Victim of Night
Destroy target non-Vampire, non-Werewolf, non-Zombie creature.
Printings View all
|Duel Decks: Blessed vs. Cursed (DDQ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Victim of Night occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.01%
Victim of Night Discussion
2 days ago
Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.
Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.
The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.
So, first, there are some things I would remove.
- Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
- Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
- Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
- Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
- Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
- I have the same reason for Tasigur's Cruelty.
- Cabal Conditioning has an identical reason.
- I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
- Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
- Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
- Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.
Alright. With that out of the way, I may suggest other cards.
Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.
Lightning Greaves just seem great.
Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.
Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.
That shall be all from me. Do enjoy your day!
2 weeks ago
S1ayerMonkey when I was first constructing the deck, I had Victim of Night because it’s one of the most efficient flavourful removal spells. But it’s fall by the wayside because I couldn’t find other cuts hahaha Opal Palace is a good suggestion, and I should have one lying around!
Thanks Suns_Champion! It was out of necessity, that I wanted as much of my commander recursion on lands so I wouldn’t have to make so many cuts hahaha
2 weeks ago
I love these vampire decks, only a matter of time before I make one.
Upvoted and saved!
3 weeks ago
First things first, good choice! The Scarab God is an extremely fun and powerful commander, so I believe you're gonna do well in the tournament. Your decklist seems pretty solid, especially considering the budget restrictions. A couple of general advices would be to include as much mana ramp as possible as your commander's ability is very mana intensive, and as many instants as you can considering you can use the Scarab's ability at any time. This way, you'll be able to play a very interactive game. Here are a few specific considerations:
I'm not a huge fan of Bontu's Last Reckoning. I don't know if you have tested it enough, but having to basically skip two turns to have the board cleared is a terrible deal. If the better boardwipes are out of budget, you can consider Crux of Fate, Decree of Pain, Languish and Life's Finale (which has nice synergy with your commander, although it costs a bit too much mana).
Walk the Plank is also a little suboptimal, as it's sorcery speed (which is a nonbo with your commander). There are plenty of instant speed removal spells to choose from, like Cast Down, Dismember, Go for the Throat and Victim of Night.
I'm also not a fan of symmetrical draw effects like Howling Mine, because giving extra cards to your opponents is very dangerous. Maybe a more traditional draw spell would be more appropriate.
I think you are aware, but Yawgmoth's Bargain is unfortunately banned in our format.
Personally, I would include a slightly more prominent token subtheme to get the most value out of your commander's first ability. You can consider cards like Dread Summons (good for milling your opponents' creatures AND create some tokens), From Under the Floorboards (even when you are unable to cast it for its madness cost, three 2/2s for five mana is an ok deal) and Open the Graves.
Awaken the Erstwhile is amazing in this deck, as it fills every graveyard with -hopefully- creatures to copy as well as provide some 2/2s.
Every graveyard-based deck should have a decent number of free sacrifice outlets, and while I see you included some, I think you are still missing the best one for this kind of deck: Altar of Dementia. Apart from the amazing utility of being able to sacrifice a creature in response to an exile removal spell, it has the huge benefit of fueling your (or your opponents') graveyard for your commander. At some point during the game, depending on your board state, it can even become a win condition. Ashnod's Altar is another one I would include.
Considering your commander's ability is at instant speed, I would include Vedalken Orrery (if it's not our of budget) and Leyline of Anticipation to be able to play your spells on your opponents end steps, in case you didn't use the Scarab's ability.
Good luck for your tournament and keep updating this list!
1 month ago
Hello, your deck has some potential. Just some advices:
I think you should replace Grasp of Darkness for Dismember, that -1/-1 extra could be truly useful for some tanky creatures. Also, you can distribute those mana as you want. That extra mana/life is worth of being paid.
Cordial Vampire is a must since Modern Horizons was released. You must play it. It doesnt only go well with your removal, it goes well with chomp blocks, or even if you consider that Gatekeeper of Malakir that I mentioned before, It could be truly awesome.
There are some planeswalker that could fit truly well in this deck, Sorin, Imperious Bloodlord, you could make some nasty combos like Sorin, Imperious Bloodlord + Bloodlord of Vaasgoth at turn 3; Liliana, the Last Hope can help you to get some of your vampires in safe goal, even if you put that Cordial Vampire mentioned before, you could be buffing your vampires meanwhile removing some tiny things, like mana fixers.
1 month ago
Profet93. Thank you for your advice!
You're right about how I started this build. I definitely googled a bunch of mono-black combos and smashed them into this deck. Feedback like yours is exactly what I was hoping for.
That said..I've cut out a few combo's and added a few of your recommendations.
Imp's Mischief looks awesome and I cant wait to play it!
Rings of Brighthearth - I recently purchased one of these, but it has yet to arrive, I'll definitely add it.
Will play around with Panharmonicon.
Thanks again for your input.
1 month ago
This deck seems like you just stuck most of the combos you could find within black. There is some synergy, but overall you can find yourself with a lot of dead combo pieces. What you should do is stick to 1-3 (4 if you can actually make the deck more viable in dealing with interaction at 3) key combos that you use most often and that synergize with your deck. I'll let you decide what you think is best to keep and not.
Imp's Mischief - Counters counterspells, redirects targeted draw, extra turns, removal, etc.... Very powerful
Corpse Dance - W/ commander = 5 mana instant speed tutor
Rings of Brighthearth - Synergy with 12 cards, including top which can act as a draw source with rings. If you were to add fetches, thats even more value. Or even better yet, a Panharmonicon for extra ETB value.
Cut piranaha marsh for Deserted Temple to untap coffers
I dont see any way for you to deal with artifacts and enchantments. If you want recomendations for artifact/enchantment removal or if you want to discuss the deck further, lmk. Looking forward to your response on each suggestion
1 month ago
You have more chance of executing the ramp than you do the cheese tutors and Crypt Ghast serves two purposes which is hot chocolate
For destroy or removal look at Go for the Throat | Doom Blade | Bone Splinters | Disembowel | Sinister Concoction | Cast Down | Dreadbore | Terminate | Murderous Compulsion | Walk the Plank | Victim of Night.
I'd probably recommend 4 copies of either Go for the Throat or Walk the Plank because they get rid of mostly everything.
Mostly just try and figure out what demon/s you want to build your deck around then choose cards that complement it