Creature — Vampire
, : Each opponent loses 1 life and you gain 1 life.
Printings View all
|Core Set 2019 (M19)||Common|
Combos Browse all
|Commander / EDH||Legal|
Vampire Neonate Discussion
2 months ago
okay firstly add a Mountain to your land base, it allows you to get a red source out of your deck with Evolving Wilds and Terramorphic Expanse cut a swamp for it because your land count is perfectly fine for an aggro deck now let's get to the meat of the feast I would cut Zombify for Tortured Existence you only get a mana discount for 8 of the cards in your deck and the repeatability is much better. Sign in Blood should be replaced with Read the Bones digs deeper for 1 more mana. cut Hierophant's Chalice for Heraldic Banner. cut Sorin, Vampire Lord for Ob Nixilis Reignited, and if you cut that one you should cut Sorin's Guide which should be replaced with Cordial Vampire. if you can swing it Captivating Vampire is very good and I can guarantee it will make the deck much better. Bladebrand out for Champion of Dusk super strong and could help you win the game. cut Vampire Neonate for Indulgent Aristocrat. Breaking Point out for Underworld Connections repeatable card advantage. Ill-Gotten Inheritance out for Dark Tutelage again repeatable card draw. Revenge of Ravens out for Bad Moon. and lastly Tribute to Hunger out for Intangible Virtue.
now these are all suggestions and they are just a start, and I tried to keep all the cards around a buck or less besides Captivating Vampire
8 months ago
If you want to make this deck budget, I suggest you remove your Archangel of Thunes and Elenda, the Dusk Rose. Instead I suggest adding Indulgent Aristocrat for better mana curve, Knight of the Ebon Legion for power, and Vampire Neonate just for being a complete ***. Also, you may only have 4 of each card in your deck. Remove 10 Isolated Chapels (2 because of cost), and replace them with Guild Gates and basic lands. Basic lands are not a problem because this deck is only two colors. This way your deck should be worth around $20-30 instead of $100.
8 months ago
This is a really easy deck to play, it plays itself for the most part.
Get an opening hand with both colours in, play some little nasty things and keep boosting them by draining life.
Bloodthirsty Aerialist and any of the Sorin's are your staples, Savage Gorger is a good fallback for the Aerialist and if you've got Sorin, Vengeful Bloodlord on the board then everything has lifelink so boosts things like your Aerialst.
Knight of the Ebon Legion is another key card, when you start doing direct damage with your flyers and spells and boosting him.
9 months ago
It's all fun and games until the vampire starts flexing ;D
You've been asking for creatures with lifegain abilities. Many creatures with such an ability want you to sacrifice other creatures. What I found were these:
I hope this helps.
1 year ago
Panda Thanks for the feedback. I've found that the Vampire Neonate is actually a really useful blocker early on and pairs really well with Ajani's Pridemate and Epicure of Blood . I was thinking about putting in some more removal for control but it slows down the deck a bit much and I wasn't very successful in Arena. I'm also trying to keep the cost of the deck down a bit as well. I did however remove one Elenda, the Dusk Rose , one Danitha Capashen, Paragon and one Twilight Prophet in favor of Nightmare's Thirst and Bishop of Rebirth
1 year ago
The most brutal way to build a Markov deck is to abuse his Eminence ability by playing as many low-cmc Vampires as possible. If you couple that with mana rocks and some Ramp you can drop a handful of 1cmc Vampires each turn and get free triggers for even more Vampires from Markov! This will also allow you to cut your lands down to around 30.
Here are some low-cmc Vampires to consider:
- Bold Impaler
- Duskborne Skymarcher
- Falkenrath Gorger
- Guul Draz Assassin
- Guul Draz Vampire
- Indulgent Aristocrat
- Insolent Neonate
- Pulse Tracker
- Quag Vampires
- Shadow Alley Denizen
- Skymarcher Aspirant
- Stromkirk Noble
- Vampire Cutthroat
- Vampire Lacerator
- Vampire Neonate
- Vicious Conquistador
- Viscera Seer
- Dark Ritual
- Cabal Ritual
- Culling the Weak
- Bubbling Muck
- Rite of Flame
- Desperate Ritual
- Pyretic Ritual
- Seething Song
- Infernal Plunge
You can also try throwing in these HUGE buff effects for your Vampires:
1 year ago
I have been toying with a similar deck design and like where yours is heading. I have one possible suggestion for you.
Have you considered using Vampire Neonate. It may be worth swapping it in instead of the Tattered Mummy. It's cheaper, a vampire, and has an ability that gets really useful as the game progresses and you start to have unused mana resources. It doesn't produce immediate damage, but is a heck of an early blocker that can build up damage/life over time. It might be more suitable a sideboard, depending on the local competition.
1 year ago
Fraying Omnipotence checks each player's life total upon resolution of the spell.
For your first example, you are correct. The copy was put on the stack second, so it will resolve first--your life total, at this time, is 20, so you will lose 10 life. When the original resolves second, you will be at 10 life, so will lose 5 life.
After a spell resolves, the active player receives priority. So, after the copy resolves, there will be an opportunity to cast spells and activate instant-speed abilities. So, let's say you activate the ability of Vampire Neonate in between.
After resolution of the copy, you and your opponent are each at 10 life. You will gain 1 life (11 total), they will lose 1 (9 total). Since Fraying Omnipotence rounds up, the end result will be you losing 6 life, leaving you at 5, and your opponent losing 5 life, leaving them at 4.
However, you don't generally want to do this--you want to activate life gain effects after all the copies of Fraying Omnipotence have resolved. To illustrate:
You cast a spell that heals for 4. If you do it before either Fraying Omnipotence resolves, that 4 health will be halved by the first; then halved by the second, meaning your spell only resulted in 1 point of life gain. If you cast it after the copy resolved, that 4 will be halved, resulting in only 2 life gained. If you cast it at the end, you'll gain the full 4 life.
Or, in another word, use the 4 life spell at the beginning: you end with 6 health; in the middle, 7 health; at the end, 9 health.
Same goes for damage/life loss spells--you will want to use them at the end to maximize their effect. If you cause a player to lose 4 life at the beginning, they will end with 4 health (16 to 8 to 4); in the middle 3 health (20 to 10 - 4 to 6 to 3), and at the end 1 health (20 to 10 to 5 - 4).