Standard Vampires

by mrplainswalker on 27 March 2012

Main Deck (60 cards)

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Deck Description

Ok, I have a mana curve that I like, one that allows me to reduce to the number of lands to 20. Obviously, the creature choice is such that they all boost each other's power/toughness and get +1/+1 counters. The idea is to thrown down a at least one vampire each turn. By turn 5, there should be a good assortment of synergistic vampires.

Grasp of Darkness and Nightbird's Clutches will limit their ability to block, thus increasing the usefulness of the curse. Go for the Throat is necessary for those pesky indestructible creatures and artifact creatures. Vampiric Fury is always useful as a last second save in case they do something unexpected, like cast a creature with flash or use a giant growth. Lastly, Bump in the Night with a flashback should be able to finish them off if they happen to get enough on the board to stop the vampire horde.

Sorin is really only in there because of the life reduction ability. If you're up against a lifegaining deck, it gets really annoying taking one step back for every two steps forward. It's nice to be able to play Sorin, use the ability and then finish them off with an all out attack in one turn.

Any suggestions would be appreciated.

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

0033260

Card Legality

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

Deck discussion for Standard Vampires

I can tell you from expeience as someone who plays vampires in local standard tourney's that this won't work. Curse of bloodletting / Sorin cost too much, you need to have your oppent dead or close to dead by turn 5 when those could be played. You dont have cheap sorcery or instants to make great use of increasing ambition. Curse of stalked prey is nice, but I find that people tend to drop early blockers which will cancel your vamos before they can gain conters on them. Especially things like blade splicers are peticularly annoying. So I would add in Nightbird Clutches to gurantee damage and counter gain. You could also use Traitorous Bloods so at turn 4 and 5 when they drop that beefy creature to stop you you can take it from them and finish the game.

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Posted 28 March 2012 at 18:41

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I had the finished flag flipped before I was actually done with this one. However, I appreciate the suggestions. I hadn't thought of Nightbird Clutches, but that's definitely something I'm thinking about now.

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Posted 28 March 2012 at 20:42

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