Vampire Nighthawk

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Vampire Nighthawk

Creature — Vampire Shaman

Flying

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

razelfark on Vampires

1 week ago

Uncommon Card Suggestions: Gifted Aetherborn, Vampire Nighthawk, Stromkirk Bloodthief, Urge to Feed, Hero's Downfall

Rare Budget Options: Cordial Vampire, Captivating Vampire, Preacher of the Schism, Nighthawk Scavenger, Qarsi Revenant

Budget Mythic Otion: Bloodline Keeper  Flip


Stromkirk Bloodthief- Is just a better version of the Savage Gorger as the counter can be placed on itself or anotehr vampire if it proves more useful.

Gifted Aetherborn & Vampire Nighthawk- great low cost deathtouch lifelink creatures that fit your theme. Aetherborn at the very least replaces Blood Burglar as a pure upgrade.

Cordial Vampire - is a better lord (+1/+1 to all vampires) then the Thirsting Bloodlord and would be an upgrade option.

Nighthawk Scavenger & Qarsi Revenant - are stronger options but slightly more expensive upgrades to the Vampire Nighthawk if you like hte idea of that creature.

Cordial Vampire - is a card option that tiggers when when your creatures or opponent's creatures die, meaning all the deathtouch creatures that trade into something would trigger the Cordial at least twice putting two +1/+1 counters on EACH of your vampires. This is also strong when paired with creature removal spells as well.

Preacher of the Schism - solid option to give card draw (or lifelink tokens when behind on life) on a sturdy body that has deathtouch making it hard for Opponents to block effectively.


Arterial Flow is a strictly better option to Mind Rot as you drain life for having any of your creatures on board.

Removal option Urge to Feed will likely serve your deck better then Sorin's Thirst. Feed be used as a good combat trick both offensively and defensively. If you are defending, after declaring blocks you could shrink an attacker (even if not killing it) and then choose to tap your creatures to grow them and surprise opponents.

If you want to have a better protection spell then Dark Remedy I would suggest Armor of Shadows as the card only costs 1 and gives indestructible to help protect your creater from destroy effects and it also still gives that 1 power as a combat trick still.

Hero's Downfall is a strictly better Murder as it costs the same mana, btu allwos you to remove walkers as a option.

These card suggestions will still keep your deck fairly casual and I tried to sugget cards that are budget friendly with the most expensive still being under 5$ to obtian and fit your theme. Hope these card ideas help.

Barbarian_Sun_Pope on Orzhov Lifesteal (Standard)

3 months ago

Have you considered the following:

Qarsi Revenant: Just a bit better than Vampire Nighthawk.

Deep-Cavern Bat/Invasion of Gobakhan  Flip: For cheap hand disruption. In the case of the latter, a bit of insurance against removal.

Hope this helps.

DreadKhan on Why is Thunder Spirit on …

4 months ago

I have a question for people saying that Thunder Spirit would have seen play, isn't this noticeably worse than Vampire Nighthawk? Isn't that card the butt of jokes now at 3 mana? Honestly curious, because only 2 abilities on a 2/2 vs 3 abilities on a 2/3 seems like an easy call, and I didn't think anyone cared about Nighthawk anymore.

KRNFLKS on Cat Nine

6 months ago

Replaced Vampire Nighthawk for Gifted Aetherborn because of Vampire Nocturnus

LampeShades on Feed me

6 months ago

Nighthawk Scavenger >> more upside than Vampire Nighthawk??

legendofa on Commander Story Circle

11 months ago

Maybe not unexpectedly resourceful, or finding a new way to use a card, but definitely unexpected. I was on Vampires, opponent was using Grixis Chaos, and the other two aren't relevant to the story other than they were there. I had my Vampire Nighthawk holding a Thornbite Staff online, pinging and killing all the creatures, but there were still the usual array of mana rocks and miscellaneous enchantments out. Grixis Chaos casts a Scrambleverse. We all get our dice out and start rolling for control of everything. Several minutes later, when the dust settled, the results were in and somehow, every permanent stayed under the control of whoever had it. The net effect of a spell was that my Nighthawk dropped the Staff. Probably one of those things where you had to be there, but in the moment, we had to stop the game just to wonder how that had happened. I guess this is the story of something we didn't expect that didn't change anything at all.

StopShot on New format idea: "Cursebound"

1 year ago

Cursebound is a "Rule Zero" extension of the EDH format. All legal EDH decks are legal in Cursebound. Cursebound slightly loosens up deck-building limitations of EDH to allow for nonlegendary creatures to be your commander while maintaining traditional commander gameplay as well also lightly capping the power level of nonlegendary commander decks for the sake of fun and fairness.

In the cursebound format, if your commander is a nonlegendary creature you must also have a "curse" card as your "commander's fate" in the command zone. The chosen curse card in the command zone can only enchant yourself, and it has the added text, "[this curse has] protection from yourself." If your commander is a nonlegendary card, you can only cast it from the command zone if your "commander's fate" is already on the battlefield first. The "commander's fate" is not subject to the command tax. Removing a player's commander's fate from the battlefield will not counter or return their commander to the command zone if their commander is on the stack or on the battlefield. (Removing the commander's fate only impacts their ability to cast their nonlegendary commander from the command zone.) The command tax still applies to nonlegendary commanders and nonlegendary commanders are treated as if they have the legendary supertype regardless of what zone they're in. (As in they'll proc cards like Hero's Blade," and cards like Mirrorweave would not see that commander as a valid target.) All other EDH rules apply.

In Cursebound you are allowed to choose a commander's fate that is outside your commander's color identity. The color identity of the commander's fate will also be added to your commander's color identity, (and thus you'll be allowed to add cards of that color identity to your deck). There are only two deck building limitations regarding the commander's fate. (1) Your commander's fate must be of a higher or equal card rarity than your commander. (Ex. Vampire Nighthawk + Curse of Predation is allowed. Vampire Nighthawk + Curse of the Nightly Hunt is allowed. Vampire Nighthawk + Curse of the Pierced Heart is not allowed because the curse is of a lower rarity.) If a card has multiple rarities then their rarity is always the least rarest from among their physical card printings. (2) Curse cards that have the words "you" or "your" or omit the words "you" or "your" in its text box can not be used as your commander's fate. (For example, Maddening Hex and Curse of Vengeance can not be your commander's fate as they mention the word "your" and "you" in their text boxes. Curse of Disturbance and Curse of Opulence can not be your commander's fate because both omit the word "you" in their text boxes - "Whenever enchanted player is attacked, [you] create a 2/2 black Zombie creature token." & "Whenever enchanted player is attacked, [you] create a Gold token.") All front-faced curse cards that meet these criteria may be used as your commander's fate. Decks can only have one commander's fate.

The intent and spirit of this format and the commander's fate is for two reasons. To provide nonlegendary creatures with more color flexibility as they're much-much more likely to be mono-colored compared to most legendary creatures, and to keep in spirit with "Rule Zero" fairness by providing a reasonable drawback that can make their existence more tolerable to more playgroups. These principles should be kept in mind when enforcing a banlist for this format, for example, Curse of Obsession and/or Bane of Progress would both be banned from being command zone candidates simply for going against the spirit of the format by either being able to abuse their curse's drawback or having a way to negate their curse's drawback from the command zone with very little difficulty. Command Beacon would be an example of a banworthy card in the 98 for also skating around the spirit of this format as well. (Do note, cards banned in the 98 don't apply to legal EDH decks that aren't running a commander's fate in the command zone.) While competitiveness is acceptable trying to find ways to break the intended mechanics of this format should be discouraged for the sake of healthy game balance and group enjoyment.

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