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I love bad b*tches thats my f*cking problem(Opt-7)

Commander / EDH Aristocrats BR (Rakdos) Control Sacrifice Vampires

CGhormley


Sideboard


Maybeboard

Sac Outlet (31)

Draw (16)

Ramp (16)

Recursion (13)

Planeswalker (2)

Removal (30)

Buff (19)

Sac Payoff (16)

Burn (5)

Cost Reduction (5)

Vampire (25)

Theft (24)

Land (15)

Vampire Payoff (8)

Utility Land (4)


Vampires can be very persuasive...

This is a control deck that suppresses enemy board states through theft, and sacrifice, of your opponent's creatures. The primary win conditions are combat damage and commander damage. The main exploit of this deck is to steal your opponent's best creatures, attack with them, then sacrifice them for some benefit from a sac outlet, and any additional sac payoffs. This cumulatively adds a large amount of advantage, but it requires 1 theft spell or ability, 1 sac outlet, and ideally, 1 or more sac payoffs. So the deck is heavily focused on these 3 categories. For the other win condition, since Olivia Voldaren has flying and the capacity to self buff with her first ability, it's often pretty easy to rack up commander damage over the course of the game. This ability can also be used to remove creatures with low toughness, such as mana dorks, or prime creatures for theft with her second ability.
Stealing your opponent's biggest threats provides the most value from your theft spells and abilities. Especially if they can reek some havoc before you have to sacrifice them. So it's often beneficial to hold onto these spells until a prime opportunity arises. That being said, your value engine is often dependent on sacrificing creatures. So a balance has to be struck between these priorities. There are two types of theft in this deck.

  • One turn theft cards like Claim the Firstborn, Wrangle, Act of Treason, Zealous Conscripts, and Molten Primordial work best if you sacrifice the creature before you have to return the it to its owner. This is the primary form of theft in this deck and requires a sac outlet, with ideally one or more sac payoffs, to get the most value out of them.
  • Permanent theft cards like Captivating Vampire, Helm of Possession, New Blood, Ritual of the Machine, and Olivia Voldaren are best used for creatures that can easily be recurred, like commanders, or creatures that will greatly benefit your board state. There aren't many of these cards, and they're more costly to pull off, so they have to be used more selectively. If the other player is trying to reclaim their stolen creatures, through avenues such as killing Olivia Voldaren or destroying Helm of Possession, they can also be sacrificed for optimal value. Which is one of the reasons why free sac outlets are proffered.
Sac outlets are one of the most crucial components of this deck, but they also introduce an opportunity for wasted potential. If you have too many sac outlets, you aren't gaining optimal utility from your board state. However, you almost always want at least one of these cards on board for the core strategy to function correctly. Additionally, you probably want a back up, in expectation of the possibility of removal spells. So averaging 1.5 sac outlets per 10 cards felt appropriate to me. There are two primary types of sac outlets in this deck.

Sacrifice payoffs are an essential benefit, and a core component of the strategy of this deck. While they typically won't do much on their own, if you stack up these benefits, sacrificing your opponent's creatures (or in a pinch your own) will add substantial benefit. Most sac payoffs, like Grim Haruspex, Midnight Reaper, Morbid Opportunist, Pawn of Ulamog, and Pitiless Plunderer, add general value through effects like mana ramp or card draw. However, some of the sac outlets in this deck support the overall control theme through forced creature sacrifice. Such as, Grave Pact, Dictate of Erebos, and Butcher of Malakir.
The main categories of this deck are Theft, Sac Outlets, and Sac Payoffs. However, the core components, essential to any commander deck, are still vital considerations.

  • Removal in this deck is focused primarily around creatures. Both and struggle with enchantment removal. excels in creature removal and excels at artifact removal. So this color combination can provide substantial permanent control. There are even a few spells like Feed the Swarm that break the color archetype. So it may be worth considering alternatives such as this, However, creatures are the most played, and most valuable, card type in commander. So in most scenarios, the creature focused removal of this deck will work to hobble your opponents just fine.
  • Draw spells are essential for keeping pace with any well built deck. This is especially true for control decks, and decks with a higher ratio of non-permanents. While overall excels in card draw, these cards have to be taken into consideration with the primary synergies of the deck. So you'll find a lot of the card draw in this deck dependent on the sacrifice of creatures. While you can sacrifice your own creatures in a pinch, you'll find that the advantage engine in this deck works best when sacrificing your opponent's creatures.
  • Ramp isn't especially good in multi-color decks, and really suffers across . So a lot of the ramp in this deck is composed of mana rocks and sac payoffs. Since, as previously stated, the value engine of this deck is built around sacrificing your opponents creatures.

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Date added 2 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 1 Mythic Rares

48 - 1 Rares

21 - 7 Uncommons

13 - 1 Commons

Cards 100
Avg. CMC 3.28
Tokens 2/2 C Artifact Creature Spawn, Blood, Copy Clone, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Kobolds of Kher Keep 0/1 R, Morph 2/2 C, Spirit 1/1 C, Treasure, Zombie 2/2 B
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