37 views7 days ago
Commander
Size: 100Salt sum: 29.35
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BritishMan21

37 views7 days ago
Commander
Size: 100Salt sum: 29.35

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{"ops":[{"insert":"This is a budget deck, some of the card choices come down to them being cheap but still useable.\n\nThis deck is all about the card it's named after, Mortal Combat.\n\nEarly Game: Ramp into Anje as fast as possible. Starting hand you want at least 2 lands, a ramp spell, and a few madness cards. Once you have Anje out you can effectively draw out most your library whenever you want, never discard protection and Mortal Combat.\n\nMid Game: This is the part where you want to start discarding as many creatures via Anje as possible, at this point mana is only important for Mortal Combat, protection spells, and using Umbral Mantle to untap Anje (You almost never pay for Madness). If you can't find Mortal Combat, tutor for it. You almost never want to play your madness cards, except for Necrogoyf and Hell Mongrel sometimes. Hell Mongrel is more consistent discard than Anje, but doesn't draw cards, and Necrogoyf is good if you don't think you could resolve Mortal Combat to win via beatdown. Speaking of beatdown, if your opponents are running lots of counters/enchantment removal, you can also go for a beatdown strategy with the little additions of some Vampire tribal. You can use Glass-Cast Heart for beatdown as well as for searching for Mortal Combat. You can use the theft spells with the mostly unused mana base if going for Mortal Combat, you can also use them to untap Anje if you are really desperate. These cards are partially your removal.\n\nEnd Game: If you gave up on Mortal Combat to win, just beatdown. If you didn't, you want to have a hand curated to try and resolve Mortal Combat and get to your next upkeep (aka your protection), as well as your recursion creatures, you can use Rain of Filth and the ramp you have been doing throughout the game to play it again if it gets countered.\n\nWhy certain cards?\nSome of the weird cards in this deck are because I wanted to make this deck relatively cheap, so no demonic/vampiric tutor for example. If you have them/want to run them, you easily could though. Literally the entire land base is basic for the same reason, and ramp is there to help mitigate this a bit as well. The vampire tribal is here to be a backup plan, you could easily drop it for more cards with Madness, but I've found it loses some consistency. Pyroblast, Red Elemental Blast, and Deflecting Swat would be amazing in this deck, but with them I couldn't keep the deck under $50, again, if you have them, sub-out some of the other protection for them. Why Anje? Anje is cheap, and allows you to discard AND draw for free multiple times. If you are subbing things out, I would start with removing the tutors because Anje draws so much that you don't really ever have to tutor that much unless Mortal Combat is literally at the bottom of your library. I only ever tutor if I have free mana to do so, or are already at 20 creatures in yard. As long as the cards have madness, it doesn't really matter which ones you run as you discard most of them anyways.\n\nWhy Mortal Combat?\nNot much of a reason outside of the fact it's fun, a lot of people don't know what it is, and it's unexpected. As it is also an enchantment, you can play it before you have 20 creatures in yard, and use Anje on the end-step before your turn if you think you can get 20 creatures in yard before your turn (this also gives a bit of protection to Mortal Combat, as opponents might not read it as a threat yet.)\n\nWhy Vampire Tribal?\nLots of the madness cards (especially in black/red) are vampires or work well with madness.\n"}]}

Commander

Qty: 1 Price: $0.99
Anje Falkenrath
Haste
, Discard a card: Draw a card.
Whenever you discard a card, if it has madness, untap Anje Falkenrath.
Legendary Creature - Vampire
Anje Falkenrath (c19) 37

Commander

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Blood

Qty: 1 Price: $0.49
Glass-Cast Heart
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with "
,
, Discard a card, Sacrifice this token: Draw a card.")
,
, Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
,
, Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
Artifact
Glass-Cast Heart (lcc) 199

Blood

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Counter

Qty: 4 Price: $4.86
Burnout
Counter target instant spell if it's blue.
Draw a card at the beginning of the next turn's upkeep.
Instant
Burnout (all) 68
Dash Hopes
When you cast this spell, any player may pay 5 life. If a player does, counter Dash Hopes.
Counter target spell.
Instant
Dash Hopes (plst) PLC-68
Emissary of Grudges
Flying, haste
As this creature enters, secretly choose an opponent.
Reveal the player you chose: Choose new targets for target spell or ability if it's controlled by the chosen player and if it targets you or a permanent you control. Activate only once.
Creature - Efreet
Emissary of Grudges (c18) 20
Wild Ricochet
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Instant
Wild Ricochet (scd) 169

Counter

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Finisher

Qty: 1 Price: $8.99
Mortal Combat
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.
Enchantment
Mortal Combat (10e) 160

Finisher

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Land

Qty: 28 Price: $14.02
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 323
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (trk) 321

Land

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Madness

Qty: 32 Price: $16.24
Abandon Reason
Up to two target creatures each get +1/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Abandon Reason (j25) 513
Anje's Ravager
This creature attacks each combat if able.
Whenever this creature attacks, discard your hand, then draw three cards.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Berserker
Anje's Ravager (j25) 517
Archfiend of Spite
Flying
Whenever a source an opponent controls deals damage to this creature, that source's controller loses that much life unless they sacrifice that many permanents of their choice.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Demon
Archfiend of Spite (c19) 14
Asylum Visitor
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Wizard Vampire
Asylum Visitor (inr) 371
Big Game Hunter
When this creature enters, destroy target creature with power 4 or greater. It can't be regenerated.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Human Assassin Rebel
Big Game Hunter (tsr) 102
Blazing Rootwalla
: This creature gets +2/+0 until end of turn. Activate only once each turn.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Lizard
Blazing Rootwalla (mh2) 115
Bloodhall Priest
Whenever this creature enters or attacks, if you have no cards in hand, this creature deals 2 damage to any target.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Cleric
Bloodhall Priest (inr) 232
Bloodmad Vampire
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Berserker
Bloodmad Vampire (inr) 145
Brain Gorgers
When you cast this spell, any player may sacrifice a creature of their choice. If a player does, counter Brain Gorgers.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Zombie
Brain Gorgers (plc) 65
Distemper of the Blood
Target creature gets +2/+2 and gains trample until end of turn.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
Distemper of the Blood (plst) EMN-126
Fiery Temper
Fiery Temper deals 3 damage to any target.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Fiery Temper (inr) 154
Gorgon Recluse
Whenever this creature blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Gorgon
Gorgon Recluse (tsr) 117
Grave Scrabbler
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
When this creature enters, if its madness cost was paid, you may return target creature card from a graveyard to its owner's hand.
Creature - Zombie
Grave Scrabbler (tsr) 118
Hell Mongrel
Discard a card: This creature gets +1/+1 until end of turn.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Nightmare Dog
Hell Mongrel (mh2) 88
Incorrigible Youths
Haste (This creature can attack and
as soon as it comes under your control.)
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire
Incorrigible Youths (j25) 564
Insatiable Gorgers
This creature attacks each combat if able.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Berserker
Insatiable Gorgers (emn) 134
Markov Baron
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Lifelink
Other Vampires you control get +1/+1.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Noble
Markov Baron (mat) 14
Muck Drubb
Flash
When this creature enters, change the target of target spell that targets only a single creature to this creature.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Beast
Muck Drubb (tsr) 126
Necrogoyf
Necrogoyf's power is equal to the number of creature cards in all graveyards.
At the beginning of each player's upkeep, that player discards a card.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Lhurgoyf
Necrogoyf (m3c) 202
Nightshade Assassin
First strike
When this creature enters, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Human Assassin
Nightshade Assassin (tsr) 128
Psychotic Episode
Target player reveals their hand and the top card of their library. You choose a card revealed this way. That player puts the chosen card on the bottom of their library.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
Psychotic Episode (tsr) 132
Psychotic Haze
Psychotic Haze deals 1 damage to each creature and each player.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Psychotic Haze (tor) 76
Reckless Wurm
Trample
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Wurm
Reckless Wurm (tsr) 181
Revolutionist
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Human Wizard
Revolutionist (mh2) 139
Senseless Rage
Enchant creature
Enchanted creature gets +2/+2.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment - Aura
Senseless Rage (soi) 180
Skophos Reaver
During your turn, this creature gets +2/+0.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Warrior Minotaur
Skophos Reaver (mh2) 140
Strength of Lunacy
Enchant creature
Enchanted creature gets +2/+1 and has protection from white.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment - Aura
Strength of Lunacy (tor) 86
Stromkirk Occultist
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Horror
Stromkirk Occultist (inr) 173
Twins of Maurer Estate
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire
Twins of Maurer Estate (plst) SOI-142
Violent Eruption
Violent Eruption deals 4 damage divided as you choose among any number of targets.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Violent Eruption (plst) TOR-117
Voldaren Pariah
Flying
Sacrifice three other creatures: Transform this creature.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Horror
Voldaren Pariah // Abolisher of Bloodlines (plst) EMN-111Voldaren Pariah // Abolisher of Bloodlines (plst) EMN-111
Weirded Vampire
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Horror
Weirded Vampire (plst) EMN-113

Madness

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Ramp

Qty: 11 Price: $17.67
Agent of Stromgald
: Add
.
Creature - Human Knight
Agent of Stromgald (all) 64a
Alloy Myr
: Add one mana of any color.
Creature Artifact - Myr
Alloy Myr (plst) MM2-201
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Automated Artificer
: Add
. Spend this mana only to activate an ability or cast an artifact spell.
Creature Artifact - Artificer
Automated Artificer (neo) 239
Crystalline Crawler
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Remove a +1/+1 counter from this creature: Add one mana of any color.
: Put a +1/+1 counter on this creature.
Creature Artifact - Construct
Crystalline Crawler (eoc) 133
Hedron Crawler
: Add
. (
represents colorless mana.)
Creature Artifact - Construct
Hedron Crawler (ogw) 164
Iron Myr
: Add
.
Creature Artifact - Myr
Iron Myr (plst) SOM-168
Leaden Myr
: Add
.
Creature Artifact - Myr
Leaden Myr (som) 170
Manakin
: Add
.
Creature Artifact - Construct
Manakin (j22) 785
Rain of Filth
Until end of turn, lands you control gain "Sacrifice this land: Add
."
Instant
Rain of Filth (plst) USG-151
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211

Ramp

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Recursion

Qty: 2 Price: $0.70
Ardent Elementalist
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Shaman
Ardent Elementalist (mid) 128
Pillardrop Warden
Reach
,
, Sacrifice this creature: Return target instant or sorcery card from your graveyard to your hand. Activate only as a sorcery.
Creature - Spirit Dwarf
Pillardrop Warden (stx) 112

Recursion

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Theft

Qty: 4 Price: $1.68
Awaken the Sleeper
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If it's equipped, you may destroy all Equipment attached to that creature.
Sorcery
Awaken the Sleeper (one) 119
Temporary Insanity
Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn.
Instant
Temporary Insanity (ddg) 73
Threaten
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and
this turn.)
Sorcery
Threaten (10e) 242
Word of Seizing
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.
Instant
Word of Seizing (cmr) 420

Theft

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Tutor

Qty: 6 Price: $16.00
Diabolic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Diabolic Tutor (plst) ODY-129
Illicit Shipment
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell.)
Search your library for a card, put it into your hand, then shuffle.
Sorcery
Illicit Shipment (snc) 83
Infernal Tutor
Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle.
Hellbent — If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle.
Sorcery
Infernal Tutor (rvr) 326
Mastermind's Acquisition
Choose one —
• Search your library for a card, put it into your hand, then shuffle.
• Put a card you own from outside the game into your hand.
Sorcery
Mastermind's Acquisition (rix) 77
Profane Tutor
Suspend 2—
(Rather than cast this card from your hand, pay
and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Profane Tutor (mh2) 401
Wishclaw Talisman
This artifact enters with three wish counters on it.
,
, Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
Artifact
Wishclaw Talisman (fdn) 617

Tutor

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Untap

Qty: 2 Price: $11.68
Puppet Strings
,
: You may tap or untap target creature.
Artifact
Puppet Strings (plst) TMP-304
Umbral Mantle
Equipped creature has "
,
: This creature gets +2/+2 until end of turn." (
is the untap symbol.)
Equip
Artifact - Equipment
Umbral Mantle (plst) SHM-267

Untap

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Vampires

Qty: 8 Price: $7.40
Captivating Vampire
Other Vampire creatures you control get +1/+1.
Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
Creature - Vampire
Captivating Vampire (inr) 100
Falkenrath Gorger
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Berserker
Falkenrath Gorger (inr) 152
Feast of Blood
Cast this spell only if you control two or more Vampires.
Destroy target creature. You gain 4 life.
Sorcery
Feast of Blood (j22) 118
Midnight Arsonist
When this creature enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
Creature - Vampire
Midnight Arsonist (voc) 27
Stensia Banquet
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control.
Draw a card.
Sorcery
Stensia Banquet (emn) 144
Thirsting Bloodlord
Other Vampires you control get +1/+1.
Creature - Vampire
Thirsting Bloodlord (j25) 494
Urge to Feed
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
Instant
Urge to Feed (j25) 502
Vampires' Vengeance
Vampires' Vengeance deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with "
,
, Discard a card, Sacrifice this token: Draw a card.")
Instant
Vampires' Vengeance (moc) 289

Vampires

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
49 pips - 32 cards
26 mana - 26 cards
38 pips - 30 cards
13 mana - 13 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
5 mana - 4 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This is a budget deck, some of the card choices come down to them being cheap but still useable.\n\nThis deck is all about the card it's named after, Mortal Combat.\n\nEarly Game: Ramp into Anje as fast as possible. Starting hand you want at least 2 lands, a ramp spell, and a few madness cards. Once you have Anje out you can effectively draw out most your library whenever you want, never discard protection and Mortal Combat.\n\nMid Game: This is the part where you want to start discarding as many creatures via Anje as possible, at this point mana is only important for Mortal Combat, protection spells, and using Umbral Mantle to untap Anje (You almost never pay for Madness). If you can't find Mortal Combat, tutor for it. You almost never want to play your madness cards, except for Necrogoyf and Hell Mongrel sometimes. Hell Mongrel is more consistent discard than Anje, but doesn't draw cards, and Necrogoyf is good if you don't think you could resolve Mortal Combat to win via beatdown. Speaking of beatdown, if your opponents are running lots of counters/enchantment removal, you can also go for a beatdown strategy with the little additions of some Vampire tribal. You can use Glass-Cast Heart for beatdown as well as for searching for Mortal Combat. You can use the theft spells with the mostly unused mana base if going for Mortal Combat, you can also use them to untap Anje if you are really desperate. These cards are partially your removal.\n\nEnd Game: If you gave up on Mortal Combat to win, just beatdown. If you didn't, you want to have a hand curated to try and resolve Mortal Combat and get to your next upkeep (aka your protection), as well as your recursion creatures, you can use Rain of Filth and the ramp you have been doing throughout the game to play it again if it gets countered.\n\nWhy certain cards?\nSome of the weird cards in this deck are because I wanted to make this deck relatively cheap, so no demonic/vampiric tutor for example. If you have them/want to run them, you easily could though. Literally the entire land base is basic for the same reason, and ramp is there to help mitigate this a bit as well. The vampire tribal is here to be a backup plan, you could easily drop it for more cards with Madness, but I've found it loses some consistency. Pyroblast, Red Elemental Blast, and Deflecting Swat would be amazing in this deck, but with them I couldn't keep the deck under $50, again, if you have them, sub-out some of the other protection for them. Why Anje? Anje is cheap, and allows you to discard AND draw for free multiple times. If you are subbing things out, I would start with removing the tutors because Anje draws so much that you don't really ever have to tutor that much unless Mortal Combat is literally at the bottom of your library. I only ever tutor if I have free mana to do so, or are already at 20 creatures in yard. As long as the cards have madness, it doesn't really matter which ones you run as you discard most of them anyways.\n\nWhy Mortal Combat?\nNot much of a reason outside of the fact it's fun, a lot of people don't know what it is, and it's unexpected. As it is also an enchantment, you can play it before you have 20 creatures in yard, and use Anje on the end-step before your turn if you think you can get 20 creatures in yard before your turn (this also gives a bit of protection to Mortal Combat, as opponents might not read it as a threat yet.)\n\nWhy Vampire Tribal?\nLots of the madness cards (especially in black/red) are vampires or work well with madness.\n"}]}
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