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"And the man in the back said 'Everyone attack,' and it turned into a ballroom blitz!"

Fangs are bared, the gloves have come off, and the music is quite soothing. The name of the game is to be fast and go straight for the throat. Things might get a bit hectic, but you revel in this confusion and madness.

Disclaimer: This deck has yet to see testing in the real world; all card choices are based on theory and observations. However, this deck will be built and tested once Eldritch Moon rolls out and I will post my findings.

Falkenrath Gorger: 2/1 for a one drop is pretty good as is, but he has the added benefit of making any vampire not in play have Madness. So that means vamps like Olivia or Drana will have Madness, meaning that you can chat them in at any time mana forbidding.

Insolent Neonate: The deck is fairly weak in the card draw department, as a result the deck is fragile to losing momentum. However despite his Insolence, he kindly tries to help lessen our weakness by taking one for the team and enabling Madness.

Heir of Falkenrath  : A Madness enabler that can flip into a 3/2 with flying at any time. Combo with the Youths and swing for 7 turn 3 or hold off flipping her to surprise your opponent's attackers.

Stromkirk Condemned: The heir's estranged cousin. A bit hard to cast early because it's , but the constant opportunities for Madness and an anthem for your Vampires is hard to pass up.

Drana, Liberator of Malakir: A 3 mana 2/3 flyer with first strike is good on its own, but Drana compliments early aggression by giving +1/+1 counters to everyone who attacks with her. With not too many flyers to oppose her, she can make your board get out of hand pretty fast.

Olivia, Mobilized for War: Creating a Madness opportunity when a vampire enters the show, she beefs them up and gives them haste on top of that. Aside from that, she's still a 3 mana 3/3 flyer

Incorrigible Youths: If you cast the Youths for its normal cost, something's either wrong or you're trolling. You almost always want to, should, and can cast for Madness.

Lightning Axe: Eliminates most threats and enables Madness. Combo off with discarding Temper to it and you've got 8 damage for two mana.

Collective Brutality: Madness shenannigans aside, hand disruption, removal if needed, and life is things get hairy, it provides so much utility for us.

Macabre Waltz: Flavor aside, the Waltz is actually pretty important to this deck. Vampires lack the resilience of Zombies and means of quickly replacing themselves like card" Collected Company Humans, so the Waltz ensures that any vampire deaths are not absolute. It even enables Madness to boot.

Fiery Temper: Another burn spell to clear up the board. Has Madness and combos well with Lightning Axe.

Lands are pretty self explanitory. You don't want too many lands to enter tapped since speed is the name of the game.

Avacyn's Judgment: A fairly strong card that can really surprise your opponents by casting it for badness and burning them and their board. Definitely side it in game two or three as a curve ball threat

Tormenting Voice: Mainly used to replace the Waltz in certain match ups. A madness enabler that nets us cards, there may be some scenarios where you can be greedy and run both the Waltz and Voice.

Transgress the Mind: Particularly but not limited to control match ups, hand destruction will ensure the game since board wipes and other similar spells set us back a lot.

Infinite Obliteration: Shuts down threats before they can even hit the board. Best used against creatures that steal your tempo like Reflector Mage or key components like Relentless Dead.

Murder: To quote Rodger from American Dad, "It's not a real party until somebody dies." Removal for any match ups where the toughness is outside of what our burn spells can hit.

Ever After: While it does cost a hefty six mana, the fact it recycles itself and returns them straight to the battlfield deserves a spot in the side.

Thalia, Heretic Cathar: We aren't affected my by the lands entering tapped, but creatures entering tapped leaves us exposed and makes the Youths and Olivia's ability slower. Fortunate work around is we can cast a creature for madness at any time, but Thalia should still be removed since she can go toe-to-toe against our creatures quite well.

Any sort of board wipe: Tribal strategies are usually weak towards board wipes but vampires suffer the most since we lose tempo the fastest in my opinion.

If you liked this deck, feel free to upvote it. If you feel like I missed something or there's something that can be improved on, don't be shy to share it - I'm always open to ideas and improvements.
If you're not a fan of Vampires or just really want to run Blue anything, check out my build on Zombies

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Date added 8 years
Last updated 8 years
Exclude colors WUG
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

14 - 6 Rares

11 - 3 Uncommons

11 - 6 Commons

Cards 60
Avg. CMC 2.18
Folders Vampire Ideas
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