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All your blood are belong to us

Commander / EDH* Aggro Competitive Vampires



Under construction


This is a full aggro vampire tribal decklist

The goal of the deck is beating faces up with an army of buffed vampires as early as possible giving no quarter to anyone.

While is buildt to win is not meant to be played at a very competitive environment

Card selection

This deck needs a lot of card draw

We will be casting low cmc spells every turn, ideally we will want this thing to happen

Turn 1 - Land + 1 vamp and a token Turn 2 - Land + 2 vamps + 2 tokens and 2dmg to one opponent Turn 3 - Land + Shared Animosity+ 30 damage to the opponent (wich can be lethal)

In this scenario a T4 boardwipe will likely happen and we will need to rebuild as fast as we can, so we need cheap card draw, this is my top selection and why

Cheap draw

Night's Whisper, Sign in Blood: cheap early card draw, after a T4 boardwipe we can (if lucky) resolve sign in blood and get 2-4 bodies i the table again to continue the pressure

Skullclamp: is just nuts

Dusk Legion Zealot: for 2 mana puts 2 bodies o the table and replaces itself, not our best spell but cool enought to deserve the spot

Middle cost draw

Read the Bones: The scry 2 is very powerfull, card selection + card draw worths that extra 1cmc

Necropotence: Just nuts, being able to refill your hand every turn at cost of life is great

Phyrexian Arena: Most people dislike it because it takes 2 turns to match the effect of a sign in blood and cost an extra mana, but if it sticks, the value is exponential

Dark Prophecy: If we have this card on the table and we get our board wiped, then we can rebuild it next turn real fast

Expensive card draw

Erebos, God of the Dead: this is a Greed on a stick, is true that the ability costs 1 extra mana but he is a 5/7 indestructible beater while active and the ability of stopping opponents to gain life is not to be dimissed

Champion of Dusk: he is a 4/4 for 5 that in the worst case scenario gives us 2 cards, so for 5, we get a fattie, a token and 2 cards.

This is a very proactive deck, so we dont have a lot of tools to interact with our opponents stuff, have selected this toolkit

Single target creature removal

Path to Exile and Swords to Plowshares: Exile is way better than destroy, the downsides of the spells are insignificant for EDH

Single target versatile removal

Anguished Unmaking: Exiles target everything but lands for just 3 mana and 3 life

Utter End: Pretty much like anguished but 1cmc more and no life loss

Both removals are silver bullets, they can get rid of almost anything that annoy us for good at instant speed

Multi target/mass removal

Merciless Eviction: is our all star multi target removal, is wrath that exiles creatures or, enchantments, or artifacts or even Planeswalkers so is a keypiece and the king of versatility in this removal toolkit

Return to Dust: sometimes we need to remove some artifacts and/or enchants, this card allos us to do it at instant speed choosing one artifact or enchant, or we can use it at sorcery speed and get rid of up to two enchants or artifacts, again, the keyword is versatility, we prefer cards that gives us choices overall even if the cmc is higer than others

Vandalblast: this is quite a punch in the neck for our opponents if resolved at the right time

Creature removal on creatures

We play a couple removals on a stick, they are not great but they can do the job when needed

Captivating Vampire: for 3 he is a lord and if we tap 5 untapped vampires we can steal forever another creature of our opponent control even if captivating dies, so it is pretty good

Dark Impostor: for 3 he is a 2/2, nothing impressive but for 6 manas he can exile a creature, gets +1+1 and steal the exiled cretures activated abilities, 6 mana for the ability is high, but it can be done at instant speed, remove nasty thngs even if we dont need the activated ability.

Patron of the Vein: he costs 6 mana, but he is a 4/4 flier that when ETB destroys another creature our opponents control, and reads that every creature destroyed dor our opponents is exiled instead (remember exile>destroy), and for each creature destoyed he give every vampire +1+1.

Ramp/mana rocks

Having ramp is always good, our deck has low cmc so we do not really need hard ramp, but there are some rocks worths the slot

Sol Ring: Nothing to say, just a great rock, in this deck though unless I also have a signet or something I probably would prefet T1 vampire rather than T1 sol ring

Rakdos Signet , Orzhov Signet and card: Bortos signet : Ramp+fixing

Ramp on lands

Cabal Coffers: Because this build is really black and I also run Urborg, Tomb of Yawgmoth, the coffers allows us for a rerally good ramp most of the time

Lands are powerfull resources, we dont run too many utility lands but someones are required

Bojuka Bog: Exiling a graveyard is always good against certain matchups

Homeward Path: Nothing others more to a creature based deck that people stealing our stuff, play your own dudes man!! well, with this lands we can retrieve our crew back when needed

Cabal Coffers and Urborg, Tomb of Yawgmoth, we are nbot specially greedy on mana, but we do have some fun interactions that needs that extra mile this two cards can give us (we will talk about those in the wincons section)

Vault of the Archangel: The ability is kind of expensive to use (5 mana) but in the irght situation is nuts an army of deathtouch lifelinkers are a serious deal

Cavern of Souls: We have a lot of dudes, so we should mind too much about people countering them, but they do, so we can use this to be able to rsolve our stuff

Path of Ancestry: more than 1/2 of our non land cards are creatures, so we will be using the scry 1 a lot, ths land gives us the color we need and card selection in the same card, really good for tribal decks

Shenanigans and synergys

Land Tax + Scroll Rack

The "combo" (is actually more a strong synergy rather than a combo) is this: 1. You have Land Tax in play along Scroll Rack 2. You fetch 3 basic lands in your upkeep 3. Activate Scroll Rack separating those 3 lands, so you draw 3 cards and put those lands on top of your library 4. As long as one of your opponents still have more lands than you you will repeat the process of drawing 4 cards a turn

The coolest thing about this "combo" is that the cards are strong enough on their own, so if you don't get both cards in play but one, then you can actually make a good use of it anyway

I have to confess I just love Land tax on its own, If you have one white source in your hand, land tax and 5 other spells you are good to go (kind of).

We are playing an aggro deck, so we win by beating faces and for that we need dudes and combat phases, because one combat phase is not enough sometimes to kill our prey even if its wounded we have this tools

Aggravated Assault: It cos us 3 to cast and 5 to use it at sorcery speed, but mid/late game we can get really nasty with it

We could also use Relentless Assault or Seize the Day which are great cards on their own, I just have not found a place in this deck for it, but it may work for you

We love our crew, but we must be realistic, other people (our opponents) may not love our dudes like we do, so they may attempt to wipe the board from time to time.

Edgar precon came with the super awesome Teferi's Protection so I will assume you are playing and don't need an explanation for it, but is not the only tool we can use.

Boros Charm: We have this here mainly for the choice of "indestructible" but sometimes the other options are great, giving double strike to a very buffed Bloodcrazed Paladin is endgame or 4 damage to a player or PW are great situational options too.

Reconnaissance: Imagine this scenario, you attack with 5 creatures, 2 of them are blocked, you can remove those 2 and untap them to avoid damage.

But, if every creature you send connects, is even better, because creatures are considered "attackers" until EOT, so after the damage is dealt you can use this card ability and get all your creatures untapped, ready to protect his lord

Extra candies

If we get to mid/late game and nobody have died we are failing our task.

Also we may get controlled, or something, but normally, at MID/LATE our opponents should be at very low life and this is where we got his presents

Exsanguinate: this card is better if you can generate infinite mana, which we can't , but we can make a pretty good use for it, imagine turn 10 with Cabal Coffers, Urborg, Tomb of Yawgmoth and 7 random lands and zero mana rocks. you activate the coffers and get 10 mana, then you have 7 extra to use, so 17 mana means 15 damage each and 45 life gain for you, that should be enough to kill at least one opponent and put us to the top of the food chain once more.

Torment of Hailfire This is my favorite, imagine the same scenario that last card, so we have those 17 manas at T10, if we can resolve this, then is game over for most people.

Torment for 15 (15+2) means every player needs to pay 45 life or sacrifice 15 non land permanents or discard 15 cards or any combination of those they can.

In all these situations we are talking about T10 with no mana rocks, but the things can get really nasty of we do better and later.

Because of these 2 cards I am thinking adding Pyroblast or Red Elemental Blast, wich is perfect for the counter war, but because blue has Cyclonic Rift, Evacuation and stuff like that, we may use this in those situations too

With 20 of our 29 creatures costing 1-3 manas (11 of which costs 1-2), it is not unrealistic or far fetched to have 4-6 bodies by turn 3

Shared Animosity : Make our combat great again

  1. Turn 1 - Blood Crypt + Falkenrath Gorger + free card:Vampire token
  2. Turn 2 - Plains + Legion Lieutenant + free card:Vampire token
  3. Our first attack deals 5 damage to a player leaving him at 35 if he doesn't loss any life before
  4. Turn 3 - Swamp + Shared Animosity
  5. Our second attack deals 6+5+5+5 which means 21 damage getting that player at lethal range with 14 life total

And if instead of the Lord, we played 2 1cmc vampires, then the damage would be 7+5+5+5+5+5+5 = 32 damage so our first victim ended up at 3 life total, just one hit of any creature and we can pick our other victim.

We are talking about an attack we can make at T3 so a board wipe is nor expected until T4-T5

Buffy the vampire buffer

Buffing our dudes is a good thing, and buffing them for cheap is way better, we play some lords such as

Captivating Vampire, Legion Lieutenant, Drana, Liberator of Malakir (yes , she needs to connect for the buff but is worth it), Indulgent Aristocrat which transforms a 1/1 token in a permanent buff for our other vamps for just 2 manas, Metallic Mimic and a lot more, because our vampire lords are vampires they are never alone , they come with at least a 1/1 extra body to buff

I have added all the "valuable" cheap lords the only high cmc lords are just the broken ones such as Bloodline Keeper  

Buffing our people with trinkets and magic

I am not going to talk about why I added Umezawa's Jitte in the deck, we are past that, I am going to talk about artifacts and enchants which are here to give our people the edge in the combat.

Stensia Masquerade, our dudes have 1st strike on attack and if they connect they get +1+1

Vanquisher's Banner an anthem effect with card draw attached to it, it worth the 5 cmc it has

Sword of Light and Shadow: Protection from the hard removal and +2+2, the life gain on connect is not bad but the ability to return a creature card from my gy to my hand just takes the blood cake


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42% Casual

58% Competitive

Compare to inventory
Date added 9 months
Last updated 2 months

This deck is Commander / EDH legal.

Cards 99
Avg. CMC 2.38
Tokens 1/1 Vampire, 1/1 City's Blessing, 2/2 Vampire
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