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Madness Vampires - A second look.

Standard* BR (Rakdos) Vampires

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Sideboard


Maybeboard


So this is my attempt at madness vampires, but with a slight twist. Below I'll explain the choice of my cards, and why they were chosen.

Insolent Neonate - This card has everything the deck is looking for. It's the cheapest one drop creature that can activate madness, but the combos that are possible with it are endless. Did you leave some mana open at the end of your opponent's turn? Why not sacrifice it into Bloodmad Vampire so it can attack next turn? Did your opponent come in for an attack? Block and sacrifice. Need one damage? It has menace! (Lol. the fact it has menace was the cherry on top to this card). I'll explain some combos with this card in a bit.

Fiery Temper - This card is self explanatory. Either bolt your opponent for 3 damage, or kill a monster on the field. Excellent spot removal when combined with Lightning Axe. But this doesn't even begin to explain what is possible until the next madness card.

Alms of the Vein - When I first read this card, I couldn't believe it. It's like they printed Siege Rhino in sorcery form. When this is combined with Fiery Temper, there is a total of 24 direct damage you could do to your opponent. This doesn't even include what damage you can do with creatures. But how are we going to keep all of the hand advantage? The next card answers that question.

Tormenting Voice - With this card and Insolent Neonate, you should always have cards in hand. This card gives card advantage, by allowing you to draw two, and activate any madness cards, especially Alms of the Vein or Fiery Temper.

Stensia Masquerade - The aggressive Vampires are fragile. With Bloodmad Vampire and Ravenous Bloodseeker (after discarding a card) only having a toughness of 1, and Heir of Falkenrath   only having a toughness of 2 after transformation, Stensia Masquerade helps alleviate this problem by giving them all first strike (when attacking. This is relevant if you're questioning whether to attack). It's madness cost may not seem that relevant, but works great with Heir of Falkenrath   or Ravenous Bloodseeker .(explained later). This card also gives your vampires +1/+1 for any vampire that deals damage to a player. With this card, you force an ultimatum on your opponent: Either let the vampires get though and become tougher, or block and force them to lose a few creatures.


Now we come to the combo portion. Almost all the combos will begin with Insolent Neonate, so he is the best card to have in the opening hand.

Combo 1 (3 Turn Combo)

Bloodmad Vampire + Insolent Neonate + Stensia Masquerade

Start off the turn by dropping Insolent Neonate. Follow up turn by swinging (or blocking, if you'd rather not take damage) with Neonate. Be sure to leave your mana open (two mana open at this time). At the end of their turn, discard Bloodmad Vampire using Insolent Neonate, and draw a card. Turn three, drop Stensia Masquerade , and attack with Bloodmad Vampire .

The other reason why this opening combo is so good, is because by turn two, you have two open mana. If they play threats, you can alternatively not sacrifice Insolent Neonate, and instead play the Fiery Temper + Lightning Axe combo for removal, or Alms of the Vein + Lightning Axe combo.

Combo 2

Ravenous Bloodseeker + Stensia Masquerade

This combo works well in turn Three, given that you've dropped Ravenous Bloodseeker turn two. Let's say there is something you want to kill on their side that's toughness three or less, and you're anticipating a block (or if not, that's even better). Move to combat, and declare attackers. If they declare no blockers, discard Stensia Masquerade and pay it's madness costs. You will deal three damage, and get a counter on Ravenous Bloodseeker . If they did block, they lose the creature with three or less, while yours remains in tact.

This combat trick helps surprise opponents, losing a creature when they didn't anticipate losing one.

Combo 3.

The alternative to this combo 2 is Heir of Falkenrath + Stensia Masquerade . It works the same, except that your creature will have flying.

Combo 4

Insolent Neonate + Liliana, Heretical Healer

This puts a soft lock on your opponent, and at the very least, forces them to burn a card. You can continue to swing out with both, or hold back with both if you want to block, and the moment either of them die, sacrifice Insolent Neonate for his ability. This will automatically flip Liliana, Heretical Healer  , replace the Neonate with a 2/2 Zombie, allow you to active a madness card in your hand, and then allow you to activate a madness card AGAIN if it's your turn (once from Neonate, and then again with Liliana's Ability). Or bring back Insolent Neonate with Liliana's Second ability for -1! Though this may seem tempting to active at the end of a turn, be sure your opponent is tapped out, or cannot play a removal spell this turn. Otherwise, They may remove Liliana on the stack you attempt to sacrifice Neonate.

Combo 5

Drana, Liberator of Malakir + Olivia, Mobilized for War

This combo works pretty nicely, though it costs a few cards to work. On turn 3, you drop Olivia, Mobilized for War. If she still remains by turn 3, Drop a land and Drana on turn 4. By giving her haste and a 1/1 counter thanks to Olivia, They become difficult to deal with because they are both in the air. It's a potential 7 Damage if they don't have any flyers (3 From Drana from a +1/+1 counter from Olivia, and then another 4 From Olivia, Since Drana's ability kicks in, giving Olivia a +1/+1 counter.) If you've managed to drop Alms of the Vein or Fiery Temper for Olivia's ability, it's more damage to the opponent.

Please comment and post things that you like/dislike about the deck. Thanks for your feedback!

Suggestions

Updates Add

So the last FNM, I've noticed quite a few things. I'll start off with what's good what's good with the deck: Alms of the Vein and Fiery Temper are the go to discard cards for madness. Why? They are an easy 1 madness cost, with good effects to hit your opponent with for 3 damage. Second, is that Liliana, Heretical Healer  Flip is one of the best cards with synergy in this deck. When combined with how fast creatures will die, or just blocking with her and Insolent Neonate, then sacrificing Neonate to flip Liliana, she is very good. Especially since her +2 is "Each player discards a card," which hurts the opponents, but allows you to further your madness deck.

Now for the bad. The current Standard focuses around White decks and their ability to populate the field. The deck does run Fiery Temper and Lightning Axe, but it may not be enough removal. This especially rings true when they drop their Archangel of Tithes on turn 4. So let's go over some sideboard cards for this deck in particular:

Dual Shot: Yes! This card looks like it sucks at first, but if it's in your opening hand, it may be the greatest defense you have against White. Why? Look at the cards they are likely to drop turn one and two: Dragon Hunter, Expedition Envoy, Kytheon, Hero of Akros  Flip, Town Gossipmonger  Flip, Consul's Lieutenant, Dromoka Warrior and maybe even an Unruly Mob. This card is good for early removal, and will help take out opponent's small creatures before they become a problem. Even if they play Thalia's Lieutenant, at least you'll be able to remove Thalia's Lieutenant before it pumps itself. So at the very least, you are getting at least one card, unless they play two Thraben Inspectors. And since you are playing it at instant speed, you can play it during their turn, if you're on the draw. Though there are a few better removal cards for some tougher cards:

Dead Weight: Instrad never fails to disappoint, and this card works well at early game removal as well. This card helps remove cards such as Anafenza, Kin-Tree Spirit, Hanweir Militia Captain  Flip, Knight of the White Orchid, Whatever Thalia's Lieutenant has pumped, and if it gets pumped itself once, Thraben Inspector, and Topan Freeblade. This card only hits one card, but is good early game removal. If it doesn't remove the card, At least it significantly weakens their card.

Grasp of Darkness: Perhaps the next best card for two mana is Grasp of darkness. It helps remove cards that are out of reach for Dead Weight to kill, such as Archangel Avacyn  Flip. This card is a bit better for late game as well, since They may have already pumped some cards. This card is also just a good card in general against creature decks.

Rending Volley: A great one red Mana for single removal. Since a white deck will only be playing white, this is basically a guarenteed kill, and also helps remove Avacyn before flip.

Ultimate Price: This card is great for two, and helps with removing Archangel of Tithes - The only card which stops both Drana, Liberator of Malakir, Olivia, Mobilized for War, and Heir to the Night  Flip dead in their tracks. This card is needed against any white deck.

Sinister Concoction: This card may be better or worse than Ultimate price, depending on your opinion, and can work as a replacement if you don't have Ultimate Price. On one hand, You can also leave it on the field, and resolve it at any time you want. It also allows you to active madness, because you need to discard a card, and you also can destroy non-mono colored creatures. On the other hand, You need to pay a life. And in a race with a white deck, that could mean the difference between winning and losing. Furthermore, you need to discard a card. And in a top deck game, it probably isn't the best to top deck into this card. Overall, I would most likely go with Ultimate Price, but do not rule this card out.

To the Slaughter or Ruinous Path: The former has easily become one of my favorite removal cards. This card forces your opponent sacrifice a creature or planeswalker. And if you have delirium active, they need to sacrifice both. This is one of the only ways to deal with Gideon, Ally of Zendikar, or Gideon, Battle-Forged  Flip, if he flipped. Ruinous Path allows you to be more selective, but only removes one. I would most likely choose To the Slaughter.

Flaying Tendrils or Languish: These are both cards very high on the mana curve, and should only be used in case of an emergency. Both work well as a board wipe, in case your board has just been removed (which is likely, with Stasis Snare and Declaration in Stone running around), and can turn the game around. Flaying Tendrils is a bit weak to be casting on turn 3, but a turn 4 Languish would most likely cripple your opponent, with the exception of Archangel of Tithes. This card should be used only to catch up, and will definitely catch your opponent off guard. Give both choices, I would probably go with Languish.

This is all the good possible removal I could think of for this deck. As stated before, the biggest threat is Archangel of Tithes. Remove her from the field with a Lightening Axe, Sinister Concoction or Ultimate Price ASAP. She absolutely destroys beat down decks, and with Always Watching, she becomes near impossible to beat, since your cards can't swing back next turn, unless you play Stensia Masquerade for some counter balance to give everything first strike and +1/+1 counters as well. With no possible way to remove enchantments in red/black, She is the one card which needs to be killed. The one thing to remember about this deck is that you have 24 on in deck damage with Fiery Temper and Alms of the Vein. In a long term game, you will most likely win. You can add Call the Bloodline, Chandra, Flamecaller, or Exquisite Firecraft if you anticipate a longer game, or just want to burn them to death, but that's up to you at that point.

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