Welcoming Vampire

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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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Welcoming Vampire

Creature — Vampire

Flying

Whenever one or more other creatures with power 2 or less enter under your control, draw a card. This ability triggers only once each turn.

DarkKiridon on Check out my Vamp Stamp

2 weeks ago

Here are some options for you to start:

Skullclamp should be an auto-include.

Clavileno, First of the Blessed

Charismatic Conqueror

Master of Dark Rites

Twilight Prophet

More instant spot removal (unless that's not your thing).

More mana rocks like Arcane Signet and the talismans.

Preacher of the Schism

Welcoming Vampire

Impact Tremorsfoil and/or Warleader's Call

Idoneity on Trent Williams

2 weeks ago

Us here at Wall Corp highly recommend Welcoming Vampire and Enduring Innocence.

hyalopterouslemur on Ode to the Old Commanders: Ta-ta-ta Tokens!

3 weeks ago

I'll treat yours as a Bracket 2 with no tutors.

Okay, so replace Savra, Queen of the Golgari with Grave Pact or Dictate of Erebos. I'm assuming you want the card advantage, but this is better because 1) any of your creatures dying triggers it, and 2) it doesn't cost you life. At the same time, it won't gain you life either the way Savra will, but since lifegain is negligible...yeah.

Anguished Unmaking > Mortify Sure, you shock yourself, but you exile (which is permanent except for like, two cards that no one ever plays) any nonland permanent.

Morbid Opportunist is insane in Ghave. There is no reason you shouldn't be able to draw on each turn (not "each of your turns", each turn). The same goes for Welcoming Vampire.

Have you considered No Mercy? Ghave is kind of a KOS commander because of his potential for combos and Stax. No Mercy punishes players for attacking you.

Fertilid is just bad. I'd rather play Explosive Vegetation than Fertilid, and there are like, five strictly betters for Veggies.

Viscera Seer and Jar of Eyeballs are nice for consistency.

Blade of the Bloodchief gives you more +1/+1 counters.

Spike Weaver is another "just try and attack me" card. I like it more than Spike Feeder, which is only good in that it goes infinite with Archangel of Thune. Since you're trying to avoid infinite combos, I would avoid going that way.

Corpse Knight, Bastion of Remembrance, Cruel Celebrant, Zulaport Cutthroat, just pick a couple of these because they add a win condition in case an opponent uses Ghostly Prison and friends, or worse, Moat.

SaberTech on Utopian Prosperity

3 months ago

To help illustrate some of the things I was talking about regarding Jenara, this is an oooooold Jenara list I used to run. I took it apart 9 years ago. Sky Queen of Bant

If I were to rebuild it there are a number of changes that I would make, but I think that it still generally shows what my design philosophy was around her at the time. I was getting in more 1v1 commander games so it's a bit more geared towards dueling, as opposed to brawling in a multiplayer setting, but I made efforts to try to reduce how much mana I had to invest into Jenara to ramp up her damage. Various ways to give double strike, cards with exalted so I could build my board while still increasing her damage output, cards that could pump power as an option or could pump power in addition to doing something else, and various protection options.

The rest of the deck became a bit of a control build. Roon of the Hidden Realm and Crystal Shard helped me get extra value out of creatures with ETB effects. Sun Titan helped me get back cheap utility creatures. The planeswalkers had useful effects while staying on the board after a wrath wiped away creatures. The main plan was always to try to out-tempo my opponent and kill them with commander damage but the deck at least had a backup plan if the game went longer.

I remember Mother of Runes, Simic Charm, and Vines of Vastwood being pretty standout cards at the time.

Some more modern cards I know off the top of my head that I would consider if I were to rebuild it are Duelist's Heritage, Loran of the Third Path, Esper Sentinel, Tocasia's Welcome, and Welcoming Vampire. The deck would need more card draw engines if I was adapting it to multiplayer games.

DarkKiridon on Edgar Markov: Lord of the Eternal Horde [EDH]

3 months ago

Some more recent-ish vampire options:

Clavileno, First of the Blessed (Was a precon around him, which I bought and upgraded). Charismatic Conqueror, Bloodletter of Aclazotz, Preacher of the Schism, Master of Dark Rites, Qarsi Revenant, Edgar, Charmed Groom  Flip, Welcoming Vampire, Vein Ripper,

If you want to be mean you could also run Braids, Arisen Nightmare.

If you want some more damage effects you could run cards like Impact Tremorsfoil, and there's more recent versions like Warleader's Call.

I also really like Plumb the Forbidden.

Some other cool options: Black Market Connections, March of the Canonized, Invasion of New Capenna  Flip

DadHumanPraetor on Aurelia, the Warleader

10 months ago

I used to run a similar build. I always ran out of cards. Cards like Jeska's Will Firemane Commando Esper Sentinel Dawn of a New Age Trouble in Pairs The One Ring didn’t exist. Even Smuggler's Share Tocasia's Welcome Welcoming Vampire and Rumor Gatherer weren’t around yet, so I had to depend on Mangara, the Diplomat Sword of Fire and Ice Mask of Memory Mentor of the Meek I also ran Enlightened Tutor and Open the Armory to find the helm. I wonder how this deck would fare against a typical commander deck, which has a lot more ramp draw and removal

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