Creature — Vampire
Whenever this or another creature dies, target player loses 1 life and you gain 1 life. (Dying is being put into the graveyard from the battlefield, tokens enter the graveyard before they cease to exist.)
|Have (8)||, Morpho-peleides , Beware , orzhov_is_relatively_okay819 , torterrapizza , Sceptre , GrandeKhan , PTsmitty|
|Want (7)||cybermewtwo , Gorenzel , mitchman502 , Cool_Cat , qazwsxrfv25291 , pancakemaster808 , Lopen-Zur|
Combos Browse all Suggest
- Blood Artist + Gravecrawler + Phyrexian Altar
- Blood Artist + Ornithopter + Scrap Trawler
- Blood Artist + Bloodthrone Vampire + Gravecrawler
- Blood Artist + Shrivel
- Blood Artist + Lightning Greaves
- Blood Artist + Nim Deathmantle
- Blood Artist + Bloodthrone Vampire
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Blood Artist Discussion
2 weeks ago
Hi Dazard! What a great question! I avoided aggro strategies for awhile for this reason, but as my sneaky combo strategies are hard for some groups I play with to decode, I decided to make some good old honest aggro decks, and I think I've figured out a good balance.
To begin with, don't play like in a 60 card, 1v1 format. In those games you have little incentive not to go for broke all the time, and to commit all of your resources right away. In EDH there are several key principles of good aggro play.
One of them is controlled growth. Even if you can commit all of your resources to powerful plays early you shouldn't do so. You need to make sure that you set up card draw engines and other things to keep your tank full in the long run. You should be attacking, but keep in mind you don't need to attack with everything. Chip away at peoples' life totals rather than hitting one person hard. Once you slam one person you will be the archenemy of all, so don't do that till you are a turn or two from winning or they will destroy you. Knocking out an opponent early doesn't necessarily help as that person is a target for someone else and can help keep someone else under control.
A second principle is try to win all at once via pump effects. Its almost better to keep your tokens as 1/1s as long as possible and then suddenly in a single turn make them gamewinning with Coat of Arms, Shared Animosity, Jazal Goldmane, or Mirror Entity. Don't play these cards early either! Your opponents will just kill them, so play them the turn that you can win. Surprise is one of the most powerful things in EDH. If they know you can kill them you are a threat, if they don't see it coming you will win.
Thirdly is politics via threat assessment, not deals. Sometimes people just think of politics as bribery, but its better to simply point out what other opponents are doing. "Hmm..he just played Ashnod's Altar. That's a combo piece. What's he up to?" is far more powerful than promising not to attack someone. This is self-interested, but it is also helping your opponents play better by noticing more than obvious threats. When I play against aggro I might have a board wipe, and yet hold off if I'm not afraid of imminently dying to let the aggro player do some of my dirty work for me and keep attention away from the combo I am putting together. My one friend who has been quite good at aggro has become adept at pointing out what I am doing and keeping things honest. It's also a good idea with early attacks to take turns attacking different opponents for only a small amount of damage, or even rolling the dice to see who you'll attack first. If your opponents wonder why you're holding back you can just say somewhat honestly that you're trying to spread the love around and keep blockers and critical pieces in play.
A fourth principle is board state protection. Others mentioned Unbreakable Formation and Teferi's Protection as helpful cards. Don't forget also about Make a Stand, Flawless Maneuver, and Cosmic Intervention. The latter won't save your tokens, but it will save other pieces. The same is true with Eerie Interlude and Semester's End which can also dodge even a Cyclonic Rift. Lapse of Certainty can also delay a board wipe for a turn and waste your opponents' investment, and is good tech as well. Eldrazi Monument is also a good card, because you'll have endless tokens to fuel it, and all of your stuff will be flying and indestructible, keeping your opponents from easily stopping you. One final way in your deck is just by making board wipes painful, which you can do with aristocrats. Blood Artist and Syr Konrad, the Grim will make your opponent think twice about wiping the board. Again, don't commit too many resources at once, and hold up mana for protection. This helps with controlled growth and helps you rest easy during your opponents' turns.
A fifth principle that is great is to always have a backup plane for when things go wrong. One way to do this is to have a single infinite combo to win out of nowhere when things are down. When you're playing aggro opponents are always looking at your board state, but they can be taken by surprise when you combo the win. For Markov the best one is probably Exquisite Blood and Sanguine Bond. If your opponents can win with this stuff then its only fair that you can in a pinch too! This also fulfills the old idea talked about on MtgGoldfish that you should always have a way to win out of nowhere. The other and more honest way to do this is just to have a way to recover your board state. Patriarch's Bidding and Haunting Voyage can help you recover all of your creatures in a single turn. Having these backup plans will make life easier.
Don't get discouraged, aggro is better than ever in EDH today due to new board protection and recovery tech Wizards has printed and reprinted in the past couple of years. All you need to do is master the playstyle and you'll have a lot more fun and success!
2 weeks ago
I have a friend that ran Markov who had a similar problem. Due to the nature of the deck you drop all of your creatures and kill one player. His solution was to transition to a mid-range strategy. Simply put he would cast early game threats to put pressure on other players, but they didn't win him the game or kill a player, so that he could win the game on later turns. Since I don't know how you are losing I'll put forward a few ways players stop Markov decks and how to counter those strategies.
First, are players killing you when all of you creatures are tapped down? Keep some of your creatures back as blockers, this is obvious and the strategy goes against how agro players operate in most formats but is needed in multiplayer environments. Along the same lines are white spells that can untap all of your creatures on other players turns like Battle Cry and Call to Glory leading to fun combat tricks to kill off important creatures and more importantly save your life total.
Second, are players board wiping constantly to knock down your board state? This was the problem my friend had and after two board wipes he would be out of cards in hand with no board state top decking hoping for some sort of Windfall. There are a few ways to counter this which can be focused on individually or can be mixed for similar results. Making it so your creatures don't die is one method featuring spells like Boros Charm and Teferi's Protection. Another is mass reanimation spells like Faith's Reward, Patriarch's Bidding and Living Death. Finally are flexible spells that essentially replace the creatures you lost. Those being Reprocess, Plumb the Forbidden or Village Rites.
Third, playing politics. Like you said there is not much stopping the rest of the table from ganging up on you, you can however influence other players decisions based on how you play and how others at your table play as well. Hold back threats, it's tempting to dump your hand and start swinging but as you mentioned this makes you a huge target. Instead put down a Coat of Arms or another value spell and hold the rest of your mana open for interaction, which leads to my next point interaction. You have some of the best removal spells in the game in your colors like Fracture,Dreadbore, Anguished Unmaking and Swords to Plowshares all of which are great bargaining chips to use as favors for other players, as well as being useful to take care of things causing problems for you. Last of all are less card choices but more how you address the table, having a good pokerface helps a lot with this. At the start of the game address the commanders others are playing and talk to the group about the powerful synergies they employ. Whenever an important combo or synergy price is played by an opponent point it out to the other players and if it's very strong stress it needs to be dealt with, which may incline the other players to use spells on it, reducing what they can use against you and making it so you don't have to deal with the problem. When a Tutor is cast discuss what spell the player could be gettng, this will draw attention to them and away from you. Finally when players address your board shift focus away from it, point out another player with the winning board state or the deck that won the last game. Downplay that you are a threat until you are ready to win the game. Keep in mind you are still an agro deck, so you can always lean into dumping your hand to kill a player fast if the game match up calls for it.
This final section is just general deck construction. Vampire selection: make sure you vampires are doing more that entering the battlefield to create an extra Vampire through eminence. Things like Blood Artist and Viscera Seer give value when opponents interact with the board and thing like Twilight Prophet draws cards. There are also the vampire lords that buff all of your vampires and tokens. Things that have synergy with your strategy are good includes too like Sanguine Bond, Impact Tremors or Goblin Bombardment and go a long way. Finally is "normal" card advantage that doesn't rely on you having vampires out and will shine in the early game as well as add value late game, Greed, Phyrexian Arena and Wheel of Misfortune.
I hope some of my thoughts help you work out a good game plan.
2 weeks ago
It's an infinite combo engine in my Meren deck, but I will say you need 2 or more cards to actually go infinite with it, a way to generate mana from bodies, and a way to generate bodies. The mini-wipe ETB offers a way to get enough energy to hopefully start the chain, but you really want a creature that makes lots of bodies you can reanimate, and something like Pitiless Plunderer or Phyrexian Altar (or Ashnod's Altar and Bog Initiate if you're weird) to make it infinite. I use Mitotic Slime as my main source of bodies, and the ability to reanimate anything after I've got infinite mana/reanimations is pretty consistently good enough to win the game. I often use Blood Artist or similar to win on the spot at this point.
It gains some viability points from the fact that Golgari is very good at tutoring the Demon up, as well as combo pieces. It's rare that I don't win if I can set this combo up, but it is possible to have infinite mana/reanimations and have nothing else worth reanimating, and no cards in hand, so you'd just be stuck hoping to draw Zulaport Cutthroat or similar to close. This can happen if everyone's graveyards are exiled, which Farewell can do (and which people should be running more and more often).
In my deck, I have other reanimation sources that can power up Demon of Dark Schemes to use it to reanimate Sidisi, Undead Vizier or Protean Hulk (or something similar) in order to win, so even if it's not infinite, it's ability can still be very powerful. If your playgroup has lots of players that use big creatures, the Demon can reanimate them for you as well, which can sometimes close the game.
It's biggest weakness is that you can't really dig it out with Protean Hulk, it's MV is so high it'd feel pretty bad to just find that in many cases. If you're not ever going to go infinite with it, going finite can still be pretty good, it's only 2B to reanimate a creature, and something like Underworld Hermit or Avenger of Zendikar can bring plenty of bodies along, allowing you to build up an army. If you've got lots of Aristocrat payoffs, just generating the Energy for your next reanimation can be powerful.
3 weeks ago
3 weeks ago
Creatures put into the graveyard for having 0 life do "die". What they are not is destroyed. The fact that they die is important for Blood Artist effects and other "dies" triggers.
3 weeks ago
Just realized you're running Blood Artist already oops haha
3 weeks ago
1 month ago
Stardragon - ah, thank you so much for the detailed comment. Lots of great suggestions there. Some are ones I thought of this morning after actually waking up and not hastily working on a deck past midnight!
Anax looks great, I'll definitely add to the list!
I love the two recursion cards you've mentioned, Exhume is worth the cut for them.
I think my major issue here is saturation. With only 100 cards and over 130 cards so far, it will be a challenge trimming the deck while keeping it comeptitive and fun. I am thinking of skimming down the phoenix total, as well as some of the Changeling cards.