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Constructed

Getting Your Fangs into Mono-Black Vampires

With the release of Zendikar I was really hyped for the unveil­ing of the Vam­pire tribe in earnest. We’d been teased with them in M10 what with Vam­pire Noc­tur­nus and the like but we were still wait­ing for the big release, the one that many peo­ple were claim­ing would mark mono-black as a major con­tender in Stan­dard.

Now I’m sure you’ll have read tons of arti­cles now waxing-lyrical about the poten­tial awe­some­ness of the vam­pire tribe so I’ll get straight to the point. They win games, lots of games.

That’s because pound for pound vam­pires sim­ply out match almost any other crea­ture present, sure Steppe Lynx is pow­er­ful with lands but it never has the con­sis­tency of Vam­pire Lac­er­a­tor, sim­i­larly blue might get the most fliers but it cer­tainly hasn’t had any­thing as tasty as Vam­pire Nighthawk [Ed. Note: Vam­pire Nighthawk was the Man­a­Na­tion exclu­sive pre­view card for Zendikar. Just say­ing. — Trick] in a long while.

What I’ve found to be the key to play­ing with mono-black vam­pires is to have a solid curve of cheap mon­sters with a bomb at the end around the five mana mark. I say this because peo­ple keep ask­ing me why I don’t run Sorin Mark­hov in my deck. The main rea­son is because he’s just too slow next to the other vam­pires; his +1 abil­ity will be use­ful but his sec­ond abil­ity is prob­a­bly use­less by the time he is dropped and his final abil­ity will prob­a­bly only be pow­ered up when you’re mov­ing in for the killing blow. In essence, a “win more” card when it comes to vam­pire decks.

Now set­ting up the mana base was easy, after some thought I opted for a full play­set of both black fetch­lands: Marsh Flats and Ver­dant Cat­a­comb. After that it was sim­ply four­teen swamps bring­ing me to a land count of twenty two. The fetch­lands help us thin out our library while also pro­vid­ing us with swamps that we need, the life loss is irrel­e­vant since we’ll have won the game long before that becomes a problem.

Now I’ll run through the crea­tures and other spells and explain my choices.

The Crea­tures

  • Vam­pire Lac­er­a­tor: One of the best one-drops in Stan­dard right now, he can mus­cle his way in for dam­age early on in the game and then act as a chump-blocker later if needed. The only crea­tures able to take him on in the first cou­ple of turns are Steppe Lynx and Gob­lin Guide; Gob­lin Guide is prob­a­bly tapped and attack­ing back while the Steppe Lynx isn’t capa­ble of trad­ing with you since it needs lands.
  • Vam­pire Noc­tur­nus: This bad boy is a bril­liant anchor for the deck and really pro­pels Vam­pires into the com­pet­i­tive zone, he’s very effi­cient too, pro­vided his abil­ity is switched on, even with the vol­ume of spot-removal in Stan­dard a 5/4 flier is still hard to deal with. One thing, watch out for red play­ers that might be pack­ing Light­ning Bolt and/or Burst Light­ning (read: all of them) the Noc­tur­nus is easy pick­ings if his Unholy Strength isn’t switched on. Finally, late in the game the Noc­tur­nus has a neat lit­tle syn­ergy with the fetch­lands as you can use one as a means to re-shuffle your deck and get another shot at get­ting a black card on top.
  • Gate­keeper of Malakir: An edict with a body this guy is a black sta­ple regard­less of whether or not you’re run­ning Vam­pires. His abil­ity allows you to cap­i­tal­ize on dam­age in the early turns by remov­ing poten­tial block­ers while also get­ting around cards that your other removal strug­gles to hit, typ­i­cally crea­tures with pro­tec­tion (Great Sable Stag) or shroud (Wall of Denial).
  • Blood­ghast: When I first saw this guy I’ll be hon­est I didn’t really think much of him. His abil­ity seemed rather under­whelm­ing on a 2/1 body and to top it off he couldn’t block. How wrong was I this guy is freakin’ amaz­ing! He pro­vides you with an insur­ance against sweep­ers; some­thing which vam­pires can suf­fer from given their fairly low tough­ness rat­ings. Also, this guys works nicely with Malakir Blood­witch; usu­ally giv­ing you more bod­ies on the field, giv­ing her abil­ity more oomph.
  • Vam­pire Hex­mage: Think of this girl as a two mana sor­cery which reads “Destroy tar­get Planeswalker” seri­ously, this is good, incred­i­bly good even. Don’t stop there though – she does a very good job at stop other threats as well. Take a look at the new quest cards for instance, she can rip the coun­ters right off of those too which should be seri­ously con­sid­ered as Blood­chief Ascen­sion and Pyro­mancer Ascen­sion are deadly in the right deck and black is famous for strug­gling to deal with enchant­ments. To top all that off she also has first strike, mak­ing her very dif­fi­cult to block against and trade. Many vamp decks I’ve seen place this card in the Side­board but I gen­uinely think she has a reg­u­lar place in your main sixty.
  • Vam­pire Nighthawk: I’ll put my neck out here and say this is the best vam­pire printed, with a body and a cost like that I’d have set­tled for death­touch or life­link but the com­bi­na­tion is astound­ing. Of course, all this awe­some­ness comes at a cost; he gen­er­ally ends up being the favorite tar­get of all your oppo­nents red burn and white removal such as Path to Exile and Obliv­ion Ring. Still this can also work to your advan­tage – using him as a “light­ning rod” to weed out your opponent’s removal spells mak­ing it safer for things like Vam­pire Noc­tur­nus. Pro­vid­ing he does stick around how­ever he is one amaz­ing crea­ture, capa­ble of deal­ing his dam­age rel­a­tively unmo­lested (there are very few cheap fliers worth play­ing in Stan­dard at the moment) and is incred­i­bly dif­fi­cult for your oppo­nent to race against.
  • Malakir Blood­witch: This is the bomb, the cul­mi­na­tion, what could well be described as the cli­max of the deck (bet you’ll never see that com­par­i­son again). Oh and Banes­layer Angel, say hello to your new best friend. This card is incred­i­bly dif­fi­cult to play around, Doom Blade doesn’t work, nei­ther does Path to Exile or Obliv­ion Ring/Journey To Nowhere and its tough­ness is too high for Light­ning Bolt to bring down, noth­ing short of a kicked Burst Light­ning is hit­ting this baby and even that won’t work if Vam­pire Noc­tur­nus is switched on. And just in case that wasn’t enough its abil­ity is incred­i­ble, pro­vid­ing the vam­pire deck with some reach just in case you’re run­ning out of steam and your oppo­nent has begun sta­bi­liz­ing the board. In short an incred­i­ble card that coun­ters a lot in the cur­rent Stan­dard metagame.

The Spells

  • Doom Blade: One deci­sion I had to make was to pack either Doom Blade or Feast of Blood. The main rea­son I chose Doom Blade was for the flex­i­bil­ity, being able to play this when your oppo­nent begins their attack can be crit­i­cal and it can be a safety net against some pos­si­ble sur­prises your they may have. Granted if most peo­ple are play­ing Aggro decks in your area you may want to play feast but if peo­ple are pack­ing plenty of board sweep­ers ala Day of Judg­ment or Pyro­clasm then the blade is prob­a­bly your safer bet.
  • Dis­fig­ure: I loved Last Gasp and I love this even more in fact, ‘nuf said.
  • Sign In Blood: This is one of the best card-drawers worth run­ning at the moment, if we could play Esper Charm we’d prob­a­bly play that but we can’t so I for one am happy to set­tle for this. Also note the spell can be tar­geted so it is pos­si­bly to kill some­one who is low on life.
  • Mind Sludge: A con­trol play­ers night­mare this will pretty much read “Tar­get play dis­cards their hand” for the most part and given the nature of coun­ter­spells at the moment there is very lit­tle that blue can counter with save Negate. One word of cau­tion, watch out for Swerve, the UWR con­trol decks have been gain­ing pop­u­lar­ity recently and they’re likely to be pack­ing it and yes if they back-fire the sludge you do have to dis­card cards equal to the num­ber of your swamp count.

The Side­board

Side­boards can be dif­fi­cult at the moment due to peo­ple still get­ting com­fort­able with the new Stan­dard envi­ron­ment, I held off writ­ing this until I got a bet­ter idea about how the Stan­dard metagame was shap­ing but it is still rea­son­ably wide open as we speak. I can see the new Marsh Casu­al­ties being use­ful against white wee­nie decks pack­ing Conqueror’s Pledge while Duress will be an obvi­ous inclu­sion in the side­board to com­bat con­trol decks that may pop up. Other than that the afore­men­tioned Feast of Blood might be use­ful against vam­pire mir­rors while Sadis­tic Sacra­ment might be a fun card to employ against any combo decks that might pop up in your area.

And here is the deck in all its vam­piric glory:

Over­all, the Vam­pire deck is incred­i­bly com­pet­i­tive and once it gets going is very hard to stop, it’s more effi­cient than White Wee­nie decks while being faster than most Jund Aggro builds.

I hoped you’ve enjoyed this arti­cle, until next time have fun and keep playing.

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Comments

  1. Is there sup­posed to be some­thing here? I’m not see­ing any­thing other than the title of the article.

    Joseph Pasco | November 5, 2009, 2:58 am | #
  2. I only have one issue with this deck and that’s in the side­board. Sorin Markov is great in some sit­u­a­tions, but I can not count how many times I’ve played it and I’ve got­ten towards the end and I’ve topdecked it and said “Wow, I really wish I didn’t get this card.” or “I would have won if I drew _______ and not Sorin Markov.” I think that the bet­ter Planeswalker, if you need one, is Lil­iana. First, it’s five as opposed to six. Sec­ond, it gen­er­ates instant card advan­tage, either forc­ing your oppo­nent to dis­card or allow­ing you to tutor up any card you think you need. Sorin does life­gain and life loss and mind­slaver, but Lil­iana lets you have all your guys out on the field for her ulti­mate, and if you’re fight­ing a gru­el­ing match, trig­ger­ing Malakir Blood­witch for a lot as all your crit­ters and your oppo­nents crit­ters come in the game… Good Game.

    So Lil­iana for Sorin in my deck, it’s def­i­nitely stronger against the mirror.

    I also have some quar­rels with spells, but noth­ing too serious.

    My two cents.

    Samuel Blitch | November 5, 2009, 8:48 am | #
  3. I thought Vam­pires had a really tough time with Jund? The removal Jund has can kill Noc­tur­nus and Blood­witch with­out too much of a prob­lem and other than those two, the crea­tures in Jund are just bet­ter except for maybe Nighthawk. I think the matchup comes down to a Ten­drils of Cor­rup­tion vs. Blight­ning sit­u­a­tion. Who­ever can draw and play more of those key cards can win the Jund / Vam­pires matchup. At least, that’s what I’ve noticed. I haven’t had a ton of expe­ri­ence with it.

    Todd "Jazzhands" Palmer | November 5, 2009, 2:56 pm | #
  4. Todd it is all card advan­tage. The rea­son why Jund wins is because all of its cards gen­er­ates either board con­trol, hand con­trol, or 2/3/4 for 1s. The best thing vam­pires can do is get hits in fast and hit duress and mind sludge. Also, one mis­take peo­ple make, in my opin­ion, when play­ing against jund is not killing thri­naxes. 3 1/1s is much easire to deal with when hex­mage is on your team.

    Samuel Blitch | November 5, 2009, 7:08 pm | #
  5. I wish I could delete my com­ment above; obvi­ously the arti­cle appeared some­time after I wrote that.

    Any­way, nice primer arti­cle. Part of me really wants to give the Vamps a shot, but the part of me that has to shell out $60 for 4x Noc­tur­nus seems to keep winning :)

    I’ve seen some lists run­ning Mind Rot, which seems like it could be a key inclu­sion in the deck. I’m also sur­prised not to see Ten­drils of Cor­rup­tion in here, but hav­ing not ever played the deck myself, I can’t imag­ine what you could cut in order to make room. :)

    Joseph Pasco | November 6, 2009, 3:10 am | #
  6. I play vamps cur­rently the only thing i wouldn’t play is Disfugure.

    i just wish the blade of the blood­cheif was use­ful lol.

    Mike | November 6, 2009, 7:02 am | #
  7. Dis­fig­ure is so ridicu­lously good against so many decks it’s almost an auto include in this sit­u­a­tion. The only thing it doesn’t win out to is Jund, but against Jund you should have heavy removal and Marsh Casu­al­ties, using the com­bi­na­tion to wipe the board of all those pesky tokens.

    Samuel Blitch | November 6, 2009, 9:36 am | #
  8. I don’t think the whole deck is posted. It is miss­ing 7 cards by my count. Per­haps 4 Lac­er­a­tors and 3 Doom Blades?

    Glen | November 6, 2009, 7:37 pm | #
  9. I have one thing to say, Planeswalk­ers are just too easy to kill. I would replace at least one of the sorins to a kalitas.

    Andy | November 8, 2009, 4:00 pm | #
  10. I think Blade of the Blood­chief is very use­ful in a vam­pire deck. I’ve been run a num­ber of times by some­one who attached it to a vam­pire then sac­ri­ficed one of MY crea­tures to trig­ger it. It also helps for those of us who can’t afford Nocturnus.

    Tim | January 12, 2010, 1:15 am | #

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