Drana, the Last Bloodchief
Legendary Creature — Vampire Cleric
Whenever Drana, the Last Bloodchief attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with a +1/+1 counter on it. The creature is a Vampire in addition to its other types.
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|Commander / EDH||Legal|
Drana, the Last Bloodchief Discussion
3 months ago
I have an offspring's revenge deck on my own in Arena but I am glad to help you out since I love brewing this card.
You can go in two ways - Go Odds or Evens. Why did I say that? because you can abuse these companions to build around offspring's revenge - Obosh, the Preypiercer or Gyruda, Doom of Depths without them being your companion.
Also, you will need to have enablers in this deck. while we agree self mill is good in this deck, I like to control which cards do I actually dump early game for my payoffs from offspring's revenge later on. So I recommend cards like Cathartic Reunion , Thrill of Possibility and Fissure Wizard .
For payoffs if I go odds - you can go for Oathsworn Knight , Skyclave Apparition , obosh, Ox of Agonas (very good card draw and cheap escape cost), Drana, the Last Bloodchief and Terror of Mount Velus
If I go evens (and i recommend this due to more options, combos and your 1/1 tokens become bigger) - Immersturm Predator , Rankle, Master of Pranks (very very good in this deck), Harmonious Archon , gyruda (sell mill but it picks up more payoffs), Moraug, Fury of Akoum (if you combine it with drana, you can have multiple chain combat triggers with offspring's revenges)
...or if you can combine both. Its up to you how you can improve this deck. Hope it helps.
4 months ago
Fabled Passage replacing Rupture Spire
Skyclave Relic replacing Everflowing Chalice
Drana, the Last Bloodchief replacing Whisper, Blood Liturgist
Phyrexian Arena replacing Ill-Gotten Inheritance
Emeria's Call Flip replacing Celestial Force
Sea Gate Restoration Flip replacing Tidal Force
Agadeem's Awakening Flip replacing Baleful Force
Shatterskull Smashing Flip replacing Magmatic Force
Turntimber Symbiosis Flip replacing Verdant Force
4 months ago
6 months ago
There have been a number of updates to this deck since its inception. I've taken out a lot of beatdown-centric creatures like Mardu Outrider and Taborax, Hope's Demise, I took out Drana, the Last Bloodchief, and a number of others. They were too slow and didn't offer me much more than just beatdown. Drana allows for swarming, I just couldn't make him work. Granted, that was before I tossed in Crashing Drawbridge, maybe they'd be more effective now. Especially Taborax thanks to his synergy with Woe Strider. I had Sonorous Howlbonder in triples, I figured his Menace boost would go nicely with Call of the Death-Dweller, but it wasn't doing too much for me.
Then there was Nyx Lotus. I said in the last comment that putting it on the board allows me to make huge plays, and it's true, this is a mono-black deck that racks up devotion. The problem is, there are so many games where I don't have much land, or I need to be aggressive every turn, and spending 4 mana to wait a turn just sets me really far behind to the point that I can't come back. It happened in more than a few games, where I couldn't play it because I always needed to be tossing creatures or removals down instead. I think the tempo of the card just doesn't suit the breakneck speed of the deck.
6 months ago
abby315 thanks so much! That's really helpful and gives me a lot to think about.
Noted for the removal suggestions, I'll toss those Fractures.
As for number of cards, this is a deckbuilding exercise for my noob self so please bear with me, I'm going to try and reason out why I picked certain cards (because I don't know that I have an exact reason for each card being there).
For most of the 1-3 mana creatures, I was thinking about food for Call of the Death-Dweller. Cards that could help me flood the board and do damage.
Thieves' Guild Enforcer I got excited by the idea of a 3/2 for 1 mana. Granted, by the time my opponent has 8 cards in their graveyard, I have more land and bigger weapons to pull out. I guess the milling can be considered part of the toolbox, but milling the opponent's deck probably needs a much more dedicated deck than just a couple of cards to cycle on and off the board. You're definitely right, Mire Triton offers me more immediately, and I'll have other things to play by the time Enforcer gets up to 3/2.
Eye Collector I think I just went "Ooh! Flying!". Then again, it's only a 1/1 and it's not that good at milling.
Drana, the Last Bloodchief I'm asking myself questions about. That effect is incredible, but I never actually use it. It tends to just live in my GY all game. I feel like it'd be better in a control deck than something as aggressive as this, does that sound about right? If I need a big hitter, I'll bring out Demon of Loathing. If I need to clear the board, I'll bring out Massacre Wurm. I might rethink Drana for something. Maybe another niche effect to handle specific situations, or maybe another Wurm.
Scourge of the Skyclaves is an interesting one. The deck is not built for him, there's a bunch of Lifelink in there and Mire Triton would add more. I think he's nice to have, again, for the toolbox. The one game in six when he's useful, he ends up changing the game.
Liliana, Waker of the Dead in theory is perfect for this deck, but it's her ult I'm after and that never actually goes off. I'll just have to get better at using her.
Now I'm also asking myself if I have the right number of Fiend Artisans and Nullpriest of Oblivions. Fiend Artisan is a key part of every game I play, I don't know if more would just suffocate the deck. Nullpriest isn't usually a big factor unless I have Lurrus of the Dream-Den out, so maybe Lurrus is the one whose numbers I need to think about.
As for Nyx Lotus, I find that every time I play it, it changes the game for me. I start pulling off huge plays with only 5 or 6 lands. Just so I understand your advice, with a card like Nyx Lotus, because I have no way of searching for it, either cut it completely or take 3-4? I was hoping to drop it and a few Swamps for Nykthos, Shrine to Nyx but it doesn't seem to be legal in this edition.
That is the biggest difference I've noticed between competitive decks and casual or fun: competitive decks never hope for any cards, they always seem to have the cards they want at the right time.
Thanks again, this was awesome!
6 months ago
I've been playing this in Standard on MTGArena:
My big question is, how much of the deck should go to countering other decks? The two most common decks I'm running into are either White or White/Black life gain, usually based on Impassioned Orator and Hallowed Priest, or the decks that stack mutations. In both cases, I find I have to kill the creatures while they're still small. Life gainers build a swarm of huge creatures and I suddenly find myself unable to contain them, mutations get so many disruptive effects that I don't have an answer. So how much removal is too much and how much should I focus on just playing my game?
A previous version of this deck had 13 removal cards, I felt like that was taking focus away from the main objective so I made this one. Is there a balance to hit between disrupting other playing styles and playing your own game?
6 months ago
Forceofnature1 thank you! I own this deck as listed in paper, and have played it irl about 3-4 times so far in the past 2 months. I haven't won with it (yet), but since it is a more Voltron-y build, I don't really expect it to.
I tend to play this deck as like "Threat Police", I usually only swing at the commanders in our meta that I know can snowball & run away with the game ( Korvold, Mimeoplasm, anything that's really group sluggy & oppressive to the table). I do this in part to try to build some good will, but also let everyone else know what can happen on a crack back.
In the couple games I've played, I've consistently had Cephalid Constable and/or Sawtusk Demolisher in my opening hand, or in the first couple draws. Mutating Sawtusk onto Cephalid on Turn 4, and making someone pick up potentially 6 permanents can be backbreaking and a special kind of filthy.
I haven't pulled it off yet, but I am hoping some future games will give me the opportunity to create some Mutate stack clones with Mist-Syndicate Naga or especially Scute Swarm with 6+ lands on board.
Cards I'm kinda on the fence about after a couple of plays: Drana, the Last Bloodchief and Wilderness Reclamation. The one time I've played Drana, I had a graveyard with Birds of Paradise and 2-3 other smaller, but more threatening creatures. I think of my friends was playing Mogis, God of Slaughter, so I kept saccing Birds of Paradise, would swing with Drana, and my friends would always return Bird to my field instead any of the other creatures. I'm considering replacing Drana with Phyrexian Reclamation, Painful Truths, Spawnwrithe, or even Wash Out. I want to play it a bit more to get a feel for what I really need.
Wilderness Reclamation & Seedborn Muse are more here to help me keep mana open for removal, or to flash in a creature before my turn if I have Leyline out. I pre-ordered a Court of Bounty, so that might take Wilderness Rec's slot.
The last game I played, I had a Cephalid Constable/Sawtusk Mutate stack swinging at my friends playing Mogis, God of Slaughter, God-Eternal Kefnet, and Otrimi, the Ever-Playful. I essentially took Kefnet out with the Cephalid bouncing, and was in a position to continue swinging away and keep everyone's boards clear, but was eventually bled to death from Mogis' various group slug effects. My Mogis friend had a creature that was bigger than my Sawtusk stack, so I couldn't connect to remove his bleeding effect enchantments.
My friends have told me this deck is scary to play against.
8 months ago
You have a lot of the good cards but I would have less creatures, replace cards like Syr Konrad, the Grim, Drana, the Last Bloodchief with win cons like Magus of the Mirror, Repay in Kind. Necropotence is one of the best cards in the deck and Imp's Mischief, Beseech the Queen are very useful.