Vindictive Vampire

Vindictive Vampire

Creature — Vampire

Whenever another creature you control dies, Vindictive Vampire deals 1 damage to each opponent and you gain 1 life.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Vindictive Vampire occurrence in decks from the last year

Latest Decks as Commander

Vindictive Vampire Discussion

Kamerot on SAPROLING_ARMY!!!

1 week ago

This looks bbn like a fun build, my only suggestions are to help reinforce the aristocrats aspect of the deck.

Death triggers:

  • Harvester of Souls
  • Vindictive Vampire
  • Sac outlets:

  • Psychotrope Thallid
  • Viscera Seer
  • Woe Strider
  • ThousandOaks on Elenda - Life After Death

    3 weeks ago

    iplayBANJO provides a lot of good feedback. In many instances, I agree with the feedback provided.

    I see two main items that need to be improved. First, your deck is very unfocused. Second, you don't have much interaction.

    *Adding Focus*

    You have too many themes. It's unclear if you want to go Vampire Tribal, Aristocrats, Graveyard, Tokens, or Recursion. As a starting place for your first build, it's not a bad starting place, but we can definitely tighten up your direction. The best next step for you is to pick one theme and building around that. You can "splash" some other themes by adding utility cards like Priest of Forgotten Gods that contribute to your main theme, but dips into other themes consequentially.

    ARISTOCRATS

    I'm going to assume you're building aristocrats. For any build, it's very important to figure out your mana base. Some may disagree with me, but the utility of the mana base is one of the most important starting places when building any new deck. So for each build you make, identify at least your utility lands that support your build. Then use basic lands as place holders.

    If you are running aristocrats, consider the following feedback.

    Utility Lands: High Market and Phyrexian Tower . These are great sac outlets that can provide you added value. Command Beacon and Memorial to Folly are cheap utility lands that will help you avoid commander tax later in the game.

    Value Engines: Take advantage of death triggers. (Death triggers are triggered abilities when a creature dies; e.g., hits the graveyard.) As the previous post discuss, you need to demand value from things dying. Ask your self the question "what value am I getting" when something dies. A few items I don't see above:

    Grave Pact is great for you. With your aristocrats package out, you're generating value and removing your opponents board. It also gets around indestructible and hexproof.

    Razaketh, the Foulblooded . This is an "I-Win" card in an aristocrats deck. It allows you to tutor and find answers as soon as it resolves.

    Skullclamp will allow you to draw a metric butt-load of cards.

    Teysa Karlov doubles the value of your death triggers.

    Kokusho, the Evening Star is a great nuclear deterrent. It gives you a flyer, solid 5/5 body, and in a pinch, you can sacrifice it to get 15 life and deal out 15 damage.

    *Interaction*

    Interaction refers to your ability to respond to threats at instant speed. Currently, this is very crucial weak point in your build. This partially goes back to Focusing the deck. I would recommend first picking a single theme and rebuilding around that theme. Then, as you're rebuilding, as yourself the following questions for EVERY card you add:

    Does this card do something when it resolves?

    Identify what value the card gives you as it resolves. There's no right or wrong answer here, but we want to know what we're getting out of the mana we spend. Is it a 1/1 body I get? Or is it a 1/1 body with a trigger of some sort?

    Keep in mind. Every time a card resolves (for example a combo piece), if it doesn't give you immediate value when it resolves, it's an opportunity for your opponents to remove it. How will you protect those combo pieces from removal? Teferi's Protection , Flawless Maneuver , Cosmic Intervention .

    Does this card, by itself, have synergy with my theme or commander?

    With Elenda at the helm, sometimes you're just putting fodder on the field for her. And that's perfectly okay, so long as you're playing at the broader synergy. Remember, with Aristocrats, you're probably not going to win by swinging a big beefy 50/50 Elenda, the Dusk Rose at someone's face. (She doesn't even have trample.) You're most likely going to win by all the triggers from Blood Artist , Cruel Celebrant , Falkenrath Noble , Zulaport Cutthroat , Bastion of Remembrance , Syr Konrad, the Grim , and Vindictive Vampire .

    What value do I want out of this card, and how many other pieces do I need to get that value?

    Again. No right or wrong answer here. Sometimes, it's just fun to play a card for the hell of it. Looking at you Choice of Damnations .

    What is the range of the card? (Early/Opener, Mid-Range, Late Game/Close)

    Have an idea of when you plan for a card to be most impactful. Is it a card that is strong early game, mid-game, or late game? How will it impact your state or the overall board when it resolves?

    FINAL THOUGHTS

    My immediate recommendation is to pick a single theme. I would move away from "perfect world" value situations. This refers to those situations where you're convincing yourself of value. For example, if you want to play Card X because you'll win if you also have Card Y on the field, and Card Z in your graveyard, then I wouldn't play Card X.

    Next, I wouldn't run a single combo besides the following: Mikaeus, the Unhallowed + Triskelion or Mikaeus, the Unhallowed + Walking Ballista . Mikeaus by himself brings so much value to an aristocrats build. It essentially allows you to sacrifice each of your non-token creatures twice, including Elenda. With Triskelion or Walking Ballista, Mikaeus creates an infinite damage combo and wins you the game... also infinitely triggering your aristocrat triggers.

    Finally, I would remove all the "lord" effects. Lord effects refer to effects that buff a certain creature type. Again, if you're running Aristocrats, you're not going to win because you have big creatures, you're going to win because you're forcing the most value from the death of your creatures.

    All food for thought. Feel free to take or decline any suggestions. Happy brewing!

    channelfireball12345 on Your favourite card name

    3 months ago

    Last_Laugh lol I've never even seen that card before but its actually kind of cool! An extra copy of Blood Artist/Zulaport Cutthroat/Vindictive Vampire, perhaps?

    KibaAlpha on Teysa Karlov Aristocrats

    4 months ago

    Corpse Knight synergizes nicely with the Thalisse you already have.

    I'd remove Anointed Procession. Teysa as your commander does the same and more.

    You could use more ramp and adding Talisman of Hierarchy, Jet Medallion and Pearl Medallion would help

    Ashen Rider is overcosted for what it does. I suggest removing it.

    You should add Cruel Celebrant, Bastion of Remembrance and Vindictive Vampire.

    KibaAlpha on Teysa & the Aristocrats

    5 months ago

    Any particular reason for no Vindictive Vampire?

    Erebos, God of the Dead and Greed are nice card draw engines on your terms and Erebos stops your opponents from gaining life.

    If you want a bit more life gain I suggest Deathgreeter.

    multimedia on Teysa Karlov

    5 months ago

    Hey, saw your forum topic asking for help. This is a good budget version of Teysa and you have several nice cards.

    Some lower CMC cards within the budget to consider adding:

    Cards to consider cutting for these:

    Good luck with your deck.

    RiotRunner789 on BCC Week 2 | Slimefoot the Stowaway

    6 months ago

    I would recommend an aristocratic build. You may choose to go spore counter route, which I'm not a huge fan of, but the following ones pull double duty (and I am a fan of):

    On-theme Sac outlets that also make saprolings:

    Deathspore Thallid: Great sac outlet and potential removal piece.

    Savage Thallid: Another great sac outlet and protection piece.

    Vitaspore Thallid: I think giving haste is the weakest effect of the bunch, this is just another budget on-theme sac outlet.

    Budget sac payoffs,

    Epicure of Blood and Marauding Blight-Priest: Help to increase the payoff of slimefoot and are so cheap they are essentially free (literally, ask anyone at your LGS for these, they have them and don't want them).

    Falkenrath Noble: Who doesn't love life loss?

    Poison-Tip Archer: Great blocker (reach and deathtouch? No one wants to lose there dragon to this) but this one starts to impact the budget.

    Syr Konrad, the Grim: He just does soo much.

    Vindictive Vampire: This guy should say life loss.... I mean, it's black and not red.

    Zulaport Cutthroat: Classic but approaches a dollar.

    Bastion of Remembrance: Possibly my favorite. Comes with free sac fodder on a permanent that doesn't die to Wrath of God.

    Slime Foot god stuff,

    Jade Mage: Back up slimefoot that does stuff at a discount.

    Massacre Girl: Best board wipe in this build.

    Verdant Force: It says EACH upkeep. Yes, each.

    Gift of Doom: Cheap protection for slimefoot that has the added benefit of killing a saproling you already want dead.

    Moldervine Reclamation: Card draw and life for just playing? Of course.

    Snake Umbra: Protection and three cards every time you sac a saproling.

    Sprout Swarm: Convoke makes this broken.

    Some less budget friendly cards (all under $10, but above $1):

    Ohran Frostfang: Turns each saproling into a card draw or a removal spell.

    Pitiless Plunderer: Solid ramp.

    Priest of Forgotten Gods: Under appreciated. This card does everything a black mage should be doing.

    Tendershoot Dryad: Can win you the game on its own.

    Black Market: Slime foot loves stupid amounts of mana.

    Keen Sense: Insane card draw for 1 green mana.

    Vraska, Golgari Queen: All abilities are helpful and the ult is just perfect. Tie in an Overrun effect on the same turn and you should win.

    Casualties of War: Expensive to cast but worth it. Worth it every time.

    Best of luck building.

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