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Decks (Magic The Gathering) => Standard => Topic started by: Denni on February 13, 2012, 03:15:23 PM

Title: Vamp
Post by: Denni on February 13, 2012, 03:15:23 PM
Vamp

60 cards, 0 sideboard


6 {Swamp}
3 {Isolate chapel}
4 {Dragonskull Summit}
5 {Mountain}
4 {Blackcleave Cliffs}

24 lands


4 {Vampire Interloper}
2 {Bloodline Keeper}
4 {Stromkirk Captain}
2 {Olivia Voldaren}
4 {Markov Blademaster}
4 {Stromkirk Noble}
1 {Bloodlord of Vaasgoth}

21 creatures


2 {Go for the Throat}
4 {Incinerate}
2 {Sorin, Lord of Innistrad}
4 {Gruesome Discovery}
2 {Dismember}
3 {Tragic Slip}

17 other spells

Any idears?
Title: Re: Vamp
Post by: InfinitiveDivinity on February 14, 2012, 08:26:26 AM
1 White mana source with 2 {Sorin, Lord of Innistrad}??? Okay, your {Evolving Wilds} are your White Tutors, you still need more if your running 2 Sorins. The way it is now, Sorin will be a dead draw around 60-70% of the time.
Title: Re: Vamp
Post by: Spikepit on February 14, 2012, 08:35:34 AM
Quote from: InfinitiveDivinity on February 14, 2012, 08:26:26 AM
1 White mana source with 2 {Sorin, Lord of Innistrad}??? Okay, your {Evolving Wilds} are your White Tutors, you still need more if your running 2 Sorins. The way it is now, Sorin will be a dead draw around 60-70% of the time.
2nd that.
Title: Re: Vamp
Post by: TBNL on February 14, 2012, 09:07:19 AM
Instead of 1 plains and evolving wilds, try 4 {Isolated Chapel}, from my experience they will almost always give you the white to play Sorin
Title: Re: Vamp
Post by: cltrn81 on February 15, 2012, 04:16:41 PM
Use {sphere of the suns} or {shimmering grotto} if ðŸ'° is tight.
Title: Re: Vamp
Post by: Denni on February 16, 2012, 03:06:41 AM
Removed the {plain} and {evolving wilds} for {isolate chapel}. Works a lot bether now tnx. Any more tips?
Title: Re: Vamp
Post by: Nypinto123 on February 17, 2012, 05:30:43 PM
Im playing a vamp deck, and i find that the back sorceries that make them sac creatures, or have u remove cards from their hand, which btw there are alot of. Work better for me in my meta, then the red direct damage. For me the addition of removal is now the pillar of my deck. I find it gives me much more control, which is where i felt i was lacking. The direct damage is nice but, u give up control for wht i think are annoying lil 1, 2 hits. Give it a try. There are way to many cards to name but look at the m12, and innistrad black commons and uncommons. Just thoughts from one vamp player to another. Also {mind rot} is great too.
Title: Re: Vamp
Post by: loop-s-pool on February 17, 2012, 07:03:12 PM
Quote from: Nypinto123 on February 17, 2012, 05:30:43 PM
Im playing a vamp deck, and i find that the back sorceries that make them sac creatures, or have u remove cards from their hand, which btw there are alot of. Work better for me in my meta, then the red direct damage. For me the addition of removal is now the pillar of my deck. I find it gives me much more control, which is where i felt i was lacking. The direct damage is nice but, u give up control for wht i think are annoying lil 1, 2 hits. Give it a try. There are way to many cards to name but look at the m12, and innistrad black commons and uncommons. Just thoughts from one vamp player to another. Also {mind rot} is great too.
Not in the meta today, {Unburial Rites} and {Geistflame} would not be good cards for your opposition to be playing.