Ang/Vamp Lifelink

by Mizhyper on 15 April 2013

Main Deck (64 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Lifelink deck, gets you as much life possible and takes away as much as possible. I made this deck to be a pain in Warfalco butt (It didn't work haha). Or at least to be Annoyance to the player. It's not made to win it's made to be annoying. I would say if you are, daring to try it. First deck I ever made, I've won 3 matches and lost three. Most times I win because life gain or luck. It's not good angst Argo or red mainly, Skull crack. Because prevents you from gaining life. I'm still looking for cards to try in it. I wouldn't play in torments, it's to risky of getting mana screwed. But I will keep working until everything is Perfect!

How to Play

playing it is quite easy, gain as much life, as possible. half the time I can go the whole game, without losing a single creature and gain the life back from each blow. All cards have flying so they can not be blocked, or attacked. After believe they have done, if you have more than 2 angel or white creatures on field you come with Goldnight redeemer and get all your life back. Some cards are in simple fact they are cheaper most vampires and angels. Anyways I hope this is help for you!

Deck Tags

  • Help
  • Angel
  • Vampire

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 942 times.

Mana Curve

Mana Symbol Occurrence

2903400

Card Legality

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

Deck discussion for Ang/Vamp Lifelink

Any idea's of what I can do to down size it. I had four people look over it they can't think of any way, without it effecting it. The only that most stay is Murder, Blind Oben, Gift of Ozrh, Contimained ground..
(Yes My spelling and grammer will be wrong or poor, I don't want hear about it either. Thank you.)

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Posted 15 April 2013 at 05:10

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All the side cards Aren't in the deck just options for the deck. The angels are for different players, If you think another is better or worst.

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Posted 15 April 2013 at 05:51

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My suggestion would be to take out all 4 Contaminated Ground's, both Curse of oblivion, Vessel of Endless Rest, Angel's Tomb, both fiend hunter's, graveyard shovel, and 1 call to serve.
My reasoning for the cards I suggested to take out is that they do not help you as much with your theme. Yes some of them have stuff that goes with your theme but they are not as effective.
Even if you are not sure about my suggestion. Try taking those cards out and test it for a couple of games. I think you will find that your theme will work a little stronger without them.
Good luck on your deck. It looks like a fun one.

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Posted 15 April 2013 at 05:26

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Thank you! Yes you are right, they don't do much good to the deck. Other than to be a pain in their butts. haha. I'm having mana drawing problems. Do you think this would help that?

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Posted 15 April 2013 at 05:33

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take out contaminated grounds, goldnight redeemer, emancipation angel, all artifacts , take out dagger imps, and shadow lane denizens, that makes 54 cards. Remove transguild promenade(no idea why u have it), 2 evolving wilds, both curse of oblivions, 2 call to serve, and shimmer grotto, 1 blind obedience, 2 sign in bloods, that makes 43 cards, throw in 2 sorin's , 1 more blood artist, 1 more sanctifier, 2 chalice's of life, 3 faithmenders, that makes 54 cards, throw in 2 plains, 2 swamps or 4 isolated chappels, throw in 1 more fiend hunter and seraph of dawn. ( JUST OPINION), i made it simple to 60 cards, not just vamps are used for lifelink, u should look into more then that.

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Posted 15 April 2013 at 05:35

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The gates and extra lands, artfact are for simple fact I never get enough mana. Or too much one colour and not enough of the other.

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Posted 15 April 2013 at 05:41

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godless shrine, isolated chappel

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Posted 15 April 2013 at 05:46

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I shall look for more of those than. It's took a month just get half these cards. haha...

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Posted 15 April 2013 at 05:49

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If you are having problems with mana. I would try to cut back on anything that just produces colorless mana and add more dual color lands. And don't be afraid to put in more plains and swamps. Try taking out Transguild Promenade, Shimmering Grotto, and maybe a Seraph Sanctuary or two. If you replace those with 2 or 3 swamps and a plains you will have less mana problems.
A good rule that I try to follow when making decks is this:
%40 Land, %40 Creatures, %20 Other.
That usually keeps me from having mana issues.

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Posted 15 April 2013 at 06:29

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Thank you! Both of you. I took out some and added more mana. I'll try Friday and if still have problem I shall ask you. You guys solve something I've been issues with for along time haha. I don't mind 64 cards at least I'll get more mana now haha.

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Posted 15 April 2013 at 17:06

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Sounds good keep us posted on how it works after the changes

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Posted 15 April 2013 at 20:52

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