Vampires' Vengeance

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Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Vampires' Vengeance

Instant

This deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")

multimedia on Bloody Box Social

1 year ago

Hey, I'm not familiar with MTG Arena, but is it difficult to get 4x of a card? I ask because you're entire deck minus lands is 1x and 2x of cards which is not good for consistency. Playing 4x of a card means you'll have more chances to draw it in a game where as if all cards are 1x then you may never draw that card in a game.

The color pie shows you need an equal amount of black, red and white color sources and that's not really doable with a 15 basic land three color mana base. Some advice is play Rakdos Vampires and only splash white with dual lands as well as 4x Secluded Courtyard for a few cards? Other than the dual lands the rest of your deck is low budget because of this I'll give lower budget card suggestions.


When you play tribal you really want a reason to be in the tribe. For Vampires there's only two cards here that are tribal, Edgar, Charmed Groom  Flip and Vampires' Vengeance. Edgar is legendary meaning you can't have more than one of him in your control which sucks since he's a Vamp lord. Other than Edgar and Vengeance there's really no reason to be playing all Vamps and Vengeance is more of a sideboard card against aggro opponents then main deck.

4x Vampire Socialite can be a reason to play Vamps because being aggressive with Vamps then makes Vamps bigger when Socialite enters the battlefield or other Vamps after Socialite. Being aggressive with Vamps to take advantage of Socialite means playing more of one drop and two drop Vamps. Bloodtithe Harvester is 3/2 two drop making it a good attacker and Vamp to make bigger. Can also be creature removal if you need that.

Florian, Voldaren Scion has first strike as well as can be repeatable card advantage when you're aggressive with Vamps. He's good and can trigger the turn you play him if you cast him before you attack. Even though he's legendary you want to consistently cast him turn three, for that reason I would play 4x of him. Plenty of ways to discard other copies of Florian for value.

Socialite, Harvester and Florian is a nice trio of Rakdos Vamps. Voldaren Bloodcaster  Flip is a flying two drop Vamp who can be repeatable source of Blood and Falkenrath Pit Fighter can be an aggressive one drop Vamp who can be saced later if not useful to draw.

Example Vamp core for budget tribal Vamps:


Next is Vamp support and Welcoming Vampire can be repeatable draw from a flying Vamp, reason to splash white. Being rare and expensive price might be difficult to get more of Welcoming. If you can afford more than add more. Nighthawk Scavenger has flying and other keywords making it a nice Vamp to make bigger, but it's power relies on your opponent's graveyard making it a better sideboard Vamp when you know what your opponent is playing.

Edgar, Charmed Groom  Flip can be top of the curve Vamp and a reason to splash white, but Edgar at the top means that you don't need white in the early turns of the game which is helpful to cast black and red Vamps.

Example of Mardu with heavy Rakdos Vamp base:


Deadly Dispute is a good card in Standard especially when you're playing little creatures and Blood tokens. Infernal Grasp is more unconditional instant creature removal and being black is easier to cast then white removal.

Dispute, Florian, Welcoming, Fighter and Blood is a lot of main deck draw which can really help gameplay. This example needs red or black mana in the early turns for Vamps making 4x Secluded Courtyard very helpful because it enters the battlefield untapped and can also cast white Vamps.

Kazierts on

2 years ago

owenger, yes, you're indeed missing something, and that's on me. I'm writing the description yet, so a few things are missing.

Umori, the Collector is the companion for game one. If look closely, the sideboard, aside from the Ooze, contains nothing but odd costed cards and those are the ones you sideboard in so as to make Obosh, the Preypiercer valid as companions. I also made sure to include less than 12, the number of sideboard cards, even costed cards in order to not need to sideboard in every single card. This means I can take out all even vampires without being forced to include Vampires' Vengeance if not needed.

Dencoan on Bloodsucker

2 years ago

wallisface after replacing Blightning my only fear is there is not enough spells for Bloodthirsty Adversary otherwise i do feel like Mayhem Devil pairs well with the two blood generators and Gatekeeper of Malakir. Do you think i need more sources to generate blood tokens? i also removed Vampires' Vengeance for some Lightning Bolt

itsbuzzi on Red Board Wipes

2 years ago

I run in the format a bit and would like to add to the list as some of my favorites were not found. I would also like to add there are two types: large and small. Generally small red board wipes consist of 3 damage or less to the board whereas large board wipes deal more. I'll separate them into these piles. There are 2 things you are looking for when refering to red boardwipes: Mana cost and damage; you want the best bang for your buck in a sense. A semi-complete list of the best unique board wipes includes: (This list may be missing some, Gatherer missed Cinderclasm)

Small Boardwipes

Anger of the Gods: Deals 3 damage to each creature with exile clause for 3 mana at sorcery speed. A standard scale of a good board wipe.

Chandra, Awakened Inferno (Cast for 6 then -3): Deals 3 damage to each non-elemental for 6 mana at sorcery speed with potential upside after untapping next turn. Deck-dependent, if you only need a board wipe and don't need the other value this is not the card you need and isn't worth it.

Cinderclasm: Deals 1 damage to each creature for 2 (1) or 2 damage to each for 1 at instant speed. Depending on what you need the stop the instant speed is valuable as you can stop triggers ensuring what you are killing doesn't get bigger and play around any potential counterspell or protection.

Crush the Weak: 2 damage to each creature with exile clause at sorcery speed for 3 (2) or foretold to spread the mana across a couple of turns; not exactly what you want with a board wipe unless you can set it up this way. This card isn't really any better than Cinderclasm unless the is hard to cast or you need the exile clause.

End the Festivities: 1 damage to each creature and planeswalker for 1 at sorcery speed. A good standard for a tiny board wipe but is fringe in utility.

Fiery Cannonade: 2 damage to each non-pirate creature at instant speed for 2. Is deck-dependent, personally best used while piloting a pirate deck but otherwise is similar to Cinderclasm.

Flame Sweep: 2 damage to each non-flyer for 2 at instant speed. Very similar in utility to Fiery Cannonade but worse as flyers are more prevalent in the format and just in general.

Incendiary Sabotage: 3 damage to each creature at instant speed for 2 and sacing an artifact. Fringe where you need artifacts in the deck but the instant speed may be useful as described before but is somewhat on par with Anger of the Gods due to versatility but worse based on utility.

Radiant Flames: 1 2 or 3 damage to each creature depending on how many colors of mana used to cast at sorcery speed. This is a versatile board wipe and very much on par with Anger of the Gods perhaps better due to the ease of casting paired with the different modes on it but does not come with the exile clause.

Sweltering Suns: 3 damage to each creature for 1 with cycling 2 at sorcery speed. Very similar to Anger of the Gods which is a good place to be with more utility where you can get a new card from it at instant speed if it's not needed.

Vampires' Vengeance: 2 damage to each non-vampire creature. Essentially similar to Fiery Cannonade.

Large Boardwipes

Burn Down the House: 5 damage to each creature and planeswalker or 3 1/1 devil tokens with haste for the turn for 3 at sorcery speed. Depending on how much damage you need to include this one covers all your bases with additional playability with the devils.

Chandra, Flamecaller (Cast for 6 then -X): Deals X damage up to a max of 4 (unless other loyalty raising cards are used) to each creature for 6 mana at sorcery speed with potential upside after untapping next turn if it survives. Deck-dependent, if you only need a board wipe and don't need the other value this is not the card you need.

Draconic Intervention: X damage to each non-Dragon creature where X is an instant or sorcery card's mana value in your yard with the additional cost of exiling the instant or sorcery for 2 at sorcery speed. Deck dependent obviously but can go large or small just has a large additional cost. You'd want to get at least 3 damage off of this every time and more to make it really worth it.

Gates Ablaze: X damage to each creature where X is how many gates you have for 2 at sorcery speed. Very much deck dependent of course but if it fits the deck this is the card to run.

Hour of Devastation: 5 damage to each creature and each non-bolas planeswalker while losing indestructible for 3 at sorcery speed. This is similar to Burn Down the House where unless you need the additional text on the card just run Burn Down the House.

Kozilek's Return: 2 damage to each creature for 2 at instant speed with the additional bonus of exiling it from your yard as you cast an Eldrazi for 7 or more to deal 5 damage to each creature. Once again deck dependent of course but if it fits the deck this is the card to run.

Mizzium Mortars: For the board wipe mode (the only mode we are looking at) its 4 damage to each creature you don't control for 3 at sorcery speed. Not exactly the rate of a board wipe you want unless the bonus of the 1 sided boardwipe is that appealing.

Sarkhan's Unsealing: The board wipe mode is after casting a creature for 7 or more it deals 4 damage to each creature and planeswalker you don't control. Similar to Kozilek's Return but worse where you don't have the early game mode but better where it is repeatable. It doesn't look like you need this one unless it fits the deck.

Star of Extinction: The mother of all board wipes. Deal 20 damage to each creature and planeswalker while also blowing up their land for 5 at sorcery speed. Very over the top and you most likely can get what you need to do for less mana.

Storm's Wrath: Deals 4 damage to each creature and planeswalker for 2 at sorcery speed. Pretty much the best board wipe to deal 4 damage.

The Best Wipes at Each Damage

Generally speaking these are the best at simply dealing damage while staying mana conservative:

1 damage: Token hate or very aggro hate End the Festivities

2 damage: Inbetween of Token hate & standard damage Radiant Flames just due to the fact that for the same mana it can hit for 3 damage.

3 damage: Standard amount of damage It's very close but just for ease of casting Radiant Flames beats out the competition unless the cycling fits well or the exile clause is needed.

4 damage: Inbetween of Smaller and Larger amount of damage Storm's Wrath Not even a question is the best by far.

5 damage: Larger amount of damage Burn Down the House. It's close but the additional option of the card helps it beat out.

Anything Larger: Star of Extinction Basically, if you need to board wipe in red and need to deal more than 5 damage you're generally out of luck and should look elsewhere. Star of Extinction is not really a card you want to be running if you can avoid it the mana cost is just so high.