Vampires

by Dwayrid2 on 25 March 2010

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)

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Deck Description

Type 2 Standard Vampires

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 677 times.

Mana Curve

Mana Symbol Occurrence

007000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Vampires

nice!

how bout some smother!!

check out my vamp deck

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Posted 25 March 2010 at 20:02

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I opted for Urge to Feed over smother because it can almost always handle any 3CC or less creatures and is not such a bum draw late game.

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Posted 28 March 2010 at 23:21

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g44r4 has deleted this comment.

Posted 26 March 2010 at 07:31

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I'm confused by mind sludge and sign in blood. I could see Vampire Hexmage or Disentomb being better fits for this deck as you could then res one of your expensive vampies for 1 black and also get a sack in there for walkers, if your opponents toss one out. Seems like it would work better with this deck then some random discard and draw.
Hope that helps, and nice deck otherwise!

Please comment on my decks if you have any.

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Posted 26 March 2010 at 07:35

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Mind Sludge is amazing in this format considering the limited answers and Sign in Blood is a cheap card advantage card with a small price, alternatively it can be used to kill an opponent in a pinch.
You may have noticed I have Hexmage is sideboard for Planeswalkers and RDW if I feel the need for a first striker. I chose Grim Discovery over Disentomb because it allows me to grab a used fetch land in order to reset the top card of my deck for the Nocturnus effect.
I am unfamiliar with what you mean by "get a sack in there for walkers." If you mean creature sacing then I have Gatekeeper for that.

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Posted 28 March 2010 at 23:24

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My deck is very, very similar to yours. I am torn between using disfigure or urge to feed. I like the -3/-3 urge to feed does and the +1/+1 kicker it does to a vamp, but the BB mana cost worries me. That extra 1 mana that needs to be left untapped at all times could be a game breaker. I am seeing a ton of red deck wins out there and the B for -2/-2 in disfigure would be plenty to get rid of their 6/1 creatures. The same goes for Highborn and Hexmage. Hexmage works great against RDW and plainswalkers, and at competitive tourneys every decks is either RDW or has a plainswalker. I do love the life gain of highborn while it saps the opponents.
Mind sludge is a Jund killer and is a must in a vamp deck, so I like that.
I have never thought of grim discovery before. That would be nice to bring back a fetch land. But nocturnus is usually exiled so discovery wouldn't be able to bring that back.
Don't listen to the haters out there about the land fetch if you see it. It is a great move for deck thinning and card advantage. I'd add another sign in blood too. Highborn, nighthawk, and especially tendrils will gain back plenty of life you lose from fetching lands.

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Posted 03 May 2010 at 16:57

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Nice and simple. This has every good Vamp from Zendikar. You might want blood tribute, as a kind of tribal version of Tendrils.

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Posted 01 September 2011 at 00:14

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