hard combo-control lands deck, mostly because the precedent in legacy has lands decks grinding out long games with punishing fire or setting up a Marit Lage.
That being said, there are several options for a WUB based combo-control deck. The first thing that comes to mind is a Seasons Past loop with a tutor and Splendid Reclamation. You'll have do the math and figure out when it goes infinite for your needs, but it's a way to generate infinite mana and/or landfall triggers. Something like Ob Nixilis, the Fallen or Retreat to Hagra would end the game.
I've played with Storm Cauldron and Manabond before, and it's a blast (mine was in a Borborygmos Enraged shell). I'd highly recommend it, because it's incredibly disruptive. There's also Mana Breach and Land Equilibrium. I've always wanted to try this type of archetype, so if you do please keep me posted on its development! I have a foil Roil Elemental that I pulled back in the day that has sat in my box for years waiting for the right shell, and so I'm personally vested in this idea for you.
A lands deck can also feature the Dakmor Salvage and The Gitrog Monster combo. Skirge Familiar will get you lots of mana, as can one of my personal favorites Cadaverous Bloom. Traditionally Tasigur lists use infinite mana to loop Reality Shift to mill the table, but with a big-mana set up I'd run something with more flair like Villainous Wealth. If you're unfamiliar with the Reality Shift loop, a quick google should get you the basics.
You still have access to Dark Depths and a suite of cards to cheat it out in Thief of Blood, AEther Snap, Vampire Hexmage, and Hex Parasite if you want redundancy with Thespian's Stage. Having Marit Lage as a backup is always a good idea.
Walk the Aeons is a personal favorite card of mine, and it's not hard to figure out a way to go infinite with it if you have the support. Azusa, Lost but Seeking and Crucible of Worlds is enough to do the trick.
All this thinking about sultai lands has me wanting to build a sister deck to my main one now :P
3 weeks ago
first of: I really like the idea behind that decksecond: have you considered cards like Vampire Hexmage or AEther Snap to remove all your ice-counters at once? Yes, you would have have to sac them, yes you would have to splash black. It's just one thing that came to mind since you're playing the Parasite without black mana, thus paying life whenever you want to activate his ability :)
3 weeks ago
What the guy said...
You need some way to fight decks that can run you over, Stromkirk Captain is a prime tool for that (First strike chump blockers are a nightmare, not to mention first strike + deathtouch)
Playing more cards every turn with the 8 bobs (in the person of 4x Asylum Visitor + 2-4x Blood Scrivener) also does the trick.
Vampires have Cavern of Souls over other midrange builds. They can have Lord of Lineage Flip over other midrange decks - if that card flips it runs away with the game right there (i have yet to see midrange decks in the format that can deal with a constant stream of 4/4 flyers - hell legacy miracles uses/used such things as win condition via Entreat the Angels.
I would like to add here that Vampire Nocturnus is a finisher for aggro, and Bloodline Keeper Flip is a win con (sadly its only 4 mana, if it would cost 1 more it would be a lot stronger)
Vampire Hexmage + Phyrexian Etchings are pretty nice too - i would like to see which other tribe has such thing!
I see vampire aggro as weak because the tribe lack quality 1 and 2 cmc creatures, so lets make a list:
Shadow Alley Denizen (Best!)
Vampire Cutthroat (its okay, perfect in some matchups, and help to drag out against other aggro decks)
Stromkirk Noble (its either terrible, or ridiclously overpowered)
And then the rest....
Guul Draz Vampire - its a vanilla 1/1 when it would matter. The tribe completely lack ways to shoot face (specially in mono black)
Vampire Lacerator - a Goblin Guide that comes down a turn later, and makes you lose life each turn (abysmal) - Goblin Guide is a waeker Monastery Swiftspear...
Pulse Tracker - how will this thing swing more than once? (Its Geistflame - that is hwy it doesn't see play)
Lets take a look at 2 cmc!
Gifted Aetherborn - great, but its not particularly aggressive
Gatekeeper of Malakir - !that is 3 mana for all intents and purposes!
Ruthless Cullblade - wait what? i am outta here...
How does an aggro deck win that is slower than others, lacks evasion, and its creatures are actively worse (when the opponent is above 10) always, since they can't get in as the enemy just plays bigger ones?
I would suggest to not use narrow hate cards that are really strong against only 1 deck (like damping matrix - which is also very slow). Using stuff that is weaker but that hates on multiple archetypes is way better, because the overlaps you will have more hate for any archetype. And drawing a slightly weaker hate cards is a lot better than not drawing the 1-2 of "game over" hate card.
Add some secondary color, it would allow you to play stuff like Engineered Explosives, Painful Truths - if you go black/red it gives Kolaghan's Command which is good against everything, and Stromkirk Captain - which solves the "they will run ya over with their bigger creatures!" problem.
And splashing a second color can easily be done on budget, you need only 1 red mana on the 3rd turn, instead having all of your mana source being dual colored.