Welcome to my Vampire build!
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If history serves, this deck was one of the first in my arsenal that had a crazy power ceiling compared to what I was using then. Especially in the Meta at the time. Think it was... whenever Halq was still legal.
Needless to say, this deck could use some adjustments, though, I've found it to be very consistent if it's uncontested.
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Vampires are a bit of a forgotten archetype in that they have an outdated gimmick. In (semi) recent years, it recieved some link and XYZ support in the form of [Vampire Sucker], [Vampire Fascinator] and [The Zombie Vampire].
Initially, in the older days of Boomer Monsters, Vampires were supposed to be a mill strategy, kind of like Runick, only worse.
These new additions more focus on stealing monsters. As a Vampire would charm their victims, we're doing the same here along with a couple neat Spell cards that do just that.
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Starting with key strategies:
Believe it or not, the Extra Deck acts simply as an Extender pool and a last resort.
Your main focus Turn 1 or 2, is to get [Vampire Voivode] and [Doomking Balerdroch] on the field as soon as possible.
Reason being, these two are your primary Negate bosses. Voivode in particular as their Negate IS NOT ONCE PER TURN but only affects anything activating in the Graveyard***. With Doomking in conjunction, also assuming you have [Zombie World] on the field, should protect Voivode from any unwanted attention.
***Also, if there's a card with the same name on the field as one in the grave, you can Negate the Ignition of that one particular monster (as many times as you want :^) )
Getting to that point is a bit tricky, though.
You will end up having to burn resources simply to survive, but most of the time, it's worth it. There isn't a ton of recursion for your Vampires, however, this is one of those decks where the ball is next to impossible to stop once its rolling.
The Extra Deck, as I've mentioned, it more of a way to get you deeper into your Main Deck and other parts of the Extra. That said, the fun really starts once you start Link climbing. Sucker and Fascinator are absolutely crazy once you have [Zombie World] on the field. From Tributing your opponent's Monsters for a free Voivode to stealing one from the grave in order to get a quick Zombie Vampire, there are numerous lines of play that ensure the forbidability of this deck (despite how slow it is to actually get there in the first place.)
Lastly, I want to touch on [Vampire Fraulein]. This card, is THE saving grace of this deck. Not only do you have a free wall at the cost of your LP, but you can also Attack and potentially steal a monster. Absolute nonsense considering half the cards in this build do just that, but a free Level 5 body on top of an effect that IS NOT ONCE PER TURN :^)..... If you ask me, this with Uni-Zombie potentially getting Ash'd is a free Baronne. All I'm gonna say.
Finally, the Sideboard includes more of the Handtraps we all know and love along with some additional options for extenders if this particular build doesn't tickle your fancy.
[Lullaby of Obedience]
probably being one of my favorite cards to tech in as it makes a great way to rip your opponent's Ash right out of the deck, if they have one.
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In conclusion, Vampires need work. However, Zombies are the one Type notorious for having insane amounts of support and next to hundreds of ways to really add some versatility to any deck. You're most likely bound to find several combinations that best suit your style of play.
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