Sideboard


The goal of this janky deck is to keep tossing suicidal 4/4 Lifelinkers at your opponent until they run out of blockers. We use Call the Bloodline and our bevy of cheap Madness cards to generate a 1/1 Vampire Knight on our opponent's end step, then strap a Stitcher's Graft onto it and go ham. The deck isn't really attempting a go-wide strategy; we don't much care if our vampires live or die on the swing. We're just trying to be as aggressive as possible, using removal to clear the path and lifelinked damage to make up for an empty board.

The core cards are Call the Bloodline and Stitcher's Graft. You really need at least one of these (at least Call the Bloodline) in your opening hard or you're going to have a bad time. Cryptbreaker is our backup plan if we need to stall for Call the Bloodline, plus there's a chance we might be able to squeeze a bit of card advantage out if we get enough Zombie tokens on the ground.

After that, we want to use a combination of Alms of the Vein, Fiery Temper, and Asylum Visitor to churn out a Vampire token each turn, then smash as hard as we can. These are the generic "good stuff" Madness cards and they're generally the default discard options. Asylum Visitor is also good for keeping us topped up on cards later in the game.

For removal, Fiery Temper can clear away small threats while Unlicensed Disintegration is our payoff card for running RB with artifacts, helping to blow up big dudes while chipping down our opponent's life total directly.

We're also running two combat tricks: Distemper of the Blood and Uncaged Fury. The former is great for Madnessing out during combat and punishes our opponent for chump-blocking, but we don't want to see it all the time so I'm just running three copies. Uncaged Fury provides an incredible damage spike that can surprise the hell out of our opponents, but it's pretty expensive so we're just running the two copies. Together, these cards can blow out a game, as they combine to give one of our grafted vampires 14 trample lifeline damage with a single swing.

Next, I've thrown in Vampiric Rites to help get some value off vampires trapped under a Graft post-attacking. This can also fizzle Harnessed Lightning to deny our opponent overflow energy. I'm still experimenting with the card, though, so it may be on its way out soon.

To finish up the main deck, there's a single copy of Bedlam Reveler to help close out games that have gone long. Bedlam Reveler will basically always cost us just two mana since this deck runs 26 instants and sorceries, and we'll likely even be able to use it as a Madness outlet if we happen to have cards in hand.

As for the sideboard, Shock helps disrupt the Saheeli combo for 1 mana, Bone Splinters is here in cast we need even more unrestricted removal, Ruinous Path is for playing against superfriends decks, and Renegade's Getaway is another card I'm testing for playing against decks with Artifact and Enchantment removal.

I would really appreciate any suggestions for improvement. This is always going to be a janky deck, but I just really like the idea of hurling an endless line of crazed vampire psycho-killers at our opponent without a care. Also, the deck ended up quite budget at around $21 on TCG Player, but that's not really a critical part of the build so pricier replacement cards are fair game. The land base in particular would be a great place to upgrade, with Foreboding Ruins, Aether Hub, and Smoldering Marsh being ideal (the downside being that you'll have more than doubled the cost of the deck).

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Revision 1 See all

(6 years ago)

Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

13 - 4 Rares

16 - 0 Uncommons

13 - 11 Commons

Cards 60
Avg. CMC 2.21
Tokens Servo 1/1 C, Vampire Knight 1/1 B, Zombie 2/2 B
Folders Cheap Tricks, Cheap Decks to Try, Standard, Budget Standard
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