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Can Vampires Compete in the Current Standard?

The Vam­pire deck has been hyped ever since the spoil­ers for Zendikar were released. It is easy to see why since the deck finally estab­lishes vam­pires as a coher­ent tribe by giv­ing play­ers quick and effi­cient crea­tures. Yet, is the deck com­pet­i­tive enough to stand up against Jund, mono-red, or any con­trol deck? In my opin­ion, the answer is no. The vam­pire deck has a good curve and a good crea­ture, but it lacks the ver­sa­til­ity, dis­rup­tion, and the abil­ity to cre­ate card advan­tage that other decks offer. Addi­tion­ally, the vam­pire tribe tends to have a dif­fi­cult time against sweep­ers like Vol­canic Fall­out or Jund Charm because of their lack­lus­ter tough­ness. All of this com­bined with a sit­u­a­tional lord in Vam­pire Noc­tur­nus means that the vam­pire deck looks flashy, but just can­not com­pete in the cur­rent metagame. Even so, Vam­pires remain a pop­u­lar deck choice. With the releases of each new set, the vam­pire tribe may very well become the best deck in stan­dard. I will ana­lyze the prob­lems of the vam­pire deck and dis­cuss the cards it needs to become more effi­cient. An exam­ple of what a stan­dard legal and com­pet­i­tive vam­pire deck looks like is listed at the end of the article.

Vampire NocturnusWhen you take a look at the vam­pire deck you might notice that it suf­fers from iden­tity con­fu­sion. It des­per­ately wants to be an agro deck, but it is bet­ter geared towards being a midrange deck because of cards like Malakir Blood­witch, Vam­pire Noc­tur­nus, Mind Sludge, Sorin Markov, and Ten­drils of Cor­rup­tion. Yet, the deck also runs cards like Vam­pire Lac­er­a­tor and Blood­ghast which pro­motes win­ning as quickly as pos­si­ble. This is a con­tra­dic­tion. If the goal of a vam­pire deck is to drop the opponent’s life to ten or below as quickly as pos­si­ble, then run­ning a bunch of cards with a con­verted mana cost of four or greater will slow the deck down sig­nif­i­cantly. I would not want to run vam­pires with­out using a full play set of Vam­pire Noc­tur­nus and a cou­ple of Malakir Blood­witch for the sim­ple fact that these cards offer a huge incen­tive for run­ning the tribe. Of course, I would never think to remove Vam­pire Lac­er­a­tor or Blood­ghast either. Also, I can­not under­stand why Ten­drils of Cor­rup­tion is so heav­ily favored over the cheaper Doom Blade or why Sorin Markov sees play over Lil­lianna Vess.

The vam­pire deck also suf­fers from an inabil­ity to cre­ate as much card advan­tage and board advan­tage as other decks. The only cards that sup­ply hand advan­tage are Sign in Blood and Mind Sludge. Sign in Blood is a good card, but the vam­pire deck already has to sac­ri­fice a large amount of life for Vam­pire Lac­er­a­tor and the fetch lands. Mind Sludge is extremely use­ful against combo decks and con­trol decks not play­ing Swerve, but is sim­ply much less effec­tive against other aggro decks. In terms of cre­at­ing card advan­tage, Jund is far out in front with Blight­ning and Jund Charm.

Sprouting ThrinaxThe vam­pire deck does have an excel­lent abil­ity to con­trol crea­tures. Gate­keeper of Malakir, Dis­fig­ure, Ten­drils of Cor­rup­tion, and Vam­pire Nighthawk will keep your opponent’s crea­tures in check. Marsh Casu­al­ties can also be brought out of the side­board to sweep when needed. How­ever, once again, Jund pro­vides greater board pres­ence with Sprout­ing Thri­nax, Brood­mate Dragon, and Cas­cade cards. Even the new gob­lin deck that is pop­ping up can cre­ate mas­sive board advan­tage with War­ren Insti­ga­tor and Siege-gang Com­man­der. Also, black strug­gles to deal with arti­facts and enchant­ments which could be a seri­ous prob­lem. Fur­ther­more, vam­pires can be eas­ily swept by a sim­ple Pyro­clasm. Blood­ghast can recur, but you are still left with a 2/1 with the inabil­ity to block and sit­u­a­tional haste. Vam­pire Noc­tur­nus can usu­ally sur­vive a sweep and will pre­vent your other vam­pires from falling prey to a sweep, but only when its abil­ity is active. Oth­er­wise, it will fall to a sim­ple Light­ning Bolt.

Another prob­lem with the vam­pire deck is its inabil­ity to splash for another color. This gives it a lack of ver­sa­til­ity that other decks have. I have seen vam­pire decks try to splash red or green to try to fix this prob­lem, but this is dif­fi­cult because cards in a vam­pire deck force a heavy black com­mit­ment. Most vam­pire cards have two or three black mana sym­bols in their cast­ing cost and vam­pire Noc­tur­nus needs black cards on the top of the deck. Also, run­ning any­thing other than Swamps reduces the potency of Ten­drils of Cor­rup­tion and Mind Sludge. The vam­pire deck sim­ply does not offer the kind of options that a sim­ple Jund Charm does. This makes it pre­dictable and easy to handle.

Bad MoonThe vam­pire deck does have poten­tial and I am sure that World­wake will pro­vide the deck with much more options. Vam­pires really only need a cou­ple of more cards and options to be truly com­pet­i­tive. Reprint­ing Bad Moon would def­i­nitely put vam­pires over the top, but that card will never be reprinted because uni­ver­sal crea­ture pump is a white abil­ity now. I would set­tle for a more con­sis­tent lord in the two drop or three drop slot, but I doubt that the vam­pire deck will get mul­ti­ple lords so soon.

It would be nice to see Dash Hopes or a sim­i­lar card that coun­ters spells unless your oppo­nent pays life. This would fit well into with the vampire’s theme of reduc­ing your opponent’s life as quickly as pos­si­ble while also adding some much needed con­trol to the deck. A black counter spell would also offer a black deck an answer to arti­facts and enchantments.

How­ever, what a vam­pire deck really needs is a pow­er­ful way to accel­er­ate mana. There is no chance that Dark Rit­ual will get reprinted, but per­haps a card like Cabal Cof­fers could bridge the gap between the early game and the midgame. Crypt of Agadeem is a pos­si­ble option, but I do not like the fact that its abil­ity is based on the num­ber of crea­tures in your grave­yard. It is way eas­ier to hit land drops, espe­cially in a set with a land­fall mechanic.

If Vam­pire decks receive some of the above sup­port then they very well could become the deck to beat. This is cer­tainly pos­si­ble once Jund decks rotate out of stan­dard. Only time will tell if these crea­tures of the night will cast a large enough shadow on the metagame to make a seri­ous impact. Now here is an exam­ple of a com­pet­i­tive vam­pire deck in the cur­rent stan­dard environment:

Comments

  1. Being a pio­neer of the Vam­pire deck myself, I look at your deck­list and think about my own. First off, I run a sim­i­lar land base except with 6 fetches and 18 swamp, but that’s just me. The main thing comes from some of your card choices. First, Lac­er­a­tor is just depress­ing. If you’re win­ning, then you don’t need the lac­er­a­tors as your blood­ghasts / nighthawks are swing­ing in, prob­a­bly pumped by noc­tur­nus. 3 hex­mages with 1 in side­board is the stan­dard now because it assas­si­nates planeswalk­ers and stops most if not all of jund’s advance with kills to every­thing except the land­fall guys. 4 nighthawks in main deck are great because they can eas­ily put you out of bush­whacker range and begin a small dec­i­ma­tion of jund.

    One card that I’ve been run­ning two off but haven’t seen any­where else, which kind of makes me happy, is Sadis­tic Sacra­ment. Ver­sus Jund, you remove, in my opin­ion, all of their blight­nings. Ver­sus Boros, kill the rangers, since you can hold the board pretty well if you’re run­ning the loldicu­lous amount of crea­ture removal that you should be running.

    Another card that I seem to be run­ning solely and any time I play it I end up win­ning with is Vampire’s Bite. The +3/+0 makes a life threat out of any crea­ture that you play on turn 2. Even bet­ter is throw­ing it turn four on Nighthawk to gen­er­ate a 10 point life swing. And best case sce­nario is that you sur­vive to turn 6, have blood­witch on the field, and kick it for a 14 point life swing. It’s extremely dan­ger­ous, and very few peo­ple tend to run the card which costs, at the very least, 1 mana to do incred­i­ble things.

    There are some other lit­tle tweaks I would make in and around your ver­sion of vam­pires, but that’s from per­sonal pref­er­ence and my judge of the metagame. For exam­ple, you have no idea how fun it is to kill a pumped steppe lynx because you dis­fig­ure it so nighthawk can safely elim­i­nate it, because of this I run 3 dis­fig­ures with 1 side­board. Dis­fig­ure is also great against the mir­ror, which is why three is always safe. Marsh casu­al­ties is also good but only with 2 copies. Ten­drils only packs 2 copies, since against most decks, espe­cially since you’re pack­ing lac­er­a­tors, you want to remove crea­tures quickly and effi­ciently in order to get your oppo­nent below 10 asap.

    I also run 1 con­sume spirit in the side­board, because if games are run­ning long, one con­sume spirit can mean game over for your opponent.

    My 2 cents.

    Samuel Blitch | November 18, 2009, 10:35 am | #
  2. I can’t give you as much feed­back on Vamp’s as Sam did.

    His analy­sis sounds very good and I would take his advice.

    I do have a soft spot for Nighthawk. Not only is it a GREAT Card it was spoiled right here at Man­a­na­tion so it is kinda of “our” card. Should be 4 of Main in any vamp deck.

    Good arti­cle though. Enjoyed the read.

    Mtgxman | November 18, 2009, 11:48 am | #
  3. I’ll type up my deck­list so the com­par­i­son can be made. Keep in mind some cards are being replaced due to bud­get (ter­ramor­phic expanse), but this is how it is right now and run­ning great.

    Main Deck
    4 Blood­ghast
    3 Hex­mage
    4 Gate­keeper
    4 Nighthawk
    4 Noc­tur­nus
    3 Bloodwitch

    4 Sign in Blood
    3 Dis­fig­ure
    2 Sadis­tic Sacra­ment
    2 Ten­drils
    2 Vampire’s Bite
    2 Mind Sludge

    4 Ter­ramor­phic Expanse
    1 Ver­dant Cat­a­combs (Which never seems to turn up EVER!)
    18 Swamp

    60 Cards

    Side­board

    2 Mind­sludge
    3 Duress
    1 Hex­mage
    1 Lil­iana
    1 Dis­fig­ure
    2 Soul Stair
    2 Marsh Casu­al­ties
    2 Doom Blades
    1 Con­sume Spirit

    15 Cards

    This deck is, in my opin­ion, the best counter a vam­pire deck can be against every­thing in the cur­rent meta-game. It trounces Bush­whacker on a reg­u­lar basis and I can remem­ber quite a few times I’ve beaten Jund with this as well, just due to the fact that in some cases I can pump out 10 dam­age some­times by the time they have a thri­nax up, and by that time I have at least one flier to take care of the rest out.

    The only thing I don’t like about vam­pires is that it doesn’t have many block­ers. If they get thri­nax out, I have to race it, I can’t block it. This is fine if I have nighthawk out, but sucks when I don’t because every­thing that can pos­si­bly block it kills it. My solu­tion against jund is to side­board in the duresses and the marsh casu­al­ties, tak­ing out things such as sacra­ment, and killing the thri­naxes as soon as they come out, let­ting them make their tokens. The tokens can be han­dled eas­ily, the 3/3 can not.

    Game one vs. Jund, you try to elim­i­nate all of their bit blasts, these are the only real threats, since you will be play­ing any­thing you draw or can any­ways so you rarely have a hand for blight­ning to get you.

    Again, my 2 cents

    Samuel Blitch | November 18, 2009, 7:51 pm | #
  4. In my last post with my deck­list, that should have only 1 vampire’s bite and 1 eldrazi monument.

    Samuel Blitch | November 18, 2009, 10:25 pm | #
  5. No” would’ve saved us all 10 minutes.

    Myrix | November 18, 2009, 11:19 pm | #
  6. But that’s the thing, they are, and by post­ing his rea­son­ing I can sit here and refute it all day long like the vam­pire fan­boy that I am.

    Samuel Blitch | November 19, 2009, 8:36 am | #
  7. I can do noth­ing but agree with Samuel.

    I per­son­ally really like the vam­pire deck a lot. I’ve been play­ing sev­eral builds and it can be a very ver­sa­tile deck.

    I’ve been doing quite good overal also, so I think that although it might not be the most pow­er­ful deck in the cur­rent stan­dard it can com­pete for sure!

    I’m run­ning Samuel’s build as a test atm and it ranks among my best! Kudo’s to you for a great deck list.

    Dennis | November 19, 2009, 4:23 pm | #
  8. The cruel tech is the bites and the sacra­ments, being able to go through an opponent’s deck and tell him to remove his three best cards is dev­as­tat­ing for them, espe­cially against jund when you’re remov­ing blightning.

    Samuel Blitch | November 19, 2009, 4:35 pm | #
  9. I’ve played some games with the sacra­ments and bites, but I have to say I wasn’t to impressed with the sacra­ments.
    I usu­ally draw only one per game and it’s hardly enough to really do damage.

    It worked great once against a Pyro­mancer Ascen­sion deck when I removed three ascen­sions, tho ;) But beside that time I never found it game changing.

    I like the idea bites, but since they’re a bit ‘fire and for­get’ I’ve replaced them with trusty machete’s, which I find work very well indeed. Espe­cially since they take your Nighthawk’s out of light­ning bolt range.

    Just some more idea’s to play with.

    Dennis | November 21, 2009, 5:44 am | #
  10. Funny how no one men­tions “Feast of Blood.” Two mana to kill any crea­ture with­out Pro-Black and you gain 4 life. The only time after turn 2 that it doesn’t work is if you let your crea­tures get killed or some­one sweeps the board.

    MagicSteve | December 6, 2009, 8:58 pm | #

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