An updated version of my first rogue deck in my local meta. Mono Black Vamps has great removal and field presence. With no card higher than 4 mana cost, you shouldn't have any trouble controlling the field.
Early Game: Get Guul Draz Assassin out and pump levels into him. By turn 3 he'll be able to deal with most early game threats, and is especially effective against mana ramp decks like mono green elves. Blood Artist works particularly well with this card. Destroy an opponents creature, and Blood Artist takes one of their life points and gives it to you. Gatekeeper of Malakir's kicker works well with this, too. If you can't get this combo off, Vampire Nighthawk is an intimidating presence that will help you stay alive until Mid-Late game.
Mid-Late Game: Get Bloodline Keeper or Captivating Vampire on the field. Hopefully by this point you've gotten a Mutavault out as well. Turn your Mutavaults into 2/2 Vampire's to meet the 5 Vampire requirement and either transform Bloodline Keeper to give your entire board a +2+2 boost, or use Captivating Vampire's ability to permanently steal your opponent's biggest threat and turn it into a Vampire. Vampire Nocturnus will give all of your Vamps another boost AND flying as long as the top card of your library is black (Which is everything, except land). With Bloodline Keeper and a fully powered Nocturnus in play, your Mutavaults can become 6/5 Flyers for 1 mana until end of turn.
Land Interaction: Cavern of Souls is great against blue control, or any deck with counter spells. It will ensure your vamps get onto the field. Nykthos, Shrine to Nyx is amazing for pumping levels into Guul Draz Assassin or getting your 4 drops out.
Spells: Urge to Feed. I love this card. If I need to go defensive for a turn, I can play Urge to feed at the end of the opponent's next turn and essentially bolt one of their weaker creatures. Then I tap all of my untapped vamps, give them each +1+1, and start my turn with a field full of stronger vamps.
Tragic Slip is a great way to make your opponent pay for killing one of your vamps, and can get rid of most threats, even the biggest Eldrazi.
Looking for any suggestions to make the deck stronger, faster. All comments and critiques welcome, but please keep it civil.