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Tribal Damnation: Vampires.

March 25, 2011

But first, on earth as vampire sent,
Thy corse shall from its tomb be rent:
Then ghastly haunt thy native place,
And suck the blood of all thy race;

There from thy daughter, sister, wife,
At midnight drain the stream of life;
Yet loathe the banquet which perforce
Must feed thy livid living corse:
Thy victims ere they yet expire
Shall know the demon for their sire,
As cursing thee, thou cursing them,
Thy flowers are withered on the stem.

In a passage in his epic poem The Giaour (1813), Lord Byron alludes to the traditional folkloric conception of the vampire as a being damned to suck the blood and destroy the life. Lord Byron must have known Baron Sengir or the other members of the Sengir family, but even if not. than it doesn’t hurt to dream.

So Legacy vampires? well to be honest when my friend first approached me about building him a legacy vampire tribal deck, I was a little apprehensive for about a fraction of a second, and then the flow of ideas appeared in my head.

Black is a solid colour when it comes to disruption, but it usually comes at a cost, so I sat there and thought about it, what can I do to take advantage blacks pay life policy and inflicting the most amount of damage end game wise.

So I googled up “vampire +casual +legacy” – many hits came up with vampire decks, many of them casual decks, but I wanted something a little different, but not completely rogue like. Mind you in legacy right now it seems pretty rogue.

So I tinkered with some decks I found lists for, pulling from every which way I saw. I was finally handed a deck list that was close to what I wanted, but not that i was anywhere near happy with, so I thought about it and thought about it some more. and what I finally pounded out was this:

4 Pulse Tracker
4 Bloodghast
4 Gatekeeper of Malakir
4 Captivating Vampire
4 Vampire Nighthawk
3 Vampire Nocturnus

4 Thoughtseize
4 Swords to Plowshares
2 Vindicate
4 Aether Vial

4 Mutavault
4 Wasteland
2 Urborg, Tomb of Yawgmoth
4 Scrubland
4 Marsh Flats
4 Swamp
1 Plains

Key cards I really wanted in the deck were, Aether Vial, Pulse Tracker, Captivating Vampire, Vampire Nocturnas.

Aether Vials is such a key card slot for aggro/sligh decks, the ability is just so powered for that quick play to get your creatures a boost or whatever you may need. it keeps your tempo up.

Pulse Tracker: I think is one of those nifty cards that people kind of underrate, it is a 1/1 for 1 black and when it attacks each opponent loses 1 life. so in some cases it is a 2/2

Captivating Vampire and Vampire Nocturnas: boosts and flying? I think so, it’s rare in legacy to really see flyers unless they are beat sticks like emmy, or tombstalker, but most of the time its a ground pound battle.

The deck really runs well in mid-speed combat, once turn 4 hits you should be golden. if you were lucky to hit all your land drops and didn’t have them wastelanded then you are pretty much set through out the game with your sligh fully charged up from aether vial by turn 5 to be able to drop nocturnous.

a few problems I have had with the deck though, is the bloodghast, mostly due to the fact of his landfall trigger, because once he is in the yard and you aren’t hitting your lands it becomes a dead card. I do consider removing bloodghast from the list entirely, however at the moment there isn’t a suitable replacement I can think of currently.

while developing this deck, my friend and I discovered that the splash of white really helped in the tempo to remove problems once they arise. while isn’t issue any more it was decided that adding the white for removal was more important then leaving it mono black.

during the play testing we put this deck through many situational decks.

Combo-control//Balance and tell
a rather unfavourable match in many ways, this sometimes resulted in over extended our mana base to get the drop. and when the emrakul hit the field it was pretty much game over from that point.

Dredge
game one went to dredge, post board however it was a lock down. this match up can go either way.

Zoo
Zoo is a titch faster than this deck, with aggressive swings, it wasn’t until post board again that we really came through with wins.

Goblins/fish/aggro loam
very favourable matches, taking note to watch for with aggro loam is controlling their yard. merfolk it was dealing with CHC. The goblins win in speed but this deck makes up for it in flying and beaters bigger than most goblins. really pay attention to your sideboard for these matches, engineered plague is a great card to throw them off guard and keep the field clear.

Team America
This deck pretty much owned our face. a very unfavourable match up.

GWB Junk
Same issues with Team America, we had great first games, but second and third match ups were brutal, however both decks went toe to toe more, but the over all wins this match up were favourable with junks heavy disruption package our playtester had.


in another note I would like to apologize for the delay of this article. The Knights Article which was suppose to be published on Friday (today) will be delayed indefinetly at that moment. I want to try and resolve that issue hopefully by the middle of next week. so when its up you guys/girls will know.

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