Sideboard


Maybeboard


I'd like to read your comments on what and why something would or would not work in this deck. Also some side-decking tips would be welcome.

Driven out from the Vampire Capital by hordes of angels, Bloodline Keeper   had no choice but to take his most trusted companions and flee to the forest where they could find temporary shelter from the wrath that had taken their homes.

As he looked back at the carnage, his heart almost gave in to the inevitable doom of his kind. How Wrath of God struck down every man, woman and child without mercy. How his most valued brothers in arms Vampire Nocturnus and Captivating Vampire were disposed to Path to Exile and would never be seen again, leaving others no strength nor will to fight back.

As the Drown in Sorrow bunch marched on days in the dark and abandoned Forest, hopeless, beaten, they found themselves at the front of an Overgrown Tomb. Bloodline Keeper   hesitated for a moment, but decided to venture into the tomb to see if it provided shelter for his rugged lot. But what he found wasn't protection from Rain of Blades, but Drana, Liberator of Malakir. She too had felt the pain of losing her comrades in battle against unjust tyranny.

Alone they had had no chance, but now united the small, Collected Company of vampires stood again at the gates of their home, stronger, ready to take back what was once lost.

This deck is my beloved gem which I've been playing for around seven years now in different forms as a vampire tribal. As the culmination of my passion for MTG I will make Vampire tribal a competitive modern deck one day, in one way or another!

Deck:

  • As the core of the deck works Collected Company which lets me get solid board presence that's most essential for a tribal deck's lords to do their work. Speaking of which the other core cards would be Captivating Vampire and Drana, Liberator of Malakir, both lending strength for my every 1 and 2 drop on the field. I think that Bloodghast also belongs her as he's always the most persistent vampire that will stay on board through almost everything.

  • Creatures of the deck being all vampires, are also meant to give me some options and flexibility on the field. Rushing my enemy down to 10 health while keeping as many vampires alive as possible for a potential Bloodline Keeper   is no easy task against vast amounts of on spot- and AoE removal. Vampire Lacerator and Kalastria Highborn are both mediocre early game creatures, Lacerator being a bit faster and Highborn allowing me to get some value out even if my creatures get on spot Murdered (Nobody plays Murder but you get the idea). Gatekeeper of Malakir is a really strong 3 drop if enemy has rush delved something like Gurmag Angler on board, removing it with measly one while still giving me an able 2/2 body vampire. Guul Draz Vampire has that nice evasion and 3/2 body on herself which makes her really nice to have as a finishing touch if I get outnumbered on board in mid game. Also that booty tho.. ;3

  • Removal and Disruption work for keeping my game smooth and enemy's hellish. I've grown a bit fond of Geth's Verdict since that one damage turns out to be the deciding factor in the game every now and then. I also hate Fleecemane Lion and Gladecover Scout (It's personal). Now that I also have in the deck, I took my chances and decided to go for a play set of Abrupt Decay. It allows me to deal with so many things like Blood Moon, Ensnaring Bridge and Ashiok, Nightmare Weaver. Golgari Charm gives me and edge against 1/1 token decks and lets me remove fatties like Gurmag Angler by blocking with 2 or 3 vampires without losing any. It also makes my board withstand some milder AoE's like Day of Judgment/Anger of the Gods. Even so many elves gets hit by it. Duress works wonders on Wrath of God/Damnation, on-spot removals Lightning Bolt/Path to Exile and counterspells like Dissolve/Mana Leak

  • Lands. As vampires tend to be very picky on what mana you use on them, I went with a pretty simple land base. Overgrown Tomb, Llanowar Wastes and Woodland Cemetery gives me that one or two that I need per game while still covering the mana for vampires without slowing my tempo down. The rest are swamps for... Well... mana. '-'

  1. Turn: Vampire Lacerator or Duress makes for a solid play to turn up the heat or disrupt your opponent's game and gather information on their hand. Guul Draz Vampire will also do even if it's not quite as efficient right off the bat.

  2. Turn: Bloodghast or Kalastria Highborn. It's not also a bad idea to just go face with Vampire Lacerator and save mana for Geth's Verdict/Abrupt Decay your opponent's turn 2 drops

  3. Turn: This turn has many different ways to go with it. Simplest would be Drana, Liberator of Malakir or Captivating Vampire. With Captivating if you had 2/2 at turn 1 and another at turn 2, you'd be ready to slap your opponent for 6 damage, leaving your opponent at 12. Other solid ways to go with are 1 drop and a removal or 2 drop with Duress.Gatekeeper of Malakir is ideal 3 drop as a combination of Geth's Verdict + Vampire Lacerator if your opponent has played something on board. You might also want to keep 2 mana open for Golgari Charm if one of it's options match what you think your opponent is going for (which would be Tokens or something like Birds of Paradise/Noble Hierarch, Enchantment or AoE usually).

  4. Turn: This is where things get interesting. If opponent's board is empty, you can have lethal by dropping one Captivating Vampire more with your earlier Captivating or Drana and two 2/2 to go with them. If you had Duressed them earlier and you know they wont have answers for Collected Company which could also give you Captivating Vampire, taking chances to dig one up and go for lethal is a potential go-to. You can always just attack if possible and leave your mana open for your opponent's turn's end phase plays like removal or end phase Captivating Vampire + Collected Company and get the brainwash ability to take their creature for yourself and most likely swing for lethal next turn.

  5. Turn: Bloodline Keeper   with 4 other vampires on board due to good tempo or Collected Company makes this most likely the lethal turn. Lord of Lineage   works mostly as Overrun but if your board has been mysteriously vanished after Terminus or the like, it can establish us a new board all by himself. Collected Company can also spring us back up after a devastating AoE.

  6. Turn: It's everyone's game at this point, have fun~

This is my first time really giving thought about a 15 card side deck. I put a priority on four decks; Eldrazi, Sultai midrange, Abzan tempo and Collected company combo.

Other worthy mentions could be token decks, where Geth's Verdict really tends to lose it's edge. Bile Blight works well instead. Also for controls with little to no creatures swiching removal spells that wont hit anything for one more Duress and maybe Sign in Bloods to keep up with the resource race. Dash Hopes has also worked for me against certain slower control decks, and Sudden Death takes down any arrogant AEtherlings.

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Date added 8 years
Last updated 8 years
Splash colors G
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

32 - 6 Rares

4 - 8 Uncommons

12 - 1 Commons

Cards 60
Avg. CMC 2.24
Tokens Vampire 2/2 B
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