Planeswalkin’ #1: Blood Hunger Guide (Part 1 of 3)
My name is Prophylaxis, and I have been playing the great game of Magic since 2010. (Totally makes me look bad.) The first thing I bought was a Deck Builder’s Toolkit (VERY useful to the new player, check it out) and I have attended a grand total of 5 sanctioned events, one being a regional prerelease. My most favorite card right now is Uncle Istvan, which I am currently building a Commander deck with him as my general. (99% of the people I meet allow me to use him)
So, what is this article all about? As you might infer from the name, this is a Duels of the Planeswalkers 2012 article. (Boo, boo I hear from the people who don’t own the software) This article is split into three parts – one to review the card choices, one to playtest, and one to explain general strategies while piloting the deck. This part will explain the card choices. Let’s go!
Swamp (*****): You need these to pilot the deck. Aside from not being able to remove these, if you want to do away with Swamps them play Manaless Dredge.
Barony Vampire (**): Hey, it’s a not-very efficient creature. I’d do away with these unless I would be piloting Super-Vampires (more on that on part 3)
Bloodrage Vampire (***): A controversial card. Some people hate it, while some people let it swing for 4. I might get a lot of flak for this, but I’m in the latter camp.
Captivating Vampire (****/ four and a half): Very strong lord, and I’ve used the Mind Control ability more than once.
Child of Night (**): Once again, only if I was piloting Super-Vampires.
Duskhunter Bat (****/ three and a half): This is an efficient bloodthirst enabler and a solid creature in general. I would not be ashamed to play my bats.
Gatekeeper of Malakir (****): An excellent creature. Great if hardcasted on turn three or four, but after casting him, he’s just a bear. Still, very strong. Never leave this on the sidelines.
Quag Vampires (**/ two and a half): Great, another 1-drop to go with my Tormented Souls. I feel bad about running this card, but sometimes you just have to.
Ruthless Cullblade (**/ two and a half): See Quag Vampires. With Blood Hunger being an aggro deck, this girl will see 4/2 sometimes. But she just trades with a 2/X, and I’m not proud of that.
Sangromancer (****): Sangromancer is just amazingly solid. I’m always happy when I draw her. Hopefully they add more discard to combo with her.
Sengir Vampire (***): To be honest, I’ve never played with the Sengir much, so I’ll just give him a three-star.
Tormented Soul (****/ four and a half): This guy rocks. Everytime you play with this deck, this guy in your opening hand means business. Will I be exaggerating saying that every time I beat the opponent I’ve had a Tormented Soul on the battlefield?
Vampire Aristocrat (***/ three and a half): Very versatile with the instant speed activation. This guy can also make your opponent mess up his math, turning a loss into a not-very-well-deserved win. However, too often you won’t have that many creatures to sacrifice – this deck favors a horde of black creatures.
Vampire Nighthawk (*****): If you don’t include these, you’ll be long your way to losing a lot of games.
Vampire Nocturnus (*****): Also a no-brainer. This guy is your win-con. I was playing against a guy who had the Nocturnus on for four turns – and yet I still beat him, but my army was fading.
Vampire Outcasts (****): I like these guys well enough – they’ll always be a 4/4 lifelink in this deck.
Spread the Sickness (***): Although expensive, I still recommend some in this deck, as these destroy creatures and give a power boost to any of your bloodthirst guys or Urge to Feed guys.
Urge to Feed (****): This is efficient removal, hands down, and the Vampire tapping is icing on the cake (but rarely used).
Vicious Hunger (**/ two and a half): I don’t really like this card – I would always run Urge to Feed over this. However, why did Wizards use this card instead of Sorin’s Thirst? Business politics, I’ll never understand them.
Mirri the Cursed (****): Simply a solid, efficient creature on par with Sangromancer. Once again, I am always happy to draw this card.
Demon’s Horn (*): Simply put, you’ll be gaining so much life, you don’t need to have this occupy deck space or mana. I admire that Wizards put these lucky charms in to excite new players, though.
Feast of Blood (***/ three and a half): Some very cool removal, though it might be left stranded in your hand. Rating increases to 5-stars If you’re running super-vampires, though.
Skeletal Vampire (****): A simple, solid finisher and mana sink. I’m a fan, though you’ll lose your two bats early (lucky if you can propagate them)
Corrupt (*****): This card turns games around. A 12-life swing is very lethal. If you don’t run this you’ll shoot yourself in the foot.
Stalking Bloodsucker (***): Good card, though I’d just run the Skeletal Vampire. Opinions may vary. You don’t want this and Skeletal Vampire hanging around, though.
Blade of the Bloodchief (****/ four and a half): Simply put, this card takes away games. The +1/+1 counters are deadly and can finish an opponent. The only thing that prevents it getting a 5-star though, is how fragile the combo is.
Drana, Kalastria Bloodchief (****): Good card all around. Recommended. Not much else to say, as I’ve only played this card once.
Vampire’s Bite (***): I’d group this in with the Sengir Vampire – never played, so I don’t know about the rating.
Bloodghast (****): Really the only reason you should do the Archenemy levels. This guy is very strong, and gives you something to do with those lands.
Repay in Kind (*): Since you’ll also have more life than the opponent, this card will shoot you in the foot.
That seems about it. If you have any questions or comments, please list them in the comments section below. I look forward to reading you guy’s comments. Thanks for reading my article, too.