
Combos Browse all Suggest
Tokens
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Call the Bloodline
Enchantment
, Discard a card: Create a 1/1 black Vampire knight token with lifelink. Activate this ability only once per turn.




jaymc1130 on
5 months ago
Seems like too many medium knight creatures and too little consistent value generation to really pop. Sidar just plain isn’t particularly good in EDH settings from a competitive standpoint, but can be much more effective in Duel Commander where it’s much less important to be able to play at instant speed with shields up at all times.
A couple generic suggestions.
-
Currency Converter, looting effects go great with converter, and with a looting effect from eminence this card is going to be a must include for any Sidar deck.
-
Call the Bloodline, Chivalric Alliance is great in a Sidar deck, why not a second copy of something similar? Both of these token generators also pair extremely well with Currency Converter as two card combos that can put in some real work. 1 mana and a card for a 1/1 and a 2/2 or 2 mana and a card for 2 2/2s are great deals in terms of mana investment.
-
Containment Construct, pitching lands and playing them from the yard? Yes please. Pitching spells and playing them from the yard? Yes please. So much value to grind out opponents with and an excellent way to generate card advantage by using the yard as a second pseudo hand. Crucible of Worlds can also help get value from looting away lands in a similar manner.
-
Virtue of Loyalty, a 2/2 for 2 mana at instant speed can be considered removal for creatures attacking you while just being generically on rate for spending 2 mana (much more applicable to Duel Commander than EDH or cEDH) and the second casting provides a powerful enchantment finisher that can get pretty out of hand if left alone for more than one turn cycle of buffing the whole squad.
-
Reanimates in general. Unearth, Animate Dead, Necromancy, Jolted Awake, Agadeem's Awakening Flip, etc. Slap some more of these effects into the deck so it’s not as reliant on Sidar reanimating things to generate value from the yard.
-
More interaction. Fatal Push effects and some more counters like Drown in the Loch can help improve your chances of creating winning board states. Just playing some generic knight idiots and sitting around waiting for an opportunity to turn the team sideways is a pretty passive way to play. Generate some opportunities for yourself by adding some ways to affect the board in a favorable manner and protect the squad as you assemble it.
-
Cantrips. Ponder, Preordain, Brainstorm (if you can swing adding in the 9 fetchland package) and the like will help smooth out draws, make the deck more consistent, and give you things to do on early turns that proactively progress your game plan.
There’s a lot more I could add, but these are some basic things that could improve functionality without breaking the bank.
Raven_of_Arella on
Vamp/Bats
8 months ago
Hi basedgubbs! If you are new to Magic the Gathering then welcome! I love that your first deck idea is based around bats and vampires as the vampires are what drew me into Magic! I don't want to throw too much at you in this comment but want to help get you on the right track so you can craft this deck how you want.
Sticking with the white and black cards making up your deck so far, I would switch out your commander with a white and black color identity (Elesh only allows for white cards to be in the deck). Some of my recommendations in no particular order are: Commissar Severina Raine, Baron Bertram Graywater, Elenda, the Dusk Rose, MacCready, Lamplight Mayor, and Elas il-Kor, Sadistic Pilgrim. I think any of these could prove useful in building lots of bats and vamps!
I would also recommend taking out 20 lands (10 Swamp and 10 Plains) and splitting those 20 slots into Instants/ sorceries/ enchantments/artifacts.
Here are just some card recommendations for generating bats and vampires: Regal Bloodlord, Lunar Convocation, Call the Bloodline, Bloodline Keeper Flip, Timothar, Baron of Bats, and Aclazotz, Deepest Betrayal Flip. A couple cool cards that might be fun for winning are: Mephidross Vampire Malakir Bloodwitch.
Wishing you the best on your journey with MtG and happy crafting!
martiwluwka on
Mad House
1 year ago
Tormenting Voice > Dihada's Ploy
Gisa's Bidding > Ruthless Sniper
keizerbuns on
Assailing Archeology
2 years ago
aholder7, thanks for play testing it again! The results are a little disheartening, but pretty much what I expected. Like I said before though, this is meant more as a casual deck for me to play against my group of friends who also just play casual, and as it is I think this deck already has more removal than they like. I like how this deck feels right now in terms of my play group's power level so unless it ends up getting absolutely demolished by my friends, I think I'll keep it as is for now.
However, I was tinkering around with the deck a little more to address the weaknesses you stated, and I think I've made a deck list that could possibly hold its ground better against a lot of the decks you play tested mine against. Here's the decklist if you wanna see:
4x Fatal Push
3x Mind Stone
6x Mountain
3x Swamp
SIDEBOARD:
4x Dreadbore
4x Terminate
I actually really like Call the Bloodline in here because it can be a fairly early game way to generate lifelink chump blockers while also doubling as a cheap discard outlet, but there's probably still better options out there.
TypicalTimmy on
Written and Directed by Quentin Tarantino
2 years ago
You need Call the Bloodline in here because not only does it support your Vampire tribe, but it shows a woman's feet, which is what makes it a true Quentin Tarantino work of art.
I had another suggestion but I can't seem to locate it. :/
thefiresoflurve on
We've Come To Suck Your Blood >:B
2 years ago
Hey there : )
Can you edit your deck and put CMDR next to the name of your commander? I think, from your description, that it's Vito, but I'm not certain.
As far as cuts go: Your game plan is life drain and combat damage, so the cuts will be the cards that contribute least to that.
1) Vampiric Rites. Compare this to Altar's Reap: both take 1 slot in the deck, but Vampiric Rites takes 1 extra mana to cast, and gives 1 life instead of 1 card (1 card is worth a lot more than 1 life, bad trade there). The only upside to Vampiric Rites is that it's repeatable, but if you really have so many creatures that you can repeat that effect, your opponents should be dead.
2) Underworld Dreams. This card doesn't synergize with anything else in here, and isn't as good compared to other things you could do with 3 mana: Necropotence, Drana, Marauding Blight Priest, etc.
3) Sorin's Thirst. It's good that it gains you life, that interacts with Vito, but it has limited targets. Compare to Murder, which for 1 more mana hits a creature with any toughness.
4) Geth's Verdict Unless you play against voltron. This is table dependent, but most of the time sacrifice doesn't really matter unless you have a lot of it.
5) Disfigure (see note on sorin's thirst)
6) Stromkirk Bloodthief - not bad, but we can do better
7) Crossway Troublemakers - Not really that awful on its own, but vampires already have a ton of DT/LL and don't need to gain it. The mana cost is also huge. For 6 mana, you better be like winning the game, and this doesn't do it.
8) Arrogant Outlaw - a rather weak effect TBH
9) Sangromancer not a bad card, just doesn't fit the best here. You need a lot more creature/hand hate to make sangro worth running.
10) Call the Bloodline - a rather weak effect, vampires have much better token generators. 11) Ill-Gotten Inheritance - kind of weak. Better things we can do with 4 mana.
Hope that helps!
Yogie on
Beyond the Grave (Abzan)
2 years ago
Hi, I’ve taken a look at both this deck and its Abzan sibling. The comment on the Abzan deck says the same thing, but it felt appropriate to leave the comment on both decks since I ended up comparing them a little. I should also say that I have little experience with graveyard/reanimator decks. But I’ll give what little input I can :p
Haakon, Stromgald Scourge looks like a fun card to build combos with. He’s a bit fiddly but such decks can be a lot of fun to play.
My first impressions are that the Abzan deck is currently the stronger deck, based on its creatures. But, the Mardu version has better graveyard-synergy and more potential. Call the Bloodline and Aether Vial seem like cards you’d want in both decks. Breathless Knight looks perfect for these decks, I imagine it being a key card if “tended” properly. Knight Exemplar on the other hand seem almost counterproductive. She’s a fantastic card but is indestructibility really necessary when you can play knights from the graveyard?
Speaking of the graveyard, Unearth could be worth looking at. It grants extra reanimation if Hahkoon doesn’t find his way to the battlefield. Something like Changeling Outcast could be good too since it’s so cheap, even if it’s a fake-knight.
Lastly, and this might come down to deck building style more than anything else, but why run just 1 copy of some cards? Olivia, Mobilized for War especially? If a card adds to the decks strategy wouldn’t you want better than 1 in 60 odds of finding it? And if not, is the card really necessary? In “my style” of building I focus a lot on consistency. I rarely want less than 3 copies of a card in a deck, and I try to always double down on key mechanics for the decks strategy.
Like I said, I’m a little out of my element here, but hopefully I’ve said at least one useful thing. Good luck with the decks, I like the idea of them, they have potential!
Yogie on
Beyond the Grave (Mardu)
2 years ago
Hi, I’ve taken a look at both this deck and its Abzan sibling. The comment on the Abzan deck says the same thing, but it felt appropriate to leave the comment on both decks since I ended up comparing them a little. I should also say that I have little experience with graveyard/reanimator decks. But I’ll give what little input I can :p
Haakon, Stromgald Scourge looks like a fun card to build combos with. He’s a bit fiddly but such decks can be a lot of fun to play.
My first impressions are that the Abzan deck is currently the stronger deck, based on its creatures. But, the Mardu version has better graveyard-synergy and more potential. Call the Bloodline and Aether Vial seem like cards you’d want in both decks. Breathless Knight looks perfect for these decks, I imagine it being a key card if “tended” properly. Knight Exemplar on the other hand seem almost counterproductive. She’s a fantastic card but is indestructibility really necessary when you can play knights from the graveyard?
Speaking of the graveyard, Unearth could be worth looking at. It grants extra reanimation if Hahkoon doesn’t find his way to the battlefield. Something like Changeling Outcast could be good too since it’s so cheap, even if it’s a fake-knight.
Lastly, and this might come down to deck building style more than anything else, but why run just 1 copy of some cards? Olivia, Mobilized for War especially? If a card adds to the decks strategy wouldn’t you want better than 1 in 60 odds of finding it? And if not, is the card really necessary? In “my style” of building I focus a lot on consistency. I rarely want less than 3 copies of a card in a deck, and I try to always double down on key mechanics for the decks strategy.
Like I said, I’m a little out of my element here, but hopefully I’ve said at least one useful thing. Good luck with the decks, I like the idea of them, they have potential!
Have (1) | Bex496 |
Want (0) |