Vampiric Bloodlust
Bracket 3 by the list · Upgraded
Blue: the colour is how well it does what Bracket 3 allows.
- The three dials average 66 for what Bracket 3 allows: that sets the colour.
- Power 25 counts as 50 here: Bracket 3 is for Power 50 and up. With Manabase 76 and Health 80, that is 66 on average (weights 40 / 30 / 30).
- 1 Game Changer (Core allows none; Upgraded up to three): Teferi's Protection
- cEDH signals: 1 piece of fast mana · 0 tutors that find any card · 0 free spells
- Combos are not checked yet.
Power 25: why
- Average mana value 3.71: it acts late
- No tutors: it sees its best cards only by drawing them
- 1 Game Changer: Teferi's Protection
Manabase 76: why
- 18 lands always enter tapped
- 18 sources make white, and it has a card costing {W}{W}: aim for about 26
- 20 sources make red, and it has a card costing {R}{R}: aim for about 26
Health 80: why
- Only 6 ramp pieces (aim for 10)
- Only 6 ways to remove a threat (aim for 8)
- 9 spells cost 6 or more (14% of spells; aim under 10%)
Edgar Markov
$42.50
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Scores Scores update when you save.
3 · Upgraded by the list. The bracket comes from Wizards' card rules alone; the colour says how well the deck does what Bracket 3 allows.
- The three dials average 66 for what Bracket 3 allows: that sets the colour.
- Power 25 counts as 50 here: Bracket 3 is for Power 50 and up. With Manabase 76 and Health 80, that is 66 on average (weights 40 / 30 / 30).
- 1 Game Changer (Core allows none; Upgraded up to three): Teferi's Protection
- cEDH signals: 1 piece of fast mana · 0 tutors that find any card · 0 free spells
- Combos are not checked yet.
How fast and how hard this deck can take over a game. Absolute: about 90 and up is cEDH, so a casual deck scores low on purpose.
Focused
- Average mana value 3.71: it acts late
- No tutors: it sees its best cards only by drawing them
- 1 Game Changer: Teferi's Protection
- 10 cards that draw or dig
- 2 answers at mana value 2 or less
- 1 piece of fast mana: Sol Ring
Can it cast its spells on time, in its colours?
Fair
- 18 lands always enter tapped
- 18 sources make white, and it has a card costing {W}{W}: aim for about 26
- 20 sources make red, and it has a card costing {R}{R}: aim for about 26
- 37 lands, counting ramp ≈ 39.5 sources: short of the ≈40.1 a deck at mana value 3.71 wants
Does it have the parts every Commander deck needs: ramp, cards, answers, and a curve it can cast?
Good
- Only 6 ramp pieces (aim for 10)
- Only 6 ways to remove a threat (aim for 8)
- 9 spells cost 6 or more (14% of spells; aim under 10%)
- 10 cards that draw or dig ✓
- 2 board wipes ✓
Scores read the list alone, from each card's own rules text: they can't see how a deck is played. Bracket names and the Game Changers list are Wizards of the Coast's (Commander Brackets, list as Wizards last changed it, 9 February 2026).
Led by Edgar Markov. A white-black-red Commander deck built around lifegain and +1/+1 counters, on a Vampire kindred base. 27 creatures, 37 lands, average mana value 3.71.
Summarised from the decklist — not official product copy.