Deck Tech: Vampires

Discussion in 'THREAD ARCHIVES' started by Pirogeth, Jan 24, 2010.

  1. Alright so I've been looking back into Magic and saw that this little number has been trouncing the floors in the aggro business. Not to mention that they are only to be meaner as soon as Worldwake is released. Our good old faithful friends, the vampires, have come out of their slow shell and have taken a much more aggressive tone. So match this I tried to make my own deck out of them using a few tips I picked up around the interwebs and this is kinda what I came up with. (NOTE: You can find most cards in any card base but some are from the Worldwake Spoiler. Those are marked with *)

    Creatures

    x2 Pulse Tracker*
    x4 Vampire Lacerator
    x4 Bloodghast
    x4 Gatekeeper of Malakir
    x3 Kalastria Highborn*
    x2 Ruthless Cullblade*
    x2 Vampire Hexmage
    x4 Vampire Nighthawk
    x2 Vampire Nocturnus
    x1 Malakir Bloodwitch

    Spells

    x2 Duress
    x3 Disfigure
    x4 Sign in Blood
    x2 Grim Discovery
    x1 Mind Sludge

    Lands

    x2 Marsh Flats
    x2 Verdant Catacombs
    x16 Swamp

    Sideboard

    x3 Deathmark
    x3 Marsh Casualties
    x2 Mind Sludge
    x2 Duress
    x1 Malakir Bloodwitch
    x2 Blood Seeker

    The sideboard is allowed one more card, I just can't think of one right now. From what I can tell this is pretty solid. I have a nice fast creature base and the curve doesn't go above 5...hell 4 if I'm lucky enough not to draw a Malakir Bloodwitch. But I think the main force of this deck takes action on turns two and three as that decides whether I play a good vampire and clear the way vs. waiting to top deck something. As for the fetch lands those are handy for activating the landfall ability of Bloodghast. He may not have haste when he goes to the grave the first time so it is a little insurance plus they thin out my deck.

    I'm open to suggestions to make this thing run smoother and/or better. I'm running this in Type II format.