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Adventures at Malakir Tavern

Pauper Aggro Budget Burn Mono-Black Vampires

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Sideboard

Instant (5)

Artifact (2)

Creature (4)

Enchantment (4)


Maybeboard


Mono party burn.

It seems to me that I'm the only one who liked the party mechanic, so I brewed this deck.

Every advice is twice welcome!

THE DECK:

Our strategy is to fastly build a cheap party, in order to reduce the opponent's LP to 10 with the combined action of fast party members (Vampire Lacerator and Changeling Outcast) and "wireless" damage sources (Morsel Theft and Malakir Blood-Priest), and then finish off taking advantage of a buffed Guul Draz Vampire (and repeating what we did to get the opponent to 10 LP).

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You can build a party with the adventurers form the Malakir tavern. It's a bit gloomy, but surely is cheap. Most adventurers require only a coin to hire.

  • WARRIOR: Vampire Lacerator is fast and always ready to put up a fight, so it's a good turn 1 drop. Due to his edgy temperament and his hotheadedness can damage yourself too, so be quick to quench his bloodthirst to make him more reasonable.

  • CLERIC: Malakir Blood-Priest is the real star of this party (and the reason I built the deck in the first place). His haematomancy is a powerful tool to deal great damage to the dungeon boss, but he will need the help of all the party to be effective.

  • WIZARD: Viscera Seer is the brain of the group. Using his dark arts, he can use the demise of other group members to scour the future to prepare better strategies. Can also use Necromantic spells at the same time to buff or save his companions.

  • ROGUE: we have two* rogues in our group, in order to organize a Morsel Theft easily. One, Fourth Bridge Prowler is the "cleaning job" specialist. Can be useful to sweep early distractions and to free the way of Vampire Lacerator. Beware that he is not a vampire though! The other is Guul Draz Vampire, our femme fatale. She gets really good when she smells blood. Her mid-game evasion is what we should use to win.

  • JACK-OF-ALL-TRADES: A Mimic joined your party. He can prove to be a very useful asset, filling any role in the party and sneaking to damage the adversary with its evasion.

BURN EFFECTS: Useful in the early game to lower the opponent's LP.




EVASIVE CREATURES:

OFFENSIVE INTERACTION: The spells that should deal with enemy menace.


  • Cast Down, the one and only! Use on big threats

  • Geth's Verdict is there to remove Bogles. It's good to have a couple in the mainboard. Also, its 1 damage adds insult to injury.

  • Gift of Fangs: a powerful tool that can either empower our vampires, or Dead Weight the opponent's creatures.



DEFENSIVE INTERACTION: We can use Undying Evil or Not Dead After All to shield our creatures, or even to buff them in some cases. The first is only in 2x because its main use should be the re-triggering of Malakir Blood-Priest's ETB, and undying can act only once on the same creature. On the other hand, Undying Malice makes the target tap, so for other cases (for example a surprise block by Fourth Bridge Prowler by targeting him and then Sacrificing him) Undying Evil is better.

Malakir is surely a rotting, gloomy place, but it is also strangely beautiful.

  • Witch's Cottage is our tavern, where you can hire back your adventurers after their narrow escapes. Can get good on Malakir Blood-Priest, obviously, if you get it into the graveyard.

  • Barren Moor is here to avoid landflooding, mitigating the absence of real draw spells in the deck.

  • Bojuka Bog is a side-in-main to add a bit of graveyard hate.

A good adventuring party needs to be the most adaptable to the most awkward situations.

More playtesting is needed, but seems that good hands contain either one/two adventurers and a Malakir Blood-Priest; or a rogue, another adventurer and Morsel Theft. Another good couple to have in the first hands is Vampire Lacerator with Fourth Bridge Prowler which enables a fast attack. Also, having Viscera Seer + Malakir Blood-Priest + Undying Evil is kinda huge.


ADVICE ZONE: THE MAYBEBOARD

  • Ruthless Cullblade: I really like Vampire Lacerator but I feel it isn't the best warrior there could be. It doesn't synergize well with the rest of the deck. The Cullblade would be a tougher Guul Draz Vampire, but it lacks evasion (and has cmc 2), so I don't really know what to do.

  • Touch of Moonglove could be a spot on card. Basically in place of Cast Down, would "destroy target attacking or blocking creature" and do a bit of burn. I don't see any disadvantage (having 24 creatures we can always hope to have a chump blocker to bring down great threats, while "wireless" damage sources (hello Thermo-Alchemist) usually are weak and can be disposed of with the combined action of Gift of Fangs and/or Fourth Bridge Prowler) , so probably there's something fishy I'm not considering, and that's why I'm not sure about it.

  • Unearth is unearth. I'm leaning on Undying Evil-like for instant speed and buff effect, but a couple could come in handy. Not sure though.

  • Sign in Blood could be great in place of Morsel Theft. It would slow the damage down though.

  • Ecstatic Awakener   could be a neat mage in place of Viscera Seer, and a nice beater in the late game. Main problems are him not being a Vampire (but I very seldom find myself using Gift of Fangs on Viscera Seer), and being unable to re-trigger his scarifice ability.




This is all, please feel free to make suggestions and to say your opinion. Cheers!

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95% Competitive

Top Ranked
  • Achieved #35 position overall 3 years ago
  • Achieved #5 position in Pauper 3 years ago
  • Achieved #2 position in Pauper Mono-Black 3 years ago
Date added 3 years
Last updated 7 months
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 1.50
Tokens Wicked
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