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					BMoor's Magic The Gathering Deck GarageThe New Generation Of Vampires
 June 17, 2010
 
 When Zendikar hit the stage, everybody was eager to get 
					some mileage out of their shiny new Vampire Nocturnus from 
					M10. Although today's client has proven that even without 
					the Nocturnus leading the charge by cover of night from his 
					candlelit balcony, Vampires are a popular deck idea. 
 ---
 
 Hello,
 
 I am a player on a budget who cannot afford Vampire 
					Nocturnus. I like Vamp decks because of the hawk and 
					gatekeeper, and wanted to try it out. Since the nocturnes 
					normally gives the Vamp decks a strong middle game, I wanted 
					to concentrate more on the early game, with just a few 
					finishers.
 
  Here is my current deck.
 Lands 21
 21 swamps
 
 Creatures 22
 4 vampire lacerator
 4 bloodghast
 4 vampire hexmage
 4 gatekeeper of malakir
 4 vampire nighthawk
 2 malakir bloodwitch
 
 Spells 17
 4 inquisition of kozilek
 4 urge to feed
 3 smother/doom blade (still not sure which one. With the 
					inquisition, the smother seems redundant, but doom blade is 
					usually more dead)
 4 sign in blood
 2 mind sludge
 
 Since you like for the e-mails to contain a lot of 
					information, that’s what I’ll do.
 For 1st drops, we have 8 cards. The inquisitions are great 
					weapons against X-spells from tap-out, overall strong 
					monsters, and wall of omens which this deck has a lot of 
					problems dealing with. The lacerators seemed like the best 
					creature drop.
 
 For the 2nd drops, we have 8 creatures. The hexmages have a 
					bit of utility since level-up came out, and will gain more 
					when quests become more popular (when shard rotates out). 
					The bloodghast are just great. Finally, if no creatures are 
					in my hand, I can play the signs in blood.
 For the 3rd drops, we also have 8. Nighthawk and gatekeeper 
					need little explanation. They see a lot of competitive play.
  
 To round it, I added 4 5-CMC cards that can win the game 
					once played, and a lot of removal.
 I know the deck curve can use some work, but how would you 
					change it?
 
 I also don’t play in a very competitive environment, but in 
					a more casual one. I still want to be able to do well on my 
					FNM’s though.
 The SB is a work in progress, and fairly simple. (15)
 3 sadistic sacrament (any combo deck like polymorph)
 1 mind sludge (control)
 1 malakir bloodwitch (white weenie)
 4 deathmark (just good)
 3 duress (control. Read above)
 2 tendrils of corruption (RDW)
 1 doom blade/smother
 
 If I get a curve from turn 1-3, and follow it with removal, 
					I always have very good chances. The main problems with the 
					deck are that sometimes I get mana flooded, and sometimes 
					screwed (no, much more than normal decks) probably because I 
					have little card draw, and my games sometimes go too long. 
					The other problem are high toughness creatures. I used 
					virulent swipe at first, but it was way too un-useful most 
					of the time. I guessed this would be a great deck to help 
					out since it would help many Vamp players on a budget (and 
					that means a lot of players because Vamps are very popular 
					in casual plays).
 Note: This is not meant to be casual. I am testing this deck 
					in the casual room of MTGO, and know the deck can do better.
 Any suggestions, ideas, options, changes are perfectly 
					welcome.
 Thanks
 
 ---------------------
 
 What Magic player doesn't love tribal decks?
  There's just 
					something inherently fun about the idea of amassing a tribe 
					of like-minded individuals and seeing your creatures work 
					together as a team! 
 But while that's the flavorful, creative side of a tribal 
					deck, the mechanic side is dependant on your creatures 
					having synergistic abilities or actually rewarding you for 
					playing more creatures of their type. Elf decks didn't tear 
					up Onslaught block because the Elves were dedicated to the 
					defense of their forest homes, they tore it up thanks to 
					Wellwisher, Timberwatch Elf, and Elvish Champion making 
					every new Elf that entered the battlefield exponentially 
					improve the power of the whole tribe. So, for your Vampire 
					deck to be as strong as you want it to be, you need cards 
					that reward you for playing Vampires at the exclusion of all 
					else.
 
 Normally, that means Lords. Wizened Cenn rewarded you for 
					each Kithkin you dropped by giving it +1/+1 just for it 
					being a Kithkin. Scion of Oona thwarted every removal spell 
					opponents tried to point at a fellow Faerie, but offered no 
					protection for non-Faeries. So what do you have that gives 
					you an incentive to play Vampires besides your own love of 
					the bloodsucking fiends? Urge to Feed, which only
  boosts 
					your Vampires if you tap them, and Malakir Bloodwitch, who 
					by your own admission doesn't even come down until the late 
					game. And you already said you can't afford Vampire 
					Nocturnus, so to make this deck hum, you need more synergy. 
					Some mechanical motivation for making these marrow-drinking 
					monsters a majority of your military. 
 The first card that comes to mind is Kalastria Highborn. The 
					Highborn rewards you with the option to pay {B} whenever a 
					Vampire of yours dies to drain an opponent for 2 life. Since 
					most of your Vampires are small, there's a good chance 
					they'll die fairly easily, and thus the Highborn can siphon 
					away a good deal of your opponent's life.
 
 Guul Draz Assassin is another card worth looking into. It 
					doesn't reward more Vampires, but it is a Vampire itself and 
					can take the place of Smother or Doom Blade in your deck, as 
					it acts like a reusable kill spell once you've leveled it a 
					bit. It also acts as another way to give yourself some extra 
					staying power in the late game-- the longer the game goes, 
					the easier it'll be for you to level it up and the more of 
					the other side's creatures you can kill without spending any 
					extra cards of your own, ensuring that they run out of 
					resources before you do.
  Once that's accomplished, swing 
					with your 4/4! 
 Finally, make room for Blade of the Bloodchief. One to cast 
					and one to equip, then let the bodies hit the 'yard! Woks 
					well with Kalastria Highborn, as every lost troop on your 
					side leaves them 2 life shorter and you 2 life longer, plus 
					your creature 2 bigger on both ends. Once a creature grows 
					to 6/6 or larger, consider moving the Blade so that you're 
					not putting all your hope on one creature.
 
 But to be perfectly honest, I think you're already on the 
					road to making this deck better without my help. You already 
					said you were testing it on MTGO, and like I frequently 
					say-- practice will ultimately help you more than I ever 
					could. I can point you in the right direction with card 
					suggestions and basic theory explanations, but it's up to 
					you to develop the skill you need to be the Magic player you 
					dream of being.
 
 And of course, good luck!
 
 ~BMoor
   
 
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