Vampiric Tutor

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Archenemy Legal
Planechase Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Mythic Rare
Vintage Masters (VMA) Rare
Classic Sixth Edition (6ED) Rare
Visions (VIS) Rare
Promo Set (000) Rare

Combos Browse all

Vampiric Tutor

Instant

Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.

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Vampiric Tutor Discussion

Suns_Champion on Discussion about tutors/transmute for combo ...

2 days ago

Hello all! I'm trying to find good tutors for my combo deck without having to spend $40 or $60 on a Vampiric Tutor or Demonic Tutor.

The deck in question is IntruZur Alarm | Zur EDH.

Zur the Enchanter helps a ton in the tutor department, but he can't grab everything.

The combo pieces I need to grab are: Intruder Alarm, Bloodline Keeper  Flip, Steward of Solidarity, Thraben Doomsayer, and to a lesser extent: Stonybrook Schoolmaster, and Necrotic Ooze.

The tutors I have so far are: Diabolic Tutor, Razaketh's Rite, Recruiter of the Guard, Open the Armory, Demonic Collusion, Enlightened Tutor. Please note that I'm only running the handful of $10 tutors because I already had them.

Now, this seems like a decent tutor package to me. But I wanted to know if there are any other budget tutors that might be slightly better. Also I suppose a good question would be: How many tutors should I run? Is 6 enough? Too many? Hopefully looking at the decklist and my beginnings of a primer will help you determine that.

Additionally, I've come across the Transmute ability and wanted to know what you all thought of it. Sub-optimal of course, but budget. Clutch of the Undercity, Dimir House Guard, Dimir Infiltrator, Dimir Machinations, Drift of Phantasms, Muddle the Mixture, Perplex, and Shred Memory all get one or two of my pieces, and have the added flexibility of being normal spells. Are any of these worth running over, say, Demonic Collusion or Razaketh's Rite?

Would love to hear any thoughts/opinions! Thanks in advance!

DiabeticFire on The Queen's Egg

3 days ago

So I have spent a while doing some research, and I have found a few things that I want to pick your brains about.

  • First, new from Ixalan is Unclaimed Territory. It enters untapped and makes any color of mana, as long as that mana is spent on a sliver. It seems to me to be a upgrade to Gemstone Mine.

  • Second is Steely Resolve. I haven't yet piloted the deck so I don't know how difficult it is to obtain and protect Crystalline Sliver, but this seems like a good second version of the card.

  • Third is Cover of Darkness. It makes the entire brood extremely difficult to block, which could come in handy if Sliver Queen or some other combo piece gets exiled and you need to win through commander damage or combat damage.

  • Shared Animosity follows a similar vein of logic as Cover of Darkness, helps you get more damage through when you need to.

  • Urza's Incubator Gives a cost reduction of for only to cast. Seems great to me.

Also, I built my own version of this deck. I do not have the original duals, so I replaced them with the Shadowmoor/Eventide filter lands. In addition, I made the following substitutes for budget reasons. (I tried to get each substitution to fill a similar role but I just dont have the library manipulation cards, so I went with ramp and card draw)

Any thoughts would be greatly appreciated thanks!

goblinguiderevealpls on Edgar Aristocrats Help?

4 days ago

first things first.

what is your win "strategy"? its hard to help hone your strategy when it isnt specified

assuming you want to win via token swarm/beatdown, the problem lies in that aspect to begin with. competitive edh is dominated by combo and control decks, aggro is nearly obselete in tier 1 competitive, and the few aggro decks that stand a chance are essentially combo but with aggro undertones

problem is, creatures are the most common and easiest to answer spells in commander, since you need a commander to play in the first place

edgar markov is in no way a competitive commander, so trying to pkay against common cEDH decks will not bode well

however, if you wish to MAKE him as competitive as he is ABLE to be, the unfortunate answer is money/staples, edgar still struggles to win even with Vampiric Tutor, Imperial Seal, Entomb, Mana Crypt, Gamble and the rest of the competitive staples in your color, as decks like storm run the same cards to much better effect

short answer is if you want to make the deck competitive or pricy, edgar is not worth it for you.

as far as consistency, it sadly also relies on tribal staples, most of which are mentioned in the decklist comments already, but things like Mana Echoes, Conspiracy, Patriarch's Bidding and Coat of Arms are seen in pretty much every single tribal deck at one point or another, but even those wont help you as they are very high mana cost for what purpose they serve and half of them are global and can feed opponents

hope that provides some insight, you basically want more than one game-winning combo in the deck, because cEDH is very, very rarely won with non-spike/residual combat damage, and your deck scoops pretty hard to Damnation or Jokulhaups effects

Gypsyhatten on alesha testtest

5 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

TheFanatic on Thrasios & Tymna EDH

6 days ago

Wrath of God and Austere Command would provide nice additional board control. Planar Collapse is slower, but it's cheap and you can recur it.

Llanowar Reborn doesn't seem like it does anything here. You might just want a basic instead. If you're running Cultivate and Kodama's Reach, you should have at least 1 Island, even if it's just a splash color.

Oblivion Ring is probably good enough as another Zur target. It's nice that it deals with everything.

If you want to get a bit lower to the ground, Nature's Lore, Exploration, and Farseek would be great ramp spells. Maybe even Nature's Claim. Herald of the Pantheon performs a similar function.

Courser of Kruphix seems like good value.

Demonic Tutor and Vampiric Tutor are good if you're into that kind of thing.

Training Grounds + Copy Enchantment could let you draw your deck with Thrasios, but I'm not sure what you'd do with it.

Luminarch Ascension gives you an actual way to win the game.

You could run Enchanted Evening + Calming Verse if you want to instant win. Aura Thief works too.

Mystic Remora is pretty broken card draw in the early game.

Auramancer and Eternal Witness aren't very good with Rest in Peace, but they're worth considering if you're running Hanna.

Rule of Law stops a lot of combos that you'd otherwise have a hard time dealing with.

Also, your land count might be a little low considering how little ramp you run. You might want to jump up to 36ish.

demonicgrizzly on Give me ALL your life

1 week ago

no problem! thanks for the clarification. I was just going to suggest better tutors. Demonic Tutor and Vampiric Tutor are much better than Diabolic Tutor or Beseech the Queen, but they are pricey, so i wanted to ask before i made the suggestion. long haul if you plan on making the deck better, these would be a good start down the line.

Thinking about your $10 limit, do you consider things like Enlightened Tutor or Mystical Tutor to be worth it? they can find your pillowfort enchantments or any instant/sorcery that you might need.

also, since you are pillowforting, how do you feel about Approach of the Second Sun?

Pieguy396 on IntruZur Alarm | Zur EDH

1 week ago

Looks pretty solid to me - I'd just suggest maybe cutting the Cluestones for more tutors - Mystical Tutor, Enlightened Tutor, Vampiric Tutor, Fabricate, and Idyllic Tutor are all good options.

In addition, Dromar's Cavern, the Cycling Deserts, and the KTK lifelands all seem like weird inclusions, though, and I'd suggest cutting them for fetches and shocks if possible, or perhaps Prairie Stream and Sunken Hollow, or honestly even more basics.

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