Standard Vampire Help!!
Deck Help forum
Posted on April 5, 2013, 12:33 p.m. by dmmartin90
Hey guys. I'm brand new to "paper-magic" and I just built this competitive Vampire deck and I need some help for FNM and other standard format tournaments!! My main strategy for this deck is Kill Stuff and make big buff bad Vampires. I could use any advice, any advice for a new player starting a new deck. The deck is below:
Once again the help I'm looking for is from any experienced, well playing, winning magic player to help this deck out. Any suggestions and reasons on why to run a certain card would be awesome!! Thanks!!
dmmartin90 says... #3
Okay, also I just seen an awesome card I was thinking about playing. If I could get your opinion on that card too. Its Appetite for Brains . Would you take out anything to play that card?
April 5, 2013 2:05 p.m.
aloehart199 says... #4
if it was to be used it should be in the sideboard for decks running Omniscience or anything unusual like that
April 5, 2013 2:19 p.m.
dmmartin90 says... #5
Alright thanks for the advice, one more question for you. Considering Mutilate, Rakdos's Return, and Olivia's expensive abilities, how many lands do you think I should run total and what colors, also should I run evolving wilds to help out Nocturnus?
April 5, 2013 2:24 p.m.
aloehart199 says... #6
I'd run no more than 22 lands total. With the number of dual lands you have getting Nocturnus shouldn't be an issue, if it becomes a problem then just replace your basic mountains with Rakdos Guildgate s. They will provide both red and black and guarantees that all of your land taps for black. I'd trade out all 3 mountains for guildgates and reduce the swamps by 1. Gives you 11 Red sources and 22 black sources.
Also 4 Slaughter Games in the sideboard may be a bit much, I wouldn't put in more than 3 just because drawing multiples isn't good. A good rule of thumb for building a deck is if you don't want 2-3 in your opening hand, then don't put 4 in the deck.
Here is an article that will help you a lot. It's a bit older now, but it covers general deckbuilding practices. If you read the article and really take it to heart it will improve your overall game. http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/rc/188
April 5, 2013 2:30 p.m.
dmmartin90 says... #7
Yes I will have to look into that article! Thank you very much, but yes I was gonna us evolving wilds more for its shuffling for nocturnus than its actual land fetching lol.
April 5, 2013 2:38 p.m.
aloehart199 says... #8
It would work to shuffle but you've gotta consider what it's other effects will cause. It is a land that cannot tap for color, so if you pass your turn without using it to fetch a land your essentially forcing yourself to miss a land drop for the possibility of revealing a non-land.
On the other hand if you do use it to shuffle away a land on top of your deck there is a good possibility of revealing another land. With lands making up just over 1/3 of the deck it is a fair chance.
The positive of it is that it would remove a land from your deck, reducing the chance of you hitting a land on Nocturnus.
This is a personal decision on what you prefer. Evolving wilds will slow down your deck but so would the gates. It depends on how fast you intend to kill your opponent. If you are going for as fast of a kill as possible then leave out the wilds and gates for basic mountains and just reduce the land count to 21-22 so there are less lands for nocturnus.
Or if you are aiming for more of a mid-game deck, you can run evolving wilds to shuffle, fix color, and thin the deck.
April 5, 2013 2:46 p.m.
dmmartin90 says... #9
Yeah I'm looking for more midrange. I don't have enough 1 drops to kill fast lol everything useful is 3+
aloehart199 says... #2
-2 slips, +2 bores. Just a more consistent removal spell. Anyone who sees a slip will play around it and it can be a dead card. Bore just... well bores through everything.
April 5, 2013 1:52 p.m.