But not in the way you think, unless you're thinking Magic...then probably.

The early game of the deck is to set up some defenses, neutralize threats and gain incremental life and card advantage. Once the coast is clear, drop a massive lifegain/drain combo for the win.

Since your opponents should be well below starting life totals, you also have the option to just beatdown for the win with the sorcery-speed-removal dodging Obzedat or some of the other large evasive creatures.

Here are some of the key cards, combos and engines in detail:

Weathered Wayfarer - There aren't many better 1 drops in EDH than this card. This allows us to get our real enablers in the deck, like Urborg, Tomb of Yawgmoth, Cabal Coffers, Nykthos, Shrine to Nyx or Vault of the Archangel.

Vizkopa Guildmage - In many ways a better combo piece than Sanguine Bond, though it is more fragile being a creature, it's also more abusable!

Exquisite Blood + Sanguine Bond - A classic infinite lifedrain combo.

Blood Tribute + Sanguine Bond - Pay the kicker and you can kill an opponent on the spot.

Blood Tribute + Vizkopa Guildmage - Once again pay the kicker and pay for guildemage's ability twice, then hit the opponent with the most life. Did it resolve? Cool, you win :)

Beacon of Immortality + Sanguine Bond - If you have more life than a player, you can kill that player.

Beacon of Immortality + Vizkopa Guildmage - If you have more life than each opponent or you have enough mana to pump guildemage more than once, this will one-shot the board.

Exsanguinate + Vizkopa Guildmage - Pump enough into these, and this can also one-shot the board.

Debt to the Deathless + Vizkopa Guildmage - Same as with Exsanguinate but better. Have you noticed a pattern yet?

Obzedat, Ghost Council + Well of Lost Dreams - This is so good, and after a few turns will put you so far ahead on cards it's ridiculous. Add a Suture Priest or Soul's Attendant to the mix for extra value.

Archangel of Thune + Whip of Erebos - You gain a bunch of life and your creatures get huge. Whip of Erebos is also nice to avoid the commander tax with Obzedat if he gets destroyed. (When the Whip and Obzedat's exile triggers go on the stack, put Whip on the stack first so Obzedat will go away to his ability to come back next turn)

The rules in magic are complex and allow for some interesting interactions when you break down the language on cards. In commander, you are allowed to put your general in the command zone as a replacement effect when an effect puts it into your graveyard or exile. If you choose to use Obzedat's exile ability, a delayed trigger is set up to return Obzedat to the battlefield, regardless of whether or not the exile ability was replaced. The wording of the delayed trigger does not expect the card to be in any particular zone, and since the Obzedat in the command zone is the same object which was put there by the (replaced) exile ability, the delayed trigger will find him there and return him to the battlefield. Also of note, you will not have to pay or increment "commander tax" for Obzedat going to the command zone this way, as the rules state the tax applies only for each time it has been cast from the command zone. Relevant comp rules references (I think): 400.2, 400.6, 400.7d, 903.10

I know that sounds complicated, so you may be asking, "why would I want to do that?" To prevent your opponents from using Stifle effects to permanently keep your commander in exile for the rest of the game. And if someone does counter the return to battlefield trigger you can just cast him from the command zone, paying the "commander tax" of course.


Updates Add

Battle for Zendikar has brought not one, but two new creatures that fit perfectly into this deck: Drana's Emissary and Defiant Bloodlord. Being vampires they increase the chances of kicking a Blood Tribute, and bring the count in the deck to 8. I think that officially makes it vampire tribal subtheme. I can't wait to Victimize Kokusho, the Evening Star to reanimate a Defiant Bloodlord and Vizkopa Guildmage for the win!

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