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Drana, Kalastria's Voltron Vampires

Commander / EDH Combo Mono-Black Ramp Vampires Voltron

noxialisrex


Sideboard

Card Advantage: Draw (3)

Card Advantage: Tutor (2)

Commander Amplifier: Voltron (2)

Interaction: Removal (1)

Mana Acceleration: Rock (1)

WinCon (1)


I enjoy all aspects of Magic, but I am definitely a Johnny first and a Spike last. I certainly play to win, but will do so with a deck that meets all of my own, at times nonsensical, criteria. Each deck I create follows a pretty familiar pattern for its creation.

The numbers below are not fixed, but are my starting point when I begin brewing. You will notice in my skeleton it has a hard requirement for "Tribal". Well this is my inner Vorthos coming out to play, and admittedly hamstrings decks in tribes with poor support and card pool. If this is not of interest to you, then I recommend shifting the "Tribal Amplifiers" into "Card Advantage", "Mana Acceleration", "Interaction" and "Commander Amplifiers", and then simply removing the "Tribal" from "Tribal Standalone Threats".

Card Count:

  • 37 Land
  • 8 Mana Acceleration (Ramp, Rocks, Dorks)
  • 8 Card Advantage (Draw, Tutors, Recursion)
  • 8 Interaction (Removal, Disruption, Boardwipes)
  • 8 Commander Enablers
  • 8 Commander Amplifiers
  • 12 Tribal Standalone Threats
  • 4 Tribal Amplifiers
  • 7 Win Conditions

As checksums each deck should have the following:

  • 25 Standalone Threats
  • 20 Tribal Creatures
  • Last Revised: 2018/2/27
  • Archetype: Combo
  • Tribe: Vampire
  • Commander Enabler: Big Mana
  • Commander Amplifier: Voltron
  • Win Conditions: Commander Damage, Infinite Combo, X Spells

The general gameplan for this deck is to ramp almost vertically, drop Drana, and start clearing the board and swinging. Due to the mana this deck can reliably produce once its Big Mana engine is online, I have had games where I spent 20+ mana casting Drana from the Command Zone. It is strong against creature based decks, and resilient to creature based removal. However, beware Strip Mine .

Development

Your turns 1-3 plays are critical for getting ahead on Mana. I am generally targeting 9 Mana by turn 5. Do not be too alarmed if you do not play your first 'real' card before Turn 4. You are consciously making the trade of threats now for bigger threats later.

Playing At Parity

It is very uncommon that you will ever be playing at parity in Commander, and even less so in this deck. With this deck you go from doing a whole lot of nothing, to a whole lot usually in the span of one turn. However, my biggest recommendation for playing at parity is to sit back and play politically. You typically can only remove one opponent at once from the game, so convincing the table that someone else is the primary threat or in the pole position is paramount.

Playing From Behind

If you are playing from behind, you have one question to answer. Did you get hosed? If you got hosed, there is not a lot you can do to recover so you should be a proper Black player and get vengeance on the person who did it (in-game please).

If you did not get hosed, then you are probably not nearly as behind as you might think. In this case my advice is the same as playing at parity, but the political play is easier. Be the permission player, and do what you can to keep everyone's board devoid of creatures.

Sideboard cards are options that replace existing cards depending on the table.

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Date added 8 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

41 - 5 Rares

17 - 2 Uncommons

4 - 3 Commons

Cards 100
Avg. CMC 3.48
Tokens City's Blessing, Emblem Liliana of the Dark Realms, Emblem Liliana, Defiant Necromancer, Emblem Ob Nixilis Reignited, Phyrexian Germ 0/0 B, Vampire 2/2 B, Vampire */* B, Zombie 2/2 B
Folders EDH - Tribal Black 32 Project
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