Creature — Vampire Shaman
Sacrifice Vampire Hexmage: Remove all counters from target permanent.
|Want (3)||blakejohn , QuillFancyson , Oliviridian|
Printings View all
|Commander 2014 (C14)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Vampire Hexmage occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
- Are cards in exile (suspend), considered permanents?
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- 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?
- What does Cathar's Crusade trigger on first if I have Edgar Markov as my commander?
Vampire Hexmage Discussion
5 days ago
Tzefick, that is why it is worded like this: "Reset (Remove all counters from a permanent)" This is the Vampire Hexmage as an ability and given that is a legacy playable card, the applications of having this on something with added utility is great.
6 days ago
Guren Mk. II
Legendary Artifact- Vehicle
Whenever Guren Mk. II blocks or becomes blocked, it deals 3 damage to the creature it's blocking or blocked by. If it's an artifact, destroy it.
I would like to keep the superhero/villain trian running. Make a card for your favorite comic character (yes, manga counts).
1 month ago
Counters are only removed from an object if an effect or cost or other rules mechanism instructs you to do so (or it it becomes a new object by changing zones).
Your Tangle Wire in this case will become a copy of another artifact (let's say Sol Ring for the sake of the example). You will now have a copy of Sol Ring with a few time counters on it. This effect will end at end of turn, and you'll have your Tangle Wire with the same number of counters on your next upkeep when Vanishing will be implicated.
1 month ago
bubba64 Thanks for taking the time to have a look at my deck :). I really enjoy hearing you talk about the certain cards in your own deck as it helps justify their purpose and shows me their use.
I totally agree with what you are saying about my own lands being 35 + Glacial Chasm and how this is too few. I am still in design phase and this is one of the things I really need to get up to 38 on.
I feel honored to have inspired your Dark Depths + Thespian's Stage combo and would also recommend Vampire Hexmage for this too. Seeing as Vampire Hexmage is a creature and Dark Depths is a land, Muldrotha lets you play both each turn, meaning you can replay Dark Depths and then replay Vampire Hexmage from your graveyard for turn, then sacrifice Vampire Hexmage to instantly remove all counters from Dark Depths . The Vampire Hexmage is also an instant response to enemy planeswalkers or creatures with +1/+1 counters on them.
2 months ago
Through all of this, cutting the curve will be best achieved by increasing draw power, so that you still see your key cards reliably while having less wasted mana/time in early turns. Dusk urchins is an amazing build-around for this, as is scarscale- I'd look at reliably casting the two of them, then running any of the dozen variants of 1 mana card filtering in green in place of beseech, running just one canker, one soul snuffers and only two archers to make space. That means a 1 drop which likes getting a -1-1 on it for scarscale if you want to reliably beat down, or a manadork to power out urchins t2 if you want a more value or combo-based list.
2 months ago
Love the edits, but I don't really understand why Vampire Hexmage is on the list. Would you enlighten me?
2 months ago
For the sake of formatting, I'm just going to make lists for what I would cut and add respectively, but it's really personal preference.
What I would consider banishing:
Tainted Wood - The deck doesn't have a lot of swamps.
Memorial to Unity - It enters tapped and only produces one colour, so there are other things your deck could do instead.
Viridian Zealot - a bit costly for what it does.
Vampire Hexmage - You don't seem to really abuse it, so it can be lacking.
Tribute to the Wild - It's kind of restrictive and doesn't always get rid of something relevant.
Merciless Eviction - Your deck doesn't really want to exile its own stuff, so other wraths that destroy instead are preferable.
Vraska, Relic Seeker - This seems costly for what she does, but she has her moments.
Evolutionary Leap - It can be powerful, but all of your creatures seem huge and worth keeping around. It's best to run this with more fodder in the deck.
Whip of Erebos - This is up in the air. I don't enjoy the exile clause of this card, but it's instant-speed and efficient, whilst offering life-gain. Your choice.
Acidic Slime - It's an expensive effect, but a powerful one at that. You already have other five-drops in Sidisi, Undead Vizier and Thalia's Lancers so perhaps it's worth exclusion. Declaration in Stone - It's a bit restrictive for its cost and a sorcery, so I don't think it merits a deck slot.
What I would consider adding:
Grisly Salvage - Essentially takes a land slot with other worth in the later turns, stocking the graveyard.
Satyr Wayfinder - Can be fodder for your sacrifice shenanigans and a land for the early turns (hopefully).
Ransack the Lab - Fills the yard and draws a card. That rhymes, so it's fantastic. However, it only goes three cards deep, so it may be unreliable at finding a land. I'm yet to miss, but it's possible.
Altar of Dementia - This is just a ridiculous card that gives you options for the graveyard later and scales with your large creatures. Great defense, too, and a massive threat.
Perpetual Timepiece - This is great for decks that are all-in on the graveyard plan, so maybe not. It doesn't draw cards, but it grants other routes.
Unburial Rites - If you mill it over, it's still castable. Even if, it gets two things back.
Dread Return - Efficient reanimation and the same from the graveyard.
Buried Ruin - Recursion in the land-base is always lovely.
Ghostly Prison - With high-cost creatures, this can aid in surviving the early game.
Anguished Unmaking - This card almost always relevant, cheap, and instant-speed. It's a safe option that hits everything.
Necrotic Sliver - It is recurrable universal removal, so it could be rather effective.
Swords to Plowshares - One mana and an instant, it's far too potent. I'd add this.
Despark - This can be efficient, but restrictive. I've found success with it, but it comes down to preference.
Assassin's Trophy - If it's within budget, this is as good as it gets.
Vindicate - Hits it all and does it all.
Rampant Growth - Ramp and more ramp.
Wood Elves - Fodder and ramp.
Explosive Vegetation - Lots of ramp.
Paradise Druid - Fodder and ramp.
Lots of fodder, lots of ramp.
You can really customize your own removal, but you already have many ways to deal with creatures, so removal for other permanents is ideal.
That's what I have for you. Now wreck them all.
4 months ago
alechodgin23 the Bauble is exactly the kind of card I needed instead of the Hart. I'll give Crypt Ghast a few test runs to see what I think. I decided to take out Dark Depths and Vampire Hexmage for a while it is super janky.