Hoping, once I improve it, to take it to FNM. Advice welcome!
October 15, 2011 12:27 a.m.
As for Vampire Nighthawk , it is sadly no longer Standard Legal, and I'm trying to keep this deck legal.
October 15, 2011 8:34 a.m.
May want to look into Olivia Voldaren in place of Sengir Vampire and maybe replace some of the mountians and swamps with Dragonskull Summit or [[blackcleave Cliffs] for a better roudning off for your mana. I would def try to get more Vampire Interloper Just some tips. I know building decks on a budget is rough. lol
October 16, 2011 2:26 p.m.
And if I run across any more Vampire Interloper s, I'll put them in.
Thanks for the advice.
October 16, 2011 2:59 p.m.
October 16, 2011 3:07 p.m.
im running a similar vampire deck you can check it out if you want vamps gonna get ya
i think you could do with som removal instead of that many creatures. a lot of those i believe isnt that good like Stromkirk Patrol , Markov Patrician and Falkenrath Marauders maybe take them out and but in some Doomblade, Go for the Throat , Dismember or Brimstone Volley also some of the creatures have rotated from standard so maybe make room for it there XD
hope this helps
October 17, 2011 4:51 p.m.
I think you're focusing too much of getting a bunch of average creatures. I would go the minimalist route and work with the basics first. Use a playset of Rakish Heir , Stromkirk Noble , and Vampire Interloper . Child of Night and Bloodline Keeper Flip Flip are decent, as is Adaptive Automaton .
Drop the more expensive-to-cast vamps and stick with low-cost aggro. It'll maximize on your slith mechanic and also on the amount of cards you'll be able to play in the early game.
Volt Charge and card:Tezzeret's Gambit work well with slith vamps.
Use Dismember for removal.
Isolation Cell is not very useful. Your board is aggro, not control.
October 17, 2011 5:56 p.m.
Volt Charge is highly suggested. R&D stated they went with the counter theme for vampires in Innistrad to work with proliferate.
October 19, 2011 8:01 a.m.
Marauders is probably a great way to finish off the game. Maybe the Bloodhall as well. A good way to end the game if you stall out.
October 19, 2011 9:56 a.m.
More than anything else I think what your lacking is some solid early game removal options to clear the way for your vamps to get in and do damage in the first few turns.
Arc Trail would be great for your aggro matchup, Brimstone Volley is fantastic all round as either spot removal or just a way to burn them out if you get them down low enough and some straight black removal like Go for the Throat , Doom Blade and Tribute to Hunger would be nice to have access to.
For cuts you have a few creatures that are just outclassed at their respective slots on the curve (Blood Seeker and Markov Patrician ) that you could cut and Crossway Vampire is a bit tough on your mana as it needs RR on turn 3.
For mainboard changes I think I'd be suggesting something like:
Think that ends up with a mainboard that's better against everything than your current setup.
For sideboard you can have 4 Arc Trail s for aggro matchups; some combination (I'd think about 5 slots in total) of Doom Blade , Go for the Throat and Tribute to Hunger for taking out fatties; 3 Traitorous Blood s to steal big finishers in control matches; 1 more Bloodline Keeper Flip Flip and 2 Olivia Voldaren s for more finishers against control.
Obviously your mana base would need some degree of switching up after this but not sure off-hand what would be right.
Hope at least some of thee suggestions are useful to you.
October 19, 2011 11:53 a.m.
As others have said before you run too many creatures that honestly won't make a huge impact on the game depending on when you manage to draw them. Instead focus on the high impact ones and removal to clear the way. I have a deck that was similar to yours before I tested it out, it's not perfect but IMO works better than the many creatures approach. Vampire rush