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Commander / EDH* Aggro Counters RBW (Mardu) Tokens Vampires

Erich_Zann


What is a man!?

A miserable little pile of BULLSHIT! That's what it is, you fucking ass!

A Day in Dracula's Life

Edgar Markov is an underrated general that has an ability called eminence. Eminence abilities trigger whether your commander is in play or is sitting in the command zone. Edgar Markov 's eminence ability triggers whenever one casts a vampire spell and creates a 1/1 black Vampire creature token. Edgar also has first strike and haste, and whenever Edgar Markov attacks, you put a +1/+1 counter on each vampire you control.

Seems pretty deece.

  • The deck can swarm the field with creatures very quickly.
  • The deck runs enough lords and buff effects that make your vampires hurt more.
  • Running Mardu colors () gives access to the best destruction spells WotC has to offer.
  • Running gives the pilot the luxury of running tutors.
  • Tribute effects are more consistent due to the number of tokens this deck produces.
  • Running Edgar Markov means that you aren't given enough wiggle room to run creatures outside your tribe because value is important.
  • Mardu () lacks draw engines outside of Necropotence and Phyrexian Arena which means you'll relie heavily on top decking.
  • Aggro decks are susceptible to board wipes.
  • Playing aggro makes you more of a target during multiplayer games due to the amount of value you'll generate and the amount of damage you'll be able to deal in a short amount of time.
  • Has a hard time against Stax decks
  • Loses to Hydro Storm.

Edgar Markov is a great aggro general that's easy to pick up and play; however, takes time and patience to master. Piloting aggro requires a good threat assessment and being able to predict your opponents plays.

The gameplan for piloting Edgar Markov is simple. You want to cast vampires, turn them sideways, then win.

Pretty Simple.

You're going to want to keep your mana curve on the low side for your creature base in order to net value off of Edgar Markov 's eminence ability. You do not want to run anything that is 5cmc or more unless it wins you the game.

Since aggro decks are susceptible to boardwipes one does not want to over extend. If you have some sort of protection against mass removal or know your opponents don't have any answers then fill the field to your hearts content. Running cards that counter blue spells, such as: Pyroblast and Red Elemental Blast assist in making sure you protection spells resolve or your game winning spells resolve.

Viscera Seer

A card that provides great insight for the user for the price of sacrificing a creature you control. Since this deck produces a token every time a creature is played you'll usually have things to sacrifice. It's a great way to filter what you draw since we rely heavily on the top deck.

Stromkirk Captain , Legion Lieutenant , Captivating Vampire , Drana, Liberator of Malakir , Lord of Lineage

Lords are important when playing tribal. They make your creatures more threatening by buffing them and at times come with bonus effects. Stromkirk Captain gives all your vampires first strike while Captivating Vampire can steal any creature your opponent(s) control. Drana, Liberator of Malakir is a little different than the rest of our lords due to her +1/+1 buff kicking in only after she attacks and is only granted to vampires that attack. Lord of Lineage is another lord, and a great one, too, that provides a +2/+2 buff. Lord of Lineage is the flipside to Bloodline Keeper  Flip. Having 5+ vampires on the board is cake, so transforming him isn't really an issue.

Indulgent Aristocrat

A card that buffs all vampires you control with a +1/+1 counter by paying , then sacrificing a creature you control. This can be done as many times as you want as long as you have creatures, which is easy in this deck, and available mana.

Forerunner of the Legion

For this card is a tutor for vampire creatures and temporarily buffs a creature until end of turn whenever you cast a vampire from your hand. This one is a no brainer.

Malakir Bloodwitch

This card is a game changer! It's a bomb that does damages based on the number of vampires you control, is a 4/4 flyer and has protection from white. The cool thing about Malikir Bloodwitch is when you cast her Edgar's eminence ability triggers first, adding a vampire token to the board, then she hits the field counting the new vampire token created and herself. She hurts. She hurts a lot.

Purphoros, God of the Forge , Impact Tremors

These two cards act as great clocks that apply large amounts of pressure on your opponent(s). Due to Edgar's eminence ability, both cards effects trigger twice, so every time a creature is cast when Purphoros, God of the Forge is on the board your opponent(s) take 4 and when Impact Tremors is on the board your opponent(s) take 2. If both are out on the board your opponents are more than likely to make hasty plays which will lead to misplays and allow you to capitalize off of it.

Sanctum Seeker

A card that deals 1 damage for every attacking vampire you control. This is another clock in the deck that applies the pressure on your opponent(s), especially if you have a decent to large amount of creatures on the board.

Stensia Masquerade , Akroma's Memorial

You need ways that allow your creatures to connect with your opponent. This is of high importance as you way to push your opponents off the table as soon as possible. Stensia Masquerade gives all your vampires first strike, much like Stromkirk Captain , and adds +1/+1 counters to every vampire that deals damage to a player, much like Rakish Heir . Akroma's Memorial is THE card you want to get on the field when you have a great board state. This card provides you with everything you need to seal the deal on taking the table. It's a bit expensive at ; however, the reward is just too good to pass up.

Teferi's Protection , Boros Charm , Rootborn Defenses

Protection spells are a must. A MUST, MUST, MUST!!! Without these spells it will be incredibly difficult to deal with control decks or any deck that plays any number of boardwipes. If you run Teferi's Protection and the creatures you control have +1/+1 counters on them they do not disappear when they blink back into the game. I repeat, they DO NOT disappear! I've been to too many table where people tried to insist that they do, so know the rulings on this card. It'll save your ass.

Skullclamp

An artifact that allows the player to draw 2 cards when the equipped creature is put into the graveyard. Then tokens Edgar Markov produces are 1/1, so for you sacrifice a token and draw 2. This is another no brainer.

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I still need to finish this primer. It will be done soon, so hang tight.

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