Bloodmist Infiltrator

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bloodmist Infiltrator

Creature — Vampire

Whenever Bloodmist Infiltrator attacks, you may sacrifice another creature. If you do, Bloodmist Infiltrator can't be blocked this turn.

multimedia on

4 years ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

BLEATH on Odd Removal

4 years ago

You should probably cut most if not all of your Divination effects in favor of stuff like Ponder Preordain Serum Visions and Gitaxian Probe .

Not sure what the role of Bloodmist Infiltrator is here. If you need a good sac outlet, Viscera Seer is probably the best one you'll get.

Mana Geode is strictly better than Manalith . Maybe consider running Darksteel Ingot instead. Flesh out your signet line and don't play lockets or cluestones. You'd be looking at Dimir Signet and Orzhov Signet .

Also DEFINITELY play Teysa Karlov .

mrdehring on

5 years ago

Kessig Cagebreakers is another way to make creatures from a full graveyard.

Pitiless Plunderer makes you some treasure for those creatures you are sacrificing.

Poison-Tip Archer is another Blood Artist style creature

With all the creatures you have that will just die to sac outlets, you may consider Grave Pact and Dictate of Erebos

The weaker cards in your deck appear to be:

Bloodmist Infiltrator you can find better, and repeatable sac abilities ** Viscera Seer

Desecration Demon from my experience, when an opponent gets to choose they always choose the option you didn't want them to take.

Orzhov Racketeers discard doesn't really seem like a thing this deck is doing and the creature has a high cmc for this effect ** Hypnotic Specter

Silhana Wayfinder LOTS of better ways to search; especially in black.

Vicious Conquistador probably just going to make everyone at the table annoyed early and a really bad card late.

Hope this helps with your build. You have some good synergy here. There are better versions of some cards you are playing, but you seem like you have a solid base.

Skippyeights on

5 years ago

Reassembling Skeleton is much better than Gutterbones for a sacrifice engine. It returns immediately to battlefield whereas Gutterbones has the life loss requirement and returns to hand. Gutterbones is better for aggro attack.

I agree with the Priest of Forgotten Gods especially later in the game. Double sack plus direct life loss AND card draw is awesome.

Judith is also good, but I disagree about the Fireblade Artist because all of your deck's creature stealing capability is at the speed of a sorcery and until end of turn. The Fireblade Artist has to be used during upkeep. You can sack your own tokens, but you may have better uses for those--reactive uses like block-and-sacks.

Light Up the Stage was really good in limited during the prerelease and that should carry over to constructed.

Bedevil is broken...use it.

Theater of Horrors is a way to accelerate the deck, but I would be really concerned using it against any control because you could permanently exile some good cards.

Any Black and/or red card has possibilities, but if you want to keep focused on steal and sack, I like: Bankrupt in Blood , Bloodmist Infiltrator , Drill Bit (for sideboard against control), Vindictive Vampire , Goblin Gathering , Smelt-Ward Ignus .

The Haunt of Hightower could be really powerful but is really expensive. You could sub it in or out depending on your opponent.

Of course, Blood Crypt .