Vito, Thorn of the Dusk Rose

Vito, Thorn of the Dusk Rose

Legendary Creature — Vampire Cleric

Whenever you gain life, target opponent loses that much life.

{3}{B}{B}: Creatures you control gain lifelink until end of turn.

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Set Rarity
Core Set 2021 (M21) Rare

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Legality

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

Vito, Thorn of the Dusk Rose occurrence in decks from the last year

Vito, Thorn of the Dusk Rose Discussion

TheBooman on Liesa, Angel of Punishment [PRIMER]

1 day ago

Now I don't have any reccomendations to take out atm, but Torment of Hailfire seems great to add here, the card discarding or sacrifice(of life or permanents) seems to be a big help here in my opinion, especially if we have things like Exquisite Blood and Sanguine Bond. Also love that Vito, Thorn of the Dusk Rose is in here, makes it so much more fun when I yell IT IS I, VIGO when I use him (those who don't use the reference please watch Ghostbusters 2)

TheVectornaut on Blue/White Life and Defenders

3 days ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

Ahdor on Edgar Markov - Blood on the Table [EDH]

6 days ago

Change Notes:

Out: Cabal Coffers & Urborg, Tomb of Yawgmoth
In: Brightclimb Pathway  Flip & Savai Triome
The Cabal Coffers + Urborg, Tomb of Yawgmoth combo is really hard to pull off in a 3 color deck. Especially, with this mana base in mardu. Therefore, I decided to cut both lands and replace them with some newer which are a great addition to this deck.

Out: Merciless Eviction
In: Kindred Dominance
Even though this board wipe will cost one more mana, it will be worth it, since it's going to be totally one sided for the most part. I'll also add more single target removal for other permanents, to make up for this change. I decided on this swap, since I tend to not use Merciless Eviction, because it will wipe my board and exile my great vampire lords aswell.

Out: Sorin, Imperious Bloodlord
In: Nighthawk Scavenger
This plainswalker didn't do much in the last games for me. Most of my vampires are so cheap, that his ult didn't help me mana wise at all. His other effects are nice, but not particular amazing. The newly printed Nighthawk Scavenger on the other hand is going to be a real powerhouse. It's a better version of Vampire Nighthawk, 90% of the time and I really like both of them.

Out: Vito, Thorn of the Dusk Rose
In: Eldrazi Monument
Vito didn't help this deck much at all. I think he is a trap. I also noticed, that I don't run Exquisite Blood anyway, so this combo isn't an option currently, either. This deck's biggest problem are boardwipes, so I think Eldrazi Monument will be a great addition in order to protect my army of bloodsuckers.

Out: Fellwar Stone
In: Idol of Oblivion
Ramp isn't as big of a problem. Even though we are in Mardu, most of the cards are low costed. So I can efford to take out one piece of ramp. Card Draw on the other hand is often a problem. Therefore, I'll test Idol of Oblivion, since it only costs 2 mana and can draw you one additional card each turn, most of the time.

Out: Slayers' Stronghold
In: Myriad Landscape
I noticed that I might cut some utility lands aswell, because sometimes I only draw those and I'm stuck with colorless mana. Since I prefer Vault of the Archangel's effect over Slayers' Stronghold, I'll cut the later one. Myriad Landscape can function as ramp and help me to get more basics out of my deck, which can be nice if I'm in topdeck mode.

Out: Sorin, Vengeful Bloodlord
In: Nullpriest of Oblivion
Another plaineswalker I'm going to cut, since it doesn't help me with my gameplan, most of the time. The only thing I use is his ult, to recure one vampire at best. Nullpriest of Oblivion can do the same, but is a vampire on it's own and can also come down way earlier if we need damage or more tokens.

Out: Battlefield Forge & Swamp
In: Spectator Seating & Vault of Champions
Not much to say, changing two lands for probably better ones who came in recent months.

multimedia on Vampir Firsttry

1 week ago

Hey, good work for your first Commander deck on a budget. You have several nice cards, but also many stinkers :)

There's 2x Inscription of Ruin which you can't have in Commander. Jungle Shrine has green in it's card color identity thus you can't play it because Edgar isn't green. With Edgar you want to lower the mana curve with more one/two/three drop Vamps. Edgar and Coat of Arms are the high CMC cards you want to cast, but before you cast them you want a more established army of Vamps which means the majority of the Vamps you play should be one, two or three drops. Low CMC Vamps are easier to cast thus you get faster token value from Edgar's eminence.

These one drop Vamps are fine plays in the early game while also being useful in the later parts of a game too.

Drana is the most expensive price Vamp I'm suggesting, it's worth $5. Most of these Vamps have repeatable effects or flying which is helpful evasion for attacking in Commander. More low CMC Vamps makes Skullclamp better and it's one of your best sources of repeatable value to get ahead or recover to draw more Vamps; Open the Armory can tutor for it.


Consider more budget dual lands that ETB untapped?

Ancestry and Outpost always ETB tapped, but that's fine since next turn they can make any color of mana you need to cast cards. On a budget this color fixing is helpful.

I offer more advice including what cards to cut. Would you like more advice? Good luck with your deck.

Flodoo on Commander Mono black budget Vampire

1 week ago

can't handle mono-black, but it looks grate. Maybe you could Vito, Thorn of the Dusk Rose be your commander.

Your curent commander seems not as good matching in this deck. it is too weak.

Nagoragama on Orzhov Inquisition (WB Cleric Tribal)

1 week ago

Added clerics Vito, Thorn of the Dusk Rose, Mangara, the Diplomat, and Bygone Bishop.

Added removal spells Despark and Dire Tactics (most of the clerics in the deck are humans).

Added ramp spell Talisman of Hierarchy.

I'll see what of the other suggested cards I can scrounge up (a lot of them are pretty pricey).

Willing to take any further suggestions!

Guligal89 on colfenor

3 weeks ago

Directly answering your question, I think you should put all X cost creatures you can into the deck anyway because they are both an enabler and a payoff (infinite power creature), and are still good creatures if you don't pull off the combo. Now, should yo go artifacts? Well, I think that decission is up to you but I will highlight some of the pros/cons:

Pros: Artifacts will make your deck faster, more focused, more consistent and overall better (in a sense that it'll win more). It will be cheapier to make it competitive as there are a lot of cheap tutoring effects for that strategy, as opposed to the expensive black tutors. This way, you can spend little and still achieve a pretty good power level.

Cons: However, it'll be more complicated to pilot as the amount of possible combos will grow exponentially. That will also make your turns longer as you'll have to think harder to figure out what to do. That may be boring for your opponents. Also, if you don't tune it properly, you'll probably outpower your friends (you talked about a 5 power level) with a solitaire deck. Artifacts is not the kind of arquetype that lets your opponents interact with you (neither you interact with them), so not only could you outpower them but you'll do so in the most boring way possible.

If you ask for a personal recommendation, I'd stick to a more janky and goofy playstyle, keeping the core combo of X cost creatures to still win a decent amount of games, but not make it the only win-con. It is really funny not only for you but for everybody when you pull off a weird 6-card combo that no one knows about. An example of this would be the Infect combo I have in my list.

I will give you some recommendations if you wanna go harder into artifacts. When I started my list I first made an infinite budget version trying to get the best deck possible and worked from there. I may upload that one too later. I'll list some of the best cards that I put in there that are still budget. Also, if you wanna go into artifacts you should get some interaction as there are a ton of artifact hate cards (that also depends on whether your playgroup usually plays them).

Good artifacts that won't cost you an eye: Cathodion, Junk Diver, Salvager of Ruin, Workshop Assistant

Nonartifact cards that are still great for that strategy: Protean Hulk, Ranger of Eos, Pitiless Plunderer, Fecundity

Other comments about your deck, I'd try to cut some of the most expensive cards like Konrad or Deathreap Ritual, you can find functionally identical effects for a way lower CMC. For Konrad I'd suggest Disciple of the Vault and for deathreap ritual the forementioned Fecundity.

If you finally decide to reject the way of the artifacts and keep it more aristocrat-y, recursion-y, I'd recommend you to check the Undying mechanic, Luminous Broodmoth, Abzan Ascendancy, and sacrifice payoffs that aren't combo focused like Carrion Feeder or Devouring Swarm but pose a serious threat. You said you like gaining life so you may keep that theme if you include some Vito, Thorn of the Dusk Rose, Exquisite Blood effects

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