I haven't decided on a side board yet. And of course, as most of these cards aren't even released yet, this deck is subject to major overhauls. Just an idea I had. Sacrifice the humans to the vampires to make them stronger (or the cannibals) etc...
Back during the Zendikar block, any time I came across a Black (or later Black/Red) vampire deck, I would usually rage about unbalanced and such. At the time I played Mono Red Goblins and later White Weenie Quest. With the new Innistrad cards though, I see a real strong (and not overpowered) possibility for Vamps.
Here is the deck I made the day after Pre-release, and have gone undefeated against any standard deck since (a whopping 3 weeks, I know :P).
I personally like both cards. I currently am running a B/R Vamps deck that runs 3 of each of those, along with 4 Shock. On top of those, I also have 4 of each Doomblade and Go for the Throat in my sideboard in case I'm playing an Aggro or Token Generating deck with occasional big baddies.
Now, before you start judging, the main deck of the Leyline saved me from so much targeting, I will forever always main deck them. So those aren't leaving.
EDIT: Removed Students and subbed in Mirran Crusader. Also added 4 Divine Offerings to the sideboard.
Ya, I dont know why I didnt come across a Seahunter in my search, but I have since substituted some cards. I'll be fixing that in my original post, and posting below what I sub'd.
Now, I've found a really nice Infinite Turn Combo.
If you can get out 4-5 Merfolk out into play (With the low cast costs of some of them, it usually not that hard). You put Wanderwine Prophets on one of the merfolk. Then you have a choice of options:
In the end, you kill your target AND end up with an army of merfolk. With Lord of Atlantis and/or Merrow Reejerey in play, you can contend with just about anything anyone else can throw at you. Not to mention, with your army of Merfolk, you can mill a deck with Drowner of Secrets.
It's a pretty decent deck, with fast drops in the beginning, with lots of milling capability.
Let me know what you think. If you'd replace any cards with better ones.
3x Champion of the Parish
3x Doomed Traveler
3x Grand Abolisher
3x Elite Inquisitor
3x Chosen of Markov
3x Falkenrath Torturer
4x Village Cannibals
4x Oblivion Ring
4x Tribute to Hunger
3x Gather the Townsfolk
3x Altar's Reap
Planeswalkers (3)
3x Sorin, Lord of Innistrad
3x Vault of the Archangel
4x Isolated Chapel
7x Plains
7x Swamps
Total: 62
I haven't decided on a side board yet. And of course, as most of these cards aren't even released yet, this deck is subject to major overhauls. Just an idea I had. Sacrifice the humans to the vampires to make them stronger (or the cannibals) etc...
Here is the deck I made the day after Pre-release, and have gone undefeated against any standard deck since (a whopping 3 weeks, I know :P).
4x Stromkirk Noble
4x Child of Night
4x Vampire Interloper
4x Rakish Heir
3x Sangromancer
4x Bloodline Keeper
2x Olivia Volderan
3x Bloodlord of Vaasgoth
4x Shock
4x Vampiric Fury
3x Geth's Verdict
3x Tribute to Hunger
Lands
4x Dragonskull Summit
3x Blackcleave Cliffs
8x Swamp
7x Mountain
4x Doomblade
4x Go for the Throat
4x Shatter
3x Crush
Deck Total: 63
Sideboard: 15
The anti-artifact is for cards like Wooden Stake and the like.
Tell me what you think, please.
Thanks.
I also agree with you about the Student's... I'm thinking about removing them.
My 2 wins were to RDW with Koth, and a B/R Vamps, my losses were both to Caw-Blade.
I'm looking for some suggestions on how to best counter-act caw-blade without destroying the deck's aggro.
4 Mirran Crusader
4 Accorder Paladin
4 Leonin Skyhunter
4 Knight Exemplar
3 Hero of Bladehold
Spells:
4 Lightning Bolt
2 Arc Trail
2 Journey to Nowhere
4 Brave the Elements
4 Day of Judgement
4 Honor of the Pure
3 Leyline of Sanctity
Lands:
4 Arid Mesa
8 Mountain
12 Plains
4 White Knight
4 Kor Firewalker
4 Divine Offering
3 Revoke Existence
Now, before you start judging, the main deck of the Leyline saved me from so much targeting, I will forever always main deck them. So those aren't leaving.
EDIT: Removed Students and subbed in Mirran Crusader. Also added 4 Divine Offerings to the sideboard.
I went through Gatherer and searched for EVERY card with Merfolk in it's creature/spell type.
Here is the Deck I built:
01 Sygg, River Guide
Creatures
02 Ambassador Laquatus
03 Blockade Runner
04 Coral Fighters
05 Deepchannel Mentor
06 Drowner Initiate
07 Drowner of Secrets
08 Fallowsage
09 Harpoon Sniper
10 Ink Dissolver
11 Judge of Currents
12 Leech Bonder
13 Lord of Atlantis
14 Merfolk Seer
15 Merrow Harbinger
16 Merrow Levitator
17 Merrow Reejerey
18 Merrow Witsniper
19 Prismwake Merrow
20 Rootwater Commando
21 Sandbar Merfolk
22 Sigil Tracer
23 Silvergill Adept
24 Silvergill Douser
25 Stonybrook Angler
26 Stonybrook Banneret
27 Streambed Aquitects
28 Tidal Warrior
29 Tideshaper Mystic
30 Veteran of the Depths
31 Vodalian Mage
32 Wake Thrasher
33 Wanderwine Prophets
34 Wellgabber Apothecary
35 Copy Enchantment
36 Dream Leash
37 Forced Fruition
38 Oblivion Ring
39 Prison Term
40 Proper Burial
41 Memory Erosion
42 Merrow Commerce
Artifacts
43 Quicksilver Fountain
44 Trip Noose
45 Whispersilk Cloak
Instants
46 Æthermage's Touch
47 Annul
48 Beacon of Immortality
49 Boomerang
50 Cancel
51 Counterbore
52 Counterspell
53 Enlightened Tutor
54 Neck Snap
55 Peek
56 Spell Syphon
57 Spy Network
58 Unsummon
59 Aquitect's Will
60 Austere Command
61 Beacon of Tomorrows
62 Flow of Ideas
63 Ponder
64 Sanity Grinding
65 Serum Visions
66 Summon the School
67 Traumatize
Lands
68 Mistveil Plains
69 Moonring Island
70 Nimbus Maze
71 Reliquary Tower
Now, I've found a really nice Infinite Turn Combo.
If you can get out 4-5 Merfolk out into play (With the low cast costs of some of them, it usually not that hard). You put Wanderwine Prophets on one of the merfolk. Then you have a choice of options:
1. Attack a player with no ability to block (Lord of Atlantis + Islands, tapped out, etc...) and attack them.
2. Attach Whispersilk Cloak to Wanderwine Prophets.
Then, with Summon the School in your hand, you play it this way:
Attack with Wanderwine Prophets, sac a merfolk.
Next turn, play Summon the School. Attack, sac a merfolk token. Tap 4 Merfolk, return Summon the School to your hand.
Next turn, continue your previous turn.
In the end, you kill your target AND end up with an army of merfolk. With Lord of Atlantis and/or Merrow Reejerey in play, you can contend with just about anything anyone else can throw at you. Not to mention, with your army of Merfolk, you can mill a deck with Drowner of Secrets.
It's a pretty decent deck, with fast drops in the beginning, with lots of milling capability.
Let me know what you think. If you'd replace any cards with better ones.