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'''Vampire''' is [[creature type]]. The first card with the subtype was <c>Sengir Vampire</c> in ''[[Alpha]]''. In the ''[[Innistrad block]]'' [[black]] and [[red]] Vampires are a supported tribe. <ref>{{DailyRef|mtg/daily/mm/159|C'mon ''Innistrad'', Part 1|[[Mark Rosewater]]|September 05, 2011}}</ref> Since that block, Vampire is a characteristic race for the color black. <ref>{{TumblrRef|author=Mark Rosewater|URL=http://markrosewater.tumblr.com/post/113691022933/so-is-this-about-right-characteristic-and|title=Characteristic and iconic creatures for each color?|tumblr-title=Blogatog|date=March 15, 2015}}</ref>
{{Infobox type
|type=creature
|beeble=1
|stats={{stats|W=28|B=250|R=50|UB=15|GW=1|BR=16|BG=1|RW=2|WB=35|M=20|C=1}}
{{stats|Vampire creation|W=6|B=6|BR=1|GW=1|WB=7|M=1|L=1|state=collapsed}}
as of ''[[Outlaws of Thunder Junction]]''
|beeble_ref=<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/179301805403/are-the-iconiccharacteristic-races-considered-a-1|title=Are the iconic/characteristic races considered a 1 on the Beeble Scale?|October 22, 2018}}</ref>
}}
{{TOCright}}
'''Vampire''' is a [[creature type]]. The first card with the subtype was {{card|Sengir Vampire||LEA}} in ''[[Alpha]]''. Like [[Zombie]], Vampire is a [[List of Magic slang#Iconic and characteristic|characteristic]] [[race]] for the color black.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/113691022933/so-is-this-about-right-characteristic-and|title=Characteristic and iconic creatures for each color?|March 15, 2015}}</ref>


==Storyline==
==Storyline==
'''Vampires''' are a dangerous type of [[undead]]. Whilst [[humans]] are the most common victims of vampirism, it can infect other species as well, including hounds and even [[dragons]]. Throughout the [[multiverse]], vampires can be created through other vampires transforming their victims, or through [[enchantment]]. <ref>{{DailyRef|mtgcom/daily/mr215|Interview With Some Vampires|[[Mark Rosewater]]|February 13, 2006}}</ref>
Vampires are a bloodthirsty species, often a type of [[undead]]. While [[human]]s are the most common victims of vampirism, other races can be afflicted as well. Throughout the [[multiverse]], vampires can be created through other vampires turning their victims, or through [[enchantment]].<ref>{{DailyRef|making-magic/interview-some-vampires-2006-02-13|Interview With Some Vampires|[[Mark Rosewater]]|February 13, 2006}}</ref>


The most defining characteristic of vampires is their hunger for the blood or lifeforce of others. Other traits of vampires can include unnatural physical strength, enhanced healing powers and the ability to [[flying|fly]], with the method of flight being through either natural or magical means. Many vampires are highly sensitive to sunlight and therefore only go out at night or in the shade, but this is not always the case. Regardless, the secretive and predatory nature of the creatures means that they all prefer the cover of darkness. Vampires can range from being mindless predators to sophisticated and intelligent nobles. The appearance of vampires is similarly varied, although they all have at least two elongated fangs and the more feral ones have bat-like qualities.  
The most defining characteristic of vampirism is their hunger for the blood and/or life forces of others. Other traits of vampires can include unnatural physical strength, enhanced healing powers, and/or the ability to [[flying|fly]], with their methods being through either natural or supernatural means. Many species of vampires are highly sensitive to sunlight and therefore only go out at night or in the shade, but this is not always the case. Regardless, the secretive and predatory nature of these creatures means that they all prefer the cover of darkness. Vampires can range from mindless predators to sophisticated and intelligent nobles. The appearances of vampires are similarly varied, although they all have somewhat elongated fangs, with the more feral ones having bat-like qualities.  


===Alara===
Before the [[Conflux]], the rare Alaran vampires were exclusively found on the [[shard]] of [[Grixis]], where they fed on [[zombie]]s.<ref>{{DailyRef|arcana/sketches-wretched-banquet-2009-02-18|Sketches: Wretched Banquet|[[Magic Arcana]]|February 18, 2009}}</ref> Grixian vampires range in their strength from the amount of [[vis]] they have consumed. Those who only managed to wring lifeforce from corpses are skeletal and mad with hunger, often lacking the ability to fly.<ref name="AlaraGuide">[[Doug Beyer]] & [[Jenna Helland]] (2008). ''[[A Planeswalker's Guide to Alara]]'', [[Wizards of the Coast]]. ISBN-13 978-0786951246</ref> Those who managed to taste vis from the still-living soar in the skies, commanding hordes of [[bat]]s and other vermin. Blood-sated vampires have an almost irresistible aura of power. These vampires knew that their life on Grixis ran on borrowed time and held annual meetings at Unx to discuss how to prolong their race's survival.
After Grixis rejoined with the rest of the plane, vampires were known to be seen flying over neighboring lands like [[Jund]].


===Alara===
===Arcavios===
Before the [[Conflux]], the <c title="rare Alaran vampires">Vein Drinker</c> were exclusively found on the [[shard]] of [[Grixis]], where they fed on [[zombies]]. <ref>{{DailyRef|mtg/daily/arcana/128|Sketches: Wretched Banquet|[[Magic Arcana]]|February 18, 2009}}</ref>. After Grixis rejoined with the rest of the plane, vampires were known to be seen <c title="flying over neighboring lands">Blood Tyrant</c> like [[Jund]].
Vampires of Arcavios have elongated ears and are associated with [[Silverquill]] and [[Witherbloom]]. Some are even deans, such as Valentin. They are seemingly less vicious than their counterparts from other planes, with some openly stating that violence is "the last resort of the witless".


===Dominaria===
===Dominaria===
====Sengir Vampires====
====Sengir Vampires====
<c title="Sengir Vampires">Sengir Vampire</c> are said to be descendants of the legendary [[Baron Sengir]] of [[Dominaria]] and [[Ulgrotha]]. While they are most common on the latter, others have been found across the [[multiverse]]. On Dominaria, they were found in [[Aerona]] and in the pits of the [[Cabal]] in [[Otaria]].  
[[File:Sengir Vampire 2.jpg|left|250px|thumb|A Sengir Vampire]]
{{card plural|Sengir Vampire}} are said to be descendants of the legendary Baron [[Sengir]] of [[Dominaria (plane)|Dominaria]] and [[Ulgrotha]].<ref name="DOM Legends 9">{{EzTumblr|http://wizardsmagic.tumblr.com/post/173195602001/tricksters-rogues-and-forbidden-magic-dominaria|title=Tricksters, rogues, and forbidden magic!||April 22, 2018}}</ref><ref>{{DailyRef|latest-developments/sengir-start-finish-2006-02-17|Sengir, Start to Finish|[[Aaron Forsythe]]|February 17, 2006}}</ref> While they are most common on the latter, others have been found across the [[multiverse]]. On Dominaria, they were found in [[Aerona]] and in the pits of the [[Cabal]] in [[Otaria]].


Over the centuries, the Sengir bloodline has degenerated; while they were once as attractive and human-seeming as their progenitor, Sengir vampires are now hideous, misshapen creatures with pointed ears, long claws, and feral eyes, often with visible red veins all over their bodies.
Over the centuries, the Sengir bloodline has degenerated; while they were once as attractive and human-seeming as their progenitor, Sengir vampires are now hideous, misshapen creatures with pointed ears, long claws and toes, and feral eyes. Their skin is so translucent that their blood vessels show through. After feeding, a patch of red blood can be seen where their stomach is. Their fingers are webbed, and a thin patagium connects their arms to their body to facilitate flight.<ref name=ww>[[Clayton Emery|Emery, C.]] (1995). ''[[Whispering Woods (novel)|Whispering Woods]]''. HarperPrism. New York. Retrieved from [https://archive.org/details/whisperingwoods00emer] on 7 May 2022.</ref>


====Krovikan Vampires====
====Krovikan Vampires====
<c title="Krovikan Vampires">Krovikan Vampire</c> stalked the streets of the plague-ridden city of [[Krov]] during the [[Ice Age (event)|Ice Age]], led by their queen [[Garza Zol]]. These vampires have a pale appearance, with porcelain-like skin and blood-red eyes.
{{card plural|Krovikan Vampire}} stalked the streets of the plague-ridden city of [[Krov]] during the [[Ice Age (event)|Ice Age]], led by their queen [[Garza Zol]]. These vampires have a pale appearance, with porcelain-like skin and blood-red eyes.


====Vampiric Dragons====
====Vampiric Dragons====
A <c>Vampiric Dragon</c> appeared in a short story in the [[Monsters of Magic]] anthology. They are particularly dangerous, combining the strengths of both races to lethal effect.
A <c>Vampiric Dragon</c> appeared in a short story in [[The Monsters of Magic]] anthology. They are particularly dangerous, combining the strengths of both races to lethal effect.
 
===Innistrad===
===Innistrad===
The vampiric bloodlines that govern the [[Innistrad (plane)|Innistrad]] province of [[Stensia]] reap the benefits of the isolation in the region. <ref>{{DailyRef|mtg/daily/stf/167|A Planeswalker's Guide to Innistrad: Stensia and Vampires|Magic Creative Team|November 02, 2011}}</ref> The chain of [[mountain]]s called [[Stensia#Geier Reach|Geier Reach]], which dominates the province, separates the valleys from each other and makes them easier to be monitored and controlled. The suffering [[humans]] of Stensia have an irrational loyalty to their oppressive home, but strictly speaking, have few options; they are trapped in the narrow mountain passes and attached to their customs and lives of herding and gathering.
The vampiric bloodlines that govern the [[Innistrad (plane)|Innistrad]] province of [[Stensia]] reap the benefits of the isolation in the region.<ref>{{DailyRef|feature/planeswalkers-guide-innistrad-stensia-and-vampires-2011-11-02|A Planeswalker's Guide to Innistrad: Stensia and Vampires|[[Magic Creative Team]]|November 02, 2011}}</ref> The chain of [[mountain]]s called [[Stensia#Geier Reach|Geier Reach]], which dominates the province, separate the valleys from each other and makes them easier to be monitored and controlled. The suffering [[human]]s of Stensia have an irrational loyalty to their oppressive home, but strictly speaking, have few options; they are trapped in the narrow mountain passes and attached to their customs and lives of herding and gathering.
 
Thousands of years ago, before there were vampires on Innistrad, [[Edgar Markov]] was an [[alchemist]] in the land that would become Stensia. Famine was sweeping the land, and the old alchemist Edgar searched for a solution that could help the starving families feed themselves. The answer was a brutal one: to undergo a blood ritual that would cause some of the people to feed on blood. It would provide sustenance to those few, reducing demand for the failing crops, but it would also cull the overall population, reducing the number of hungry mouths to feed. Thus were vampires born on Innistrad.<ref>{{DailyRef|savor-flavor/sorins-homecoming-2012-01-09|Sorin's Homecoming|[[Doug Beyer]]|January 11, 2012}}</ref>
 
Though they are not undead, they have some traits common to undead, including agelessness and skin cold to the touch.<ref>{{DailyRef|feature/card-day-july-2013-2013-07-01|Card of the Day - July, 2013|[[Mike McArtor]]|July 1, 2013|archiveurl=https://web.archive.org/web/20220627105247/https://magic.wizards.com/en/articles/archive/feature/card-day-july-2013-2013-07-01|archivedate=June 26, 2022}}</ref> Neither a virus nor a curse, vampires euphemistically refer to their vampirism as a "condition of the blood." The eyes of Innistrad vampires have black sclera and gold, silver, or red irises in the middle.<ref>{{DailyRef|feature/magic-story-podcast-vampires-2017-08-02|Magic Story Podcast: Vampires|[[Blake Rasmussen]] and [[Alison Luhrs]]|August 2, 2017}}</ref>
 
Innistrad vampires have a particular weakness against weapons cut from living wood, although normal weapons can also be used. They are unable to cross streams that show the reflection of the moon, and water blessed by [[Avacyn]] or her archangels burns them like acid. Within silver or a silver-backed mirror, they appear as they would have as humans. If they fail to drink about five liters of human blood in a moon's cycle, they shrivel to dust.<ref>[http://d1bf78c87087c77d76ca-be4120a00702a7d33079a120750230c5.r45.cf1.rackcdn.com/Plane%20Shift%20Innistrad%20SFG_2.pdf Plane Shift: Innistrad]</ref>


Thousands of years ago, before there were vampires on Innistrad, [[Edgar Markov]] was an [[alchemist]] in the land that would become Stensia. Famine was sweeping the land, and the old alchemist Edgar searched for a solution that could help the starving families feed themselves. The answer was a brutal one: to undergo a blood ritual that would cause some of the people to feed on blood. It would provide sustenance to those few, reducing demand for the failing crops, but it would also cull the overall population, reducing the number of hungry mouths to feed. Thus were vampires born on Innistrad. <ref>{{DailyRef|mtg/daily/stf/177|Sorin's Homecoming|[[Doug Beyer]]|January 11, 2012}}</ref>
====The Four Bloodlines====
====The Four Bloodlines====
Not all vampires are created equal. Among the existing vampiric bloodlines, some are more common but prestigious whereas some are rare but less respected. There were originally twelve bloodlines, which originated long ago in a ritual that had something to do with the Markov progenitor, [[Edgar Markov]]. Three of these bloodlines have died out completely. Five others are relatively minor, having sired fewer vampires. Each bloodline has a special affinity to certain abilities innate to the vampiric form.


Not all vampires are created equal. Among the existing vampiric bloodlines, some are more common but prestigious whereas some are rare but less respected. There were originally twelve bloodlines, which originated long ago in a ritual that had something to do with the Markov progenitor, [[Edgar Markov]]. Three of these bloodlines have died out completely. Five others are relatively minor, having sired fewer vampires.  
The four major bloodlines that remain are:
*[[Falkenrath]]
*[[Markov]]
*[[Stromkirk]]
*[[Voldaren]]
 
The Falkenrath and Stromkirk largely fell victim to [[Emrakul]]'s corruption. The Markov suffered great losses when the lithomancer [[Nahiri]] destroyed Markov Manor, trapping its inhabitants in stone.
 
Four of the remaining five minor bloodlines are:
*[[Dusken]], a nearly extinguished bloodline that rivaled the Maurers
*Maurer, founded by [[Strefan Maurer]] and fairly centered around Strefan's domain in Stensia's outland valleys.
*[[Henrika Domnathi|Domnathi]], vampires that are consorting with [[demon]]s.<ref name="Dolorous">{{DailyRef|magic-story/episode-2-dolorous-weight-pleasantries-2021-11-03|The Dolorous Weight of Pleasantries|K. Arsenault Rivera|November 3, 2021}}</ref>
*Nusfar, predatory vampires that look like children.<ref name="Dolorous"/>
 
===Ixalan===
Uniquely, some vampires on [[Ixalan (plane)|Ixalan]] are mono-[[white]] and part of the [[Legion of Dusk]]. They originate on the continent of Torrezon, which is under their control. Expedition forces have crossed the sea to Ixalan to reclaim an artifact stolen from them - the [[Immortal Sun]]. With it, they hope to bestow immortality without the drawback of drinking blood to their followers.<ref>{{DailyRef|feature/magic-story-podcast-ixalan-2017-08-30|''Magic'' Story Podcast: Ixalan|[[Blake Rasmussen]] and [[Alison Luhrs]]|August 30, 2017}}</ref> The first of their kind, [[Elenda of Garrano]], allegedly achieved this state due to a deal with [[Aclazotz]] on Ixalan and then spread her teachings among her native kingdom before leaving them behind again.


The four major bloodlines that remain are:
The vampires on Ixalan live heavily clad in ritual and taboo and they are viewed as holy by the population of their homeland; they view the increased strength and speed they receive from drinking blood as proof of their blessed state. They believe that everything exists in a state of perpetual balance; gain is impossible without loss, triumph without sacrifice, and no sustenance without death.<ref>Flavor text of <c>Axis of Mortality</c></ref>  They undergo what is referred to as a Blood Fast, in which they starve themselves for some time. When this is over, they enter a state known as the rapture, in which they revert to an animalistic trance and attack anything in sight.<ref>Flavor text of <c>Bloodcrazed Paladin</c></ref> Ixalan vampires feed only on the blood of the guilty; meaning heretics, criminals, and rebels against the state. Of course, other vampires are more liberal in their choice of prey, defining guilt along with their parameters. After the discovery of [[cosmium]], it was found that ingesting cosmium can act as a substitute for a vampire's hunger and need for blood.<ref name="Guide 3">{{DailyRef|feature/planeswalkers-guide-to-the-lost-caverns-of-ixalan|Planeswalker's Guide to the Lost Caverns of Ixalan|[[Miguel Lopez]]|November 10, 2023}}</ref>
* [[Falkenrath]]
 
* [[Markov]]
Unlike the Vampires of Innistrad, Ixalan vampires are unharmed by the sun. They have pallid gray skin, gray eyes lit from within with soft silver light, and pointy, bat-like ears. By transforming the lower half of their body into black smoke, some vampires known as '''Skymarchers''' can achieve flight, which they refer to as the Exaltation.<ref name="LCI, Episode 3">{{DailyRef|magic-story/the-lost-caverns-of-ixalan-episode-3|The Lost Caverns of Ixalan - Episode 3|[[Valerie Valdes]]|October 20, 2023}}</ref>
* [[Stromkirk]]
 
* [[Voldaren]]
Vampires blessed by [[Aclazotz]] become [[demon]]ic, enhancing their senses and power.<ref name="LCI Episode 5">{{DailyRef|magic-story/the-lost-caverns-of-ixalan-episode-5|''The Lost Caverns of Ixalan'' - Episode 5|[[Valerie Valdes]]|October 20, 2023}}</ref> Their blood is replaced by a black ichor.<ref name="LCI Episode 6">{{DailyRef|magic-story//the-lost-caverns-of-ixalan-episode-6|''The Lost Caverns of Ixalan'' - Episode 6|[[Valerie Valdes]]|October 20, 2023}}</ref> Their ears and fangs grow, while their eyes become beady and noses flatten.<ref name="LCI Episode 5"/> Though they are still able to wield weapons, their hands end in claws, and large wings sprout from their backs, granting natural flight. These vampires are referred to as "vampire-[[bat]]s."<ref name="LCI Episode 6"/>
 
===Kaladesh===
Some [[aetherborn]] like <c>Yahenni, Undying Partisan</c> have the vampire sub-type. A few aetherborn are spawned with the ability to absorb others' life force, prolonging their own lives.
 
===Kaldheim===
Some [[dragon]]<nowiki/>s of the realm of [[Immersturm]] on [[Kaldheim (plane)|Kaldheim]] are vampiric, and are the only known vampires endogenous to the plane.


===Mirrodin===
===Mirrodin===
====Mephidross Vampires====
{{card plural|Mephidross Vampire}} are named after the [[Mephidross]] on [[Mirrodin]]. The warlord [[Geth]] kept what he believed to be the only Mephidross Vampire as his bodyguard until it was defeated by [[Glissa]]. Afterward, Geth created a new vampire from a [[Moriok]] named [[Yert]], who then established himself as the new prime predator of the Mephidross. Like all of the creatures on Mirrodin, Mephidross Vampires are partly metallic. Its most prominent feature is that it has fangs on his hands rather than his mouth.
With the return to [[Mirrodin]] in the [[Scars of Mirrodin]] block, it was revealed that whole clans of vampires live in Mirrodin.<ref>{{DailyRef|savor-flavor/six-secrets-behind-sets-2011-03-15|Six Secrets Behind the Sets|[[Doug Beyer]]|March 16, 2011}}</ref> Often, these are former Moriok clans that willingly turned into vampires to survive the Nim Onslaught.<ref>{{DailyRef|savor-flavor/everything-dies-2010-12-15|Everything*Dies|[[Doug Beyer]]|December 15, 2010}}</ref> Like the <c>Mephidross Vampire</c>, they have characteristic fangs on their pointer and third fingers.
Of New Phyrexia's vampires, only the most skilled assassins are granted a seat in the Bleak Coven.<ref name="Legends One">{{DailyRef|feature/the-legends-of-phyrexia-all-will-be-one|The Legends of Phyrexia: All Will Be One|[[Grace Fong]]|February 2, 2023}}</ref> They are led by [[Vraan]], the Thane of Blood.


====Mephidross Vampires====
===New Capenna===
<c title="Mephidross Vampires">Mephidross Vampire</c> are named after the [[Mephidross]] on [[Mirrodin]]. The warlord [[Geth]] kept what he believed to be the only Mephidross Vampire as his personal bodyguard until it was defeated by [[Glissa]]. Like all of the creatures on Mirrodin, Mephidross Vampires are partly metallic. It's most prominent feature is that it has fangs on his hands rather than his mouth.
The vampires in the metropolis of [[New Capenna]] are often part of the [[Maestros]] crime family. While becoming a vampire does not appear to be a requirement of joining the Maestros, many human members do receive the gift of vampirism. They hide their illegal activities behind an interest in preserving art and relics of Old Capenna.  They have sharp senses and are undead, possessing both agelessness and some resistance to injury.  However, they are not invulnerable. Anhelo bears the scars of a previous fight with a [[Nightmare]], and, following a strong blow to the head, he expected to be pained and unbalanced for the rest of the day, although he did survive the blow.  Likewise, Xander's knee never healed even after centuries after its initial injury. One man claimed vampires are addicted to luxury, though how true that statement is (whether it is inherent to their nature, a result of being in the Maestros family, or only a stereotype) remains unknown.  Vampires in New Capenna are not bothered by sunlight. It appears that vampirism may not be inherited, as [[List of secondary characters|Errant]], who appears to be the biological daughter of [[Anhelo]], is a human and not a vampire.<ref name="Family Man">{{DailyRef|magic-story/family-man-2022-04-04|The Family Man|[[K. Arsenault Rivera]]|April 4, 2022}}</ref> Vampires on New Capenna do not appear in mirrors, and thus often employ the artistic skills of [[Parnesse]], a vampire who is Errant's wife and Anhelo's daughter-in-law, and who can view herself using an [[Obscura]] surveillance device.<ref name="Legends Streets">{{DailyRef|feature/the-legends-youll-find-in-streets-of-new-capenna|The Legends You'll Find in Streets of New Capenna|[[Doug Beyer]], [[Ari Zirulnik]] and [[Grace Fong]]|April 22, 2021}}</ref>


With the return to [[Mirrodin]] in the [[Scars of Mirrodin]] block, it was revealed that whole clans of vampires live in Mirrodin. <ref>{{DailyRef|mtg/daily/stf/121|Everything* Dies|[[Doug Beyer]]|December 15, 2010}}</ref> <ref>{{DailyRef|mtg/daily/stf/134|Six Secrets Behind the Sets|[[Doug Beyer]]|March 16, 2011}}</ref> Like the <c>Mephidross Vampire</c>, they have characteristic fangs on their pointer and third fingers. How Geth did not notice them when they lived in the Mephidross is unknown.
Vampirism came into existence around the time of the founding of New Capenna.  Xander, founder and head of the Maestros, was the first vampire, and his first progeny was [[Evelyn]]. [[Xander]] also gifted vampirism to [[Anhelo]] who was already serving Xander before the city's construction. Xander, Evelyn, and Anhelo are thus among a small number of inhabitants of New Capenna left who remember a time before the city's founding.<ref name="Legends Streets" />


===Rath===
===Rath===
====Skyshroud Vampires====
====Skyshroud Vampires====
<c title="Skyshroud Vampires">Skyshroud Vampire</c> are found in the [[Skyshroud Forest]], where the dense foliage provides them with shelter from the sun. They are amongst the most bat-like and unintelligent forms of vampire.
{{card plural|Skyshroud Vampire}} are found in the [[Skyshroud Forest]], where the dense foliage provides them with shelter from the sun. They are amongst the most bat-like and unintelligent forms of vampire.
 
====Stronghold Vampires====
{{card|Vampire Hounds}} are used with watch[[dog]]s in [[Stronghold (location)|Stronghold]].


===Ravnica===
===Ravnica===
====Moroii====
====Moroii====
The <c>Moroii</c> from [[Ravnica]] are psionic vampires, draining the youth and mental abilities of their victims for sustenance. <ref>{{DailyRef|mtgcom/arcana/943|The Moroii|[[Magic Arcana]]|November 07, 2005}}</ref> They are employed by [[House Dimir]] as assassins. They are unaffected by sunlight.
The <c>Moroii</c> from [[Ravnica]] are psionic vampires, draining the youth and mental abilities of their victims for sustenance.<ref>{{DailyRef|arcana/moroii-2005-11-07|The Moroii|[[Magic Arcana]]|November 07, 2005}}</ref> They are employed by [[House Dimir]] as assassins and spies (although they employ traditional blood-drinking vampires as well). They are unaffected by sunlight. Some look like humanoid bats while others, such as [[Szadek]] and [[Mirko Vosk]], could pass as humans.
 
====Orzhov vampires====
Orzhov vampires are a lower ranking of [[Orzhov Syndicate|Syndicate]] members who have not been allowed the gift of becoming a [[spirit]] and have settled for being turned into vampires instead.<ref>[[James Wyatt]] (January 2019). "''[[The Art of Magic: The Gathering - Ravnica]]'''". [[Wizards of the Coast]]</ref>
 
===Shandalar===
Shandalar is known to have vampires, some of these Bloodlords influence the corrupt city of Lesh. Vaasgoth is a name associated with a few Shandalarian vampires although it is unclear if this is a familial house, faction, or place.<ref><c>Bloodlord of Vaasgoth</c></ref><ref>{{DailyRef|magic-story/bard-and-biologist-2014-07-09|The Bard and the Biologist|[[Matt Knicl]]|July 9, 2014}}</ref>
 
===Tarkir===
There are 2 species of vampires on Tarkir:
*The native Kheru vampires - This species of vampire looks vastly different than other known vampire species. They have giant tongues and their fangs look more like tusks. They are <c title="members">Kheru Bloodsucker</c> of the [[Sultai Brood]] and live in the jungles.
 
*The vampire planeswalker Sorin Markov created progeny when he entered Tarkir in his search for [[Ugin]]. While in the old timeline, his vampiric spawns were left behind,<ref>{{DailyRef|magic-story/sorins-revelation|Sorin's Revelation|[[Adam Lee]]|September 24, 2014 }}</ref> in the new timeline, they were sacrificed to break Ugin's hedron cocoon.<ref>{{DailyRef|magic-story/sorins-restoration-2015-03-27|Sorin's Restoration|[[Doug Beyer]]|March 27, 2015}}</ref>


===Zendikar===
===Zendikar===
The vampires of [[Zendikar (plane)|Zendikar]] seem to be non-native. <ref>{{NewRef|archive/uncharted-realms/stirring-slumber-2015-05-13|Stirring from Slumber|[[James Wyatt]]|May 13, 2015}}</ref> They live in cultured, decadent cities on the humid continent of [[Guul Draz]], and differ from typical vampires in many respects. Normal Zendikar vampires have a lifespan of approximately 200 years. They feed on blood, but it does not have to be blood from a sentient race.  
Zendikari vampires are associated with black mana since their existence is predicated on draining the life from others to fuel their existence, on putting their own lives ahead of everyone else's. Philosophically, they do not constrain themselves with artificial rules of morality but believe that the strong can and should take what they need from the weak. Bred to a life of decadent corruption, the vampires of Zendikar feed on the energies in the blood of living creatures—energies that are particularly strong in times of terror and pain. To members of other races, they are a fearsome mystery, the stuff of nightmares, hunting their prey like beasts through the jungle or reclining on thrones made of skulls in their moss-draped cities.
 
'''Hexmages''' are vampire mages who use their talents at curse-magic to drain quantities other than blood.<ref name="Cuisine">{{DailyRef|savor-flavor/ally-cuisine-2009-11-04|Ally Cuisine|[[Doug Beyer]]|November 4, 2009}}</ref>
 
====The Bloodchiefs====
A few [[Zendikar (plane)|Zendikari]] cultists were made vampires by the [[Eldrazi]] [[Ulamog]] and differ from typical vampires in many respects.<ref name="Art of Magic">[[James Wyatt]] (2016). ''The Art of Magic: The Gathering - Zendikar'', p. 48</ref><ref>{{DailyRef|magic-story/stirring-slumber-2015-05-13|Stirring from Slumber|[[James Wyatt]]|May 13, 2015}}</ref> They have a lifespan of approximately 200 years, and while they feed on blood, it does not have to be blood from a sentient race.


When the [[Eldrazi]] first plundered Zendikar, they took the plane's proud vampires as a race of servants, adapting their very anatomy for servitude. Hooklike horns grew from the vampires' shoulders, convenient handles for the Eldrazi to dominate their slave race and, for millennia afterward, carnal symbols of the vampires' heritage of persecution. The vampires, forced to conspire in the campaign of destruction against their own homeworld, had their identity and tribal memory scarred forever. <ref>{{DailyRef|mtg/daily/feature/84|The Eldrazi Arisen|[[Doug Beyer]]|March 29, 2010}}</ref>
A few thousand years after the imprisonment of the Eldrazi by [[The Three]], the noxious creative force of Ulamog became an infection that took hold of the people who dared to live in [[Akoum]]'s mountains despite the tectonic instability of the region.<ref name="Art of Magic"/> They became a sort of cult devoted to an imagined deity of the mountains, established a temple near the site of the prison, and began performing rituals inspired by their growing madness. The cultists avoided the notice of the increasingly reclusive [[Nahiri]] and over time and multiple generations, their rituals proved effective in loosening the bonds of the Eldrazi prison. Though the titans themselves still couldn't escape, teeming hordes of their broods sprang into existence. This swarming host devastated Zendikar.


Born in ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energies in the blood of living creatures -- energies that are particularly strong in times of terror and painTo members of other races, they are a fearsome mystery, the stuff of nightmares, hunting their prey like beasts through the jungle of reclining on thrones made of skulls in their moss-draped cities. But vampires are locked in a brutal civil war.  On one side, desperately battling to remain free, are those who hold to their traditional ways. On the other side are those whose legacy reaches back into the deepest recesses of Zendikari history.  Bound once more to their ancient masters and creators, the Eldrazi, these vampires hunt their kin into the wild swamps in an effort to extinguish the very idea of freedom and rebellion.
During the rampage, the cultists transformed. Only twelve of them survived the initial wave of spawn emerging from the prison, but those twelve became the first vampire bloodchiefs, the progenitors of the vampire race (among them <c>Rayami, First of the Fallen</c>).<ref name="Art of Magic"/> Whether they were originally [[human]], [[kor]], or a race of their own, they became something entirely new – and utterly enslaved to the will of Ulamog. The Eldrazi took the plane's vampires as a race of servants, adapting their very anatomy for servitude. Hook-like horns grew from the vampires' shoulders, convenient handles for the Eldrazi to dominate their slave race, and, for millennia afterward, physical symbols of the vampires' heritage of enslavement. The vampires, forced to conspire in the campaign of destruction against their homeworld, had their identity and tribal memory erased forever.<ref>{{DailyRef|feature/eldrazi-arisen-2010-03-29-0|The Eldrazi Arisen|[[Doug Beyer]]|March 29, 2010}}</ref>


Zendikari vampires are associated with black mana since their existense is predicated on draining the life from others to fuel their own existence, on putting their own lives ahead of everyone else's.  Philosophically, they do not constrain themselves with artificial rules of morality, but beilieve that the strong can and should take what they need from the weak.
After Nahiri enforced the Eldrazi prison all on her own, no more broods came to life. She trusted the people of Zendikar to deal with them and left the plane. The vampires remained, now free of Ulamog's yoke.


====The Bloodchiefs and their families====
====The five families====
The Zendikar vampires are divided into five families, each presided over by a bloodchief, a powerful, immortal vampire. <ref>{{DailyRef|mtg/daily/stf/55|A Planeswalker's Guide to Zendikar|Magic Creative Team|September 09, 2009}}</ref> Each bloodchief is the progenitor of their entire family, as when a bloodchief drains blood from a sentient creature, that creature will become a vampire with the tastes and passions of of the bloodchief imprinted on them. Whenever a vampire fully drains the blood of a living creature without destroying the husk, that creature does not become a vampire. Instead, it becomes a '''null''', a faceless [[zombie]] that is stronger and much faster than typical zombies. If nulls are left without orders, they will hunt and kill living things that they can find. <ref>{{DailyRef|mtg/daily/stf/61|A planeswalker's Guide to Zendikar: Guul Draz and Vampires|Magic Creative Team|October 21, 2009}}</ref>
The later Zendikar vampires are divided into five families, each presided over by a bloodchief, a powerful, immortal vampire.<ref>{{DailyRef|feature/eldrazi-arisen-2010-03-29-0|A Planeswalker's Guide to Zendikar|[[Magic Creative Team]]|September 09, 2009}}</ref> Each bloodchief is the progenitor of their entire family, as when a bloodchief drains blood from a sentient creature, that creature will become a vampire with the tastes and passions of the bloodchief imprinted on them. Whenever a vampire fully drains the blood of a living creature without destroying the husk, that creature does not become a vampire. Instead, it becomes a '''null''', a faceless [[zombie]] that is stronger and much faster than typical zombies. If nulls are left without orders, they will hunt and kill living things that they can find.<ref name="GuideDraz">{{DailyRef|savor-flavor/planeswalker’s-guide-zendikar-guul-draz-2009-10-21|A planeswalker's Guide to Zendikar: Guul Draz and Vampires|[[Magic Creative Team]]|October 21, 2009}}</ref>


Each family controls their own section of the vampire city of [[Malakir]]. The five vampire families are:
The vampires live in cultured, decadent cities on the humid continent of [[Guul Draz]]. Each family controls its section of the vampire city of [[Malakir]].  
*Kalastria - The wealthiest and most powerful family, who refer to themselves as <c title="Highborn">Kalastria Highborn</c>. The head of the clan is [[Drana]].
The five vampire families are:
*Nirkana - Notorious assassins who are feared by all. (<c>Vampire Lacerator</c>, <c>Nirkana Assassin</c> <c>Nirkana Cutthroat</c>)
*Kalastria - The wealthiest and most powerful family, who refer to themselves as {{card|title=Highborn|Kalastria Highborn}}.<ref name="GuideDraz"/> The head of the clan is [[Drana]].
*Nirkana - Notorious assassins, including a group called the Lacerators who are feared by all.<ref name="GuideDraz"/>
*Emevera
*Emevera
*Urnaav
*Urnaav
*Ghet - The poorest and least powerful of the families. The head of the clan is [[Kalitas]].
*Ghet - The poorest and least powerful of the families.<ref name="GuideDraz"/> The head of the clan was [[Kalitas]].
 
====Civil War====
As the Roil increased in intensity in the leadup to the Eldrazi's escape, hinterland vampires, considered primitive by the Malakiri vampires, began flooding the city.<ref name="WorldwakeGuide">(2010). ''[https://archive.org/details/worldwake-players-guide-magic-the-gathering-2010 Worldwake Player's Guide].'' [[Wizards of the Coast]].</ref> Tensions rose between the refugees and the highborn families until open warfare broke out in the streets. When the Eldrazi finally broke free again, the vampires became locked in a brutal civil war. On one side, desperately battling to remain free, were those who held to their traditional ways. On the other side were those whose legacy reached back into the deepest recesses of Zendikari history. Bound once more to their ancient masters and creators, the Eldrazi, these vampires hunted their kin into the wild swamps to extinguish the very idea of freedom and rebellion.
 
The Ghet seized holdings outside of Malakir, including the port city of Nimana, and threatened to turn all of the vampires of Malakir into thralls of the Eldrazi. Drana struck back, retaking control of Malakir and driving Kalitas and his traitors away from the city. But Drana's victory was short-lived, and she and her remaining people were driven from the city by ever-growing hordes of Eldrazi.<ref>{{DailyRef|magic-story/memories-blood-2015-09-16|Memories of Blood|[[Ken Troop]]|September 16, 2015}}</ref>
 
====Zendikar Rising====
As the only survivor of the first generation of vampires, [[Drana]] holds unquestioned leadership over vampire society as it rebuilds from the devastation of the war against the Eldrazi. In a desperate attempt to repopulate vampire society, Drana is trying to discover the means to create new bloodchiefs, since only a bloodchief can create a new vampire.<ref name="ZDR Legends">{{DailyRef|feature/legends-zendikar-rising-2020-09-15|The Legends of ''Zendikar Rising''|[[Ari Zirulnik]]|September 15, 2020}}</ref>
 
==Notable vampires==
{{columns-list|colwidth=15em|
;Arcavios
*[[Felisa Fang]]
*[[Valentin]]
 
;Dominaria
*[[Arvad]]
*[[Crovax]]
*[[Garza Zol]]
*[[Kazarov]]
*[[Mirri]] (alternate reality)
*[[Rodolf Duskbringer]]
*[[Shauku]]
*[[Verrak]]
 
;Innistrad
*[[Albrecht]]
*[[Anje Falkenrath]]
*[[Eckhart Von Falkenrath]]
*[[Edgar Markov]]
*[[Florian Voldaren]]
*[[Henrika Domnathi]]
*[[Klaus]]
*[[Jeleva]]
*[[Kamber]]
*[[Odric]]
*[[Olivia Voldaren]]
*[[Runo Stromkirk]]
*[[Sorin Markov]]
*[[Strefan Maurer]]
*[[Thatu Reiniger]]
*[[Timothar Markov]]
*[[List of secondary characters/Innistrad|Vaast Markov]]
 
;Ixalan
*[[Elenda of Garrano]]
*[[Lucard]]
*[[Marcois Jean-Jaquent]]
*[[Mardia]]
*[[Mavren Fein]]
*[[Vito]]
*[[Vona]]
 
;Kaladesh
*[[Yahenni]]
 
;New Phyrexia
*[[Kinzu]]
*[[Vraan]]


The Ghet recently seized holdings outside of Malakir, including the port city of Nimana, and threatened to turn all of the vampires of Malakir into thralls of the [[Eldrazi]]. Drana struck back, retaking control of Malakir and driving Kalitas and his traitors away from the city. But Drana's victory was short-lived, and she and her remaining people were driven from the city by ever-growing hordes of Eldrazi. <ref>{{NewRef|uncharted-realms/memories-blood-2015-09-16|Memories of Blood|[[Ken Troop]]|September 16, 2015}}</ref>
;New Capenna
*[[Anhelo]]
*[[Cormela]]
*[[Evelyn]]
*[[Mari]]
*[[Parnesse]]
*[[Xander]]


===Tarkir===
;Ravnica
There are 2 species of vampires on Tarkir:
*[[Szadek]]
* The native <c>Kheru Bloodsucker</c> - This species of vampire looks vastly different than other known vampire species. They have giant tongues and their fangs look more like tusks. They are members of the [[Sultai Brood]]
*[[Mirko Vosk]]
* the non-native spawn of the planeswalker, Sorin - It can be assumed that his spawn are identical to the [[Markov]] bloodline vampires of Innistrad; since Sorin is a Markov bloodline vampire himself.
*[[Etrata]]
*<c>The Haunt of Hightower</c>
*[[List of secondary characters/Ravnica|Zoltan Slav]]


==Legendary Vampires==
;Ulgrotha
*Baron [[Sengir]]
*[[Irini Sengir]]


===Dominaria===
;Zendikar
*[[Crovax]] the Cursed was once a mortal man from Urborg, but following his defection to Phyrexia he became the insane vampiric [[evincar]] of [[Rath]]. He was able to absorb the life force of his victims directly, although he also enjoyed consuming the rest of the body. Like other evincars, he was known to keep <c>vampire hounds</c> as pets.
*[[Anowon]]  
*[[Mirri]] the Cursed, in an alternate reality, was the vampiric Evincar of Rath instead of Crovax.
*[[Kalitas]]
*<c>Garza Zol, Plague Queen</c> was the vampiress that ruled over [[Krov]]. She allied with [[Heidar]] following the thaw, but later had him murdered by one of her [[assassin]]s.
*[[Drana]]
*[[Shauku, Endbringer]] was an ancient and mysterious [[Jamuraa]]n vampire. She was revered by cultists calling themselves the [[Agents of Shauku]], although it is unclear whether she was simply worshipped by them or actively led them.
*[[Rayami]]
*[[Zagras]]


===Innistrad===
;Unknown
* [[Sorin Markov]]
*[[Bertram Graywater]]
* [[Edgar Markov]]
*[[Frankie]]
* [[Olivia Voldaren]]
*[[Licia]]
*[[Jeleva]], Nephalia's Scourge
*[[Mathas]]
*[[Monoxa]]
*[[Nocturno]]
*[[Vadmir]]
*[[Vish Kal]]
*[[List of secondary characters/Unknown|Lian]]


===Ravnica===
;[[Dungeons & Dragons]]
*[[Szadek, Lord of Secrets]] is the [[Parun]] and guildmaster of House Dimir. An ancient and powerful entity, over 10,000 years old, Szadek and his guild are widely believed to be merely a myth amongst Ravnica's populace. Szadek's hunger is for the minds of his victims, with the first thought he consumes being the memory of his attack.
*[https://forgottenrealms.fandom.com/wiki/Astarion_Ancunín Astarion] (<c title=Card>Astarion, the Decadent</c>)
*[[Mirko Vosk]] a high ranking member of House Dimir in charge both with retrieving memories as well as implanting identities and other information in the minds of others. When the [[Izzet League]] began their research into the ''[[Implicit Maze]]'', Mirko was assigned to gather as much knowledge of the maze as possible, leading him to cross paths with [[Jace Beleren]]. Ultimately, his presence as a Guild Champion was proven redundant by [[Lazav]]'s participation in the maze.
}}
===Ulgrotha===
*[[Baron Sengir]] is the mastermind of the Sengir clan of Vampires and the self-styled lord of Ulgrotha. One of the most intelligent and dangerous vampires, he ultimately he plans to dominate the multiverse with his undead family. He is the sire of the dwarven vampire [[Irini Sengir]].
===Zendikar===
*[[Anowon]] is the scion of powerful vampire family in Malakir. He is an expert on ruins, runes, and ancient languages. He is ruthless and murderous, but has managed to keep this side of himself a secret from most of the races on Zendikar, and is thought by most to be nothing more than a renowned mage and benevolent scholar.
*The two most powerful bloodchiefs on Zendikar are [[Kalitas]] of the Ghet family, and [[Drana]] of the Kalastria family.
* In the 2 years since the Eldrazi have awoken, Kalitas and possibly the vampires of Ghet have become Ulamog's thralls.


==Game mechanics==
==Game mechanics==
The most defining characteristic of vampires is their hunger for the blood or lifeforce of others. This has been represented mechanically in a number of ways within the game. The two most notable are the addition of +1/+1 counters for sending other creatures to the graveyard, and the '[[bloodied]]' mechanic of ''Zendikar'', where Vampires get bonuses as long as an opponent has 10 or less life. <ref>{{DailyRef|mtg/daily/ld/61|Vampire Weekend|[[Tom LaPille]]|October 23, 2009}}</ref>
The most defining characteristic of vampires is their hunger for the blood or life force of others. This has been represented mechanically in several ways within the game. The two most notable are the addition of +1/+1 counters for sending other creatures to the graveyard, and the '[[bloodied]]' mechanic of ''Zendikar'', where Vampires get bonuses as long as an opponent has 10 or less life.<ref>{{DailyRef|latest-developments/vampire-weekend-2009-10-23|Vampire Weekend|[[Tom LaPille]]|October 23, 2009}}</ref>
 
For most of Magic's history, vampires and [[demon]]s have occupied a similar position card-wise. Both were large, flying, expensive-to-cast 'iconic' black creatures that showed up as rares a few times in each set. This meant that vampire cards had to compete with demon cards for a limited amount of card slots in a set, and they often lost out to the slightly more iconic demons. Meanwhile, vampires were becoming more and more popular amongst movie-goers and readers of fantasy fiction. To solve the demon/vampire dilemma, and 'cash in' on the popularity of vampires, they were shifted from big iconic creature status to the role of the shared characteristic race of black with [[Zombie|Zombies]]. In essence, vampires became smaller in size, but larger in numbers, showing up in common and uncommon slots. They also gave the color a common creature type that represented the color pie slightly better, as zombies tended to have little agency and required the lore of necromancy responsible behind their return. To achieve this, vampires were given a vampire [[lord]] in ''[[Magic 2010]]'', followed by a heavy tribal theme in the [[Zendikar block]], even though Zendikar was not a tribal-based block.<ref>{{DailyRef|making-magic/care-bite-2009-10-19|Care for a Bite?|[[Mark Rosewater]]|Monday, October 19, 2009}}</ref> This seems to have continued with the Scars of Mirrodin block, on a plane that was previously noted for having only one vampire (<c>Mephidross Vampire</c>). Ravnica also increased their Vampire population in both return blocks, though [[Tarkir]], [[Theros]], [[Kaladesh]], and [[Amonkhet]] had less than five per block.
 
===Other Colors===
Vampires have spanned all colors, though their secondary color is largely partitioned by plane.
 
On [[Innistrad]]'','' [[black]] and [[red]] Vampires are a major supported tribe and repeated each return. Red is the second-most common for monocolored vampires due to Innistrad's three blocks.<ref>{{DailyRef|making-magic/cmon-innistrad-part-1-2011-09-02|C'mon ''Innistrad'', Part 1|[[Mark Rosewater]]|September 05, 2011}}</ref> ''[[Innistrad: Crimson Vow|Crimson Vow]]'' expanded the Innistrad Vampires into White while also keeping Red, and featured the first nonblack multicolored vampires, the Red/White {{Card|Markov Waltzer}} and {{Card|Odric, Blood-Cursed}}.


For most of Magic's history, vampires and [[demons]] have occupied a similar position card-wise. Both were large, flying, expensive-to-cast 'iconic' black creatures that showed up as rares a few times in each set. This meant that vampire cards had to compete with demon cards for a limited amount of card slots in a set, and they often lost out to the slightly more iconic demons. Meanwhile, vampires were becoming more and more popular amongst movie-goers and readers of fantasy fiction. In order to solve the demon/vampire dilemma, and 'cash in' on the popularity of vampires, they were shifted from big iconic creature status, to the role of a characteristic race of black. In essence, vampires became smaller in size, but larger in numbers, showing up in common and uncommon slots. To achieve this, vampires were given a vampire [[lord]] in ''[[Magic 2010]]'', followed by a heavy tribal theme in the [[Zendikar block]], despite the fact that Zendikar was not actually a tribal-based block.<ref>{{DailyRef|mtg/daily/mm/61|Care for a Bite?|[[Mark Rosewater]]|Monday, October 19, 2009}}</ref> This seems to have continued with the Scars of Mirrodin block, on a plane that was previously noted for having only one vampire (<c>Mephidross Vampire</c>).
[[White]] has had multiple gold Vampires across ''[[Dragon's Maze]]'' and [[Battle for Zendikar block|''Battle for Zendikar'' block]], and eventually the race was introduced to mono-white in ''[[Ixalan]]''.<ref>{{DailyRef|making-magic/just-ixalan-part-3-2017-09-18|Just for Ix(alan), Part 3|[[Mark Rosewater]]|September 18, 2017}}</ref><ref>{{DailyRef|card-preview/developing-tribal-set-2017-09-12|Developing a Tribal Set|[[Sam Stoddard]]|September 12, 2017}}</ref> Since then vampires are a common choice for the black-white gold uncommon, even in core sets. Vampires with [[blue]] in their cost have been seen on a few planes, most on [[Ravnica]], one on [[Grixis]] and some on [[Innistrad]] as well. [[New Capenna]]'s [[Maestros]] clan brought the first common blue vampire ({{Card|Glamorous Outlaw}}) and ten others, nearly doubling the blue vampire count of the time.


==Vampire tokens==
The first vampire with [[green]] in its cost was featured in ''[[Commander 2019]]'': <c>Rayami, First of the Fallen</c>. In ''[[Strixhaven: School of Mages]]'', <c>Blood Researcher</c> marks off the first Standard-legal, first common, and first nonlegendary green Vampire.
 
==Tokens==
{{Vampire tokens|header=y}}
{{Vampire tokens|header=y}}
==Gallery==
<gallery>
File:ZendikariVampireConcepts.jpg|Zendikari Vampire concepts.
File:ZendikariVampireConcepts2.jpg|Female Zendikari Vampire concept by [[Aleksi Briclot]].
File:ZendikariVampireConcepts3.jpg|Male Zendikari Vampire concept by [[Aleksi Briclot]].
File:InnistradiVampireConcepts.png|Innistradi Vampire concepts by [[Vincent Proce]] and [[Steve Prescott]].
File:InnistradiVampireConcepts2.png|Innistradi Vampire concepts by [[Steve Prescott]].
File:InnistradiVampireConcepts3.png|Innistradi Vampire concepts by [[Daarken]].
File:Voldaren-female.png|Voldaren Vampire concept by [[Steve Prescott]].
File:InnistradiVampireConcepts4.png|Vampire feeding concept by [[Vincent Proce]].
File:InnistradiWeaponConcepts.png|Vampire hunting weapon concepts by [[Steve Prescott]].
File:InnistradiVampireConcepts5.png|Innistradi Vampire concepts by [[Vincent Proce]].
</gallery>


==See also==
==See also==
* [[Bloodthirsty Vampires]]
*[[Bloodthirsty vampire]]s
* [[Rise of the Vampires]]
*[[Rise of the Vampires]]


==References==
==References==
{{reflist}}
{{reflist}}


==External Links==
==External links==
* {{DailyRef|mtg/daily/arcana/389|Visualizing Vampires|[[Magic Arcana]]|February 18, 2010}}
*{{DailyRef|feature/visualizing-vampires-2010-02-18|Visualizing Vampires|[[Magic Arcana]]|February 18, 2010}}
* {{DailyRef|mtg/daily/arcana/838|Visualize More Vampires|[[Monty Ashley]]|November 09, 2011}}
*{{DailyRef|arcana/visualize-more-vampires-2011-11-09|Visualize More Vampires|[[Monty Ashley]]|November 09, 2011}}
* [http://magiccards.info/query?q=l%3Aen+t%3A%22vampire%22&v=olist&s=issue List of all Vampires in MTG]
*{{DailyRef|making-magic/how-trivial-vampires-2021-10-25|How Trivial – Vampires|[[Mark Rosewater]]|October 25, 2021}}


[[Category:Creature types]]
{{Creature types|Races|Vampires}}
[[Category:Vampires| ]]

Latest revision as of 04:23, 28 June 2024

Vampire
Creature Type
(Subtype for creature/kindred cards)
Beeble Scale 1[1]
Statistics
419 cards
{C} 0.2% {W} 6.7% {B} 59.7% {R} 11.9% {U/B} 3.6% {B/R} 3.8% {G/W} 0.2% {W/B} 8.4% {B/G} 0.2% {R/W} 0.5% {M} 4.8%
23 Vampire creation cards
{W} 26.1% {B} 26.1% {B/R} 4.3% {G/W} 4.3% {W/B} 30.4% {M} 4.3% {land symbol} 4.3%
as of Outlaws of Thunder Junction
Scryfall Search
type:"Vampire"

Vampire is a creature type. The first card with the subtype was Sengir Vampire in Alpha. Like Zombie, Vampire is a characteristic race for the color black.[2]

Storyline

Vampires are a bloodthirsty species, often a type of undead. While humans are the most common victims of vampirism, other races can be afflicted as well. Throughout the multiverse, vampires can be created through other vampires turning their victims, or through enchantment.[3]

The most defining characteristic of vampirism is their hunger for the blood and/or life forces of others. Other traits of vampires can include unnatural physical strength, enhanced healing powers, and/or the ability to fly, with their methods being through either natural or supernatural means. Many species of vampires are highly sensitive to sunlight and therefore only go out at night or in the shade, but this is not always the case. Regardless, the secretive and predatory nature of these creatures means that they all prefer the cover of darkness. Vampires can range from mindless predators to sophisticated and intelligent nobles. The appearances of vampires are similarly varied, although they all have somewhat elongated fangs, with the more feral ones having bat-like qualities.

Alara

Before the Conflux, the rare Alaran vampires were exclusively found on the shard of Grixis, where they fed on zombies.[4] Grixian vampires range in their strength from the amount of vis they have consumed. Those who only managed to wring lifeforce from corpses are skeletal and mad with hunger, often lacking the ability to fly.[5] Those who managed to taste vis from the still-living soar in the skies, commanding hordes of bats and other vermin. Blood-sated vampires have an almost irresistible aura of power. These vampires knew that their life on Grixis ran on borrowed time and held annual meetings at Unx to discuss how to prolong their race's survival.

After Grixis rejoined with the rest of the plane, vampires were known to be seen flying over neighboring lands like Jund.

Arcavios

Vampires of Arcavios have elongated ears and are associated with Silverquill and Witherbloom. Some are even deans, such as Valentin. They are seemingly less vicious than their counterparts from other planes, with some openly stating that violence is "the last resort of the witless".

Dominaria

Sengir Vampires

A Sengir Vampire

Sengir Vampires are said to be descendants of the legendary Baron Sengir of Dominaria and Ulgrotha.[6][7] While they are most common on the latter, others have been found across the multiverse. On Dominaria, they were found in Aerona and in the pits of the Cabal in Otaria.

Over the centuries, the Sengir bloodline has degenerated; while they were once as attractive and human-seeming as their progenitor, Sengir vampires are now hideous, misshapen creatures with pointed ears, long claws and toes, and feral eyes. Their skin is so translucent that their blood vessels show through. After feeding, a patch of red blood can be seen where their stomach is. Their fingers are webbed, and a thin patagium connects their arms to their body to facilitate flight.[8]

Krovikan Vampires

Krovikan Vampires stalked the streets of the plague-ridden city of Krov during the Ice Age, led by their queen Garza Zol. These vampires have a pale appearance, with porcelain-like skin and blood-red eyes.

Vampiric Dragons

A Vampiric Dragon appeared in a short story in The Monsters of Magic anthology. They are particularly dangerous, combining the strengths of both races to lethal effect.

Innistrad

The vampiric bloodlines that govern the Innistrad province of Stensia reap the benefits of the isolation in the region.[9] The chain of mountains called Geier Reach, which dominates the province, separate the valleys from each other and makes them easier to be monitored and controlled. The suffering humans of Stensia have an irrational loyalty to their oppressive home, but strictly speaking, have few options; they are trapped in the narrow mountain passes and attached to their customs and lives of herding and gathering.

Thousands of years ago, before there were vampires on Innistrad, Edgar Markov was an alchemist in the land that would become Stensia. Famine was sweeping the land, and the old alchemist Edgar searched for a solution that could help the starving families feed themselves. The answer was a brutal one: to undergo a blood ritual that would cause some of the people to feed on blood. It would provide sustenance to those few, reducing demand for the failing crops, but it would also cull the overall population, reducing the number of hungry mouths to feed. Thus were vampires born on Innistrad.[10]

Though they are not undead, they have some traits common to undead, including agelessness and skin cold to the touch.[11] Neither a virus nor a curse, vampires euphemistically refer to their vampirism as a "condition of the blood." The eyes of Innistrad vampires have black sclera and gold, silver, or red irises in the middle.[12]

Innistrad vampires have a particular weakness against weapons cut from living wood, although normal weapons can also be used. They are unable to cross streams that show the reflection of the moon, and water blessed by Avacyn or her archangels burns them like acid. Within silver or a silver-backed mirror, they appear as they would have as humans. If they fail to drink about five liters of human blood in a moon's cycle, they shrivel to dust.[13]

The Four Bloodlines

Not all vampires are created equal. Among the existing vampiric bloodlines, some are more common but prestigious whereas some are rare but less respected. There were originally twelve bloodlines, which originated long ago in a ritual that had something to do with the Markov progenitor, Edgar Markov. Three of these bloodlines have died out completely. Five others are relatively minor, having sired fewer vampires. Each bloodline has a special affinity to certain abilities innate to the vampiric form.

The four major bloodlines that remain are:

The Falkenrath and Stromkirk largely fell victim to Emrakul's corruption. The Markov suffered great losses when the lithomancer Nahiri destroyed Markov Manor, trapping its inhabitants in stone.

Four of the remaining five minor bloodlines are:

  • Dusken, a nearly extinguished bloodline that rivaled the Maurers
  • Maurer, founded by Strefan Maurer and fairly centered around Strefan's domain in Stensia's outland valleys.
  • Domnathi, vampires that are consorting with demons.[14]
  • Nusfar, predatory vampires that look like children.[14]

Ixalan

Uniquely, some vampires on Ixalan are mono-white and part of the Legion of Dusk. They originate on the continent of Torrezon, which is under their control. Expedition forces have crossed the sea to Ixalan to reclaim an artifact stolen from them - the Immortal Sun. With it, they hope to bestow immortality without the drawback of drinking blood to their followers.[15] The first of their kind, Elenda of Garrano, allegedly achieved this state due to a deal with Aclazotz on Ixalan and then spread her teachings among her native kingdom before leaving them behind again.

The vampires on Ixalan live heavily clad in ritual and taboo and they are viewed as holy by the population of their homeland; they view the increased strength and speed they receive from drinking blood as proof of their blessed state. They believe that everything exists in a state of perpetual balance; gain is impossible without loss, triumph without sacrifice, and no sustenance without death.[16] They undergo what is referred to as a Blood Fast, in which they starve themselves for some time. When this is over, they enter a state known as the rapture, in which they revert to an animalistic trance and attack anything in sight.[17] Ixalan vampires feed only on the blood of the guilty; meaning heretics, criminals, and rebels against the state. Of course, other vampires are more liberal in their choice of prey, defining guilt along with their parameters. After the discovery of cosmium, it was found that ingesting cosmium can act as a substitute for a vampire's hunger and need for blood.[18]

Unlike the Vampires of Innistrad, Ixalan vampires are unharmed by the sun. They have pallid gray skin, gray eyes lit from within with soft silver light, and pointy, bat-like ears. By transforming the lower half of their body into black smoke, some vampires known as Skymarchers can achieve flight, which they refer to as the Exaltation.[19]

Vampires blessed by Aclazotz become demonic, enhancing their senses and power.[20] Their blood is replaced by a black ichor.[21] Their ears and fangs grow, while their eyes become beady and noses flatten.[20] Though they are still able to wield weapons, their hands end in claws, and large wings sprout from their backs, granting natural flight. These vampires are referred to as "vampire-bats."[21]

Kaladesh

Some aetherborn like Yahenni, Undying Partisan have the vampire sub-type. A few aetherborn are spawned with the ability to absorb others' life force, prolonging their own lives.

Kaldheim

Some dragons of the realm of Immersturm on Kaldheim are vampiric, and are the only known vampires endogenous to the plane.

Mirrodin

Mephidross Vampires

Mephidross Vampires are named after the Mephidross on Mirrodin. The warlord Geth kept what he believed to be the only Mephidross Vampire as his bodyguard until it was defeated by Glissa. Afterward, Geth created a new vampire from a Moriok named Yert, who then established himself as the new prime predator of the Mephidross. Like all of the creatures on Mirrodin, Mephidross Vampires are partly metallic. Its most prominent feature is that it has fangs on his hands rather than his mouth.

With the return to Mirrodin in the Scars of Mirrodin block, it was revealed that whole clans of vampires live in Mirrodin.[22] Often, these are former Moriok clans that willingly turned into vampires to survive the Nim Onslaught.[23] Like the Mephidross Vampire, they have characteristic fangs on their pointer and third fingers.

Of New Phyrexia's vampires, only the most skilled assassins are granted a seat in the Bleak Coven.[24] They are led by Vraan, the Thane of Blood.

New Capenna

The vampires in the metropolis of New Capenna are often part of the Maestros crime family. While becoming a vampire does not appear to be a requirement of joining the Maestros, many human members do receive the gift of vampirism. They hide their illegal activities behind an interest in preserving art and relics of Old Capenna. They have sharp senses and are undead, possessing both agelessness and some resistance to injury. However, they are not invulnerable. Anhelo bears the scars of a previous fight with a Nightmare, and, following a strong blow to the head, he expected to be pained and unbalanced for the rest of the day, although he did survive the blow. Likewise, Xander's knee never healed even after centuries after its initial injury. One man claimed vampires are addicted to luxury, though how true that statement is (whether it is inherent to their nature, a result of being in the Maestros family, or only a stereotype) remains unknown. Vampires in New Capenna are not bothered by sunlight. It appears that vampirism may not be inherited, as Errant, who appears to be the biological daughter of Anhelo, is a human and not a vampire.[25] Vampires on New Capenna do not appear in mirrors, and thus often employ the artistic skills of Parnesse, a vampire who is Errant's wife and Anhelo's daughter-in-law, and who can view herself using an Obscura surveillance device.[26]

Vampirism came into existence around the time of the founding of New Capenna. Xander, founder and head of the Maestros, was the first vampire, and his first progeny was Evelyn. Xander also gifted vampirism to Anhelo who was already serving Xander before the city's construction. Xander, Evelyn, and Anhelo are thus among a small number of inhabitants of New Capenna left who remember a time before the city's founding.[26]

Rath

Skyshroud Vampires

Skyshroud Vampires are found in the Skyshroud Forest, where the dense foliage provides them with shelter from the sun. They are amongst the most bat-like and unintelligent forms of vampire.

Stronghold Vampires

Vampire Hounds are used with watchdogs in Stronghold.

Ravnica

Moroii

The Moroii from Ravnica are psionic vampires, draining the youth and mental abilities of their victims for sustenance.[27] They are employed by House Dimir as assassins and spies (although they employ traditional blood-drinking vampires as well). They are unaffected by sunlight. Some look like humanoid bats while others, such as Szadek and Mirko Vosk, could pass as humans.

Orzhov vampires

Orzhov vampires are a lower ranking of Syndicate members who have not been allowed the gift of becoming a spirit and have settled for being turned into vampires instead.[28]

Shandalar

Shandalar is known to have vampires, some of these Bloodlords influence the corrupt city of Lesh. Vaasgoth is a name associated with a few Shandalarian vampires although it is unclear if this is a familial house, faction, or place.[29][30]

Tarkir

There are 2 species of vampires on Tarkir:

  • The native Kheru vampires - This species of vampire looks vastly different than other known vampire species. They have giant tongues and their fangs look more like tusks. They are members of the Sultai Brood and live in the jungles.
  • The vampire planeswalker Sorin Markov created progeny when he entered Tarkir in his search for Ugin. While in the old timeline, his vampiric spawns were left behind,[31] in the new timeline, they were sacrificed to break Ugin's hedron cocoon.[32]

Zendikar

Zendikari vampires are associated with black mana since their existence is predicated on draining the life from others to fuel their existence, on putting their own lives ahead of everyone else's. Philosophically, they do not constrain themselves with artificial rules of morality but believe that the strong can and should take what they need from the weak. Bred to a life of decadent corruption, the vampires of Zendikar feed on the energies in the blood of living creatures—energies that are particularly strong in times of terror and pain. To members of other races, they are a fearsome mystery, the stuff of nightmares, hunting their prey like beasts through the jungle or reclining on thrones made of skulls in their moss-draped cities.

Hexmages are vampire mages who use their talents at curse-magic to drain quantities other than blood.[33]

The Bloodchiefs

A few Zendikari cultists were made vampires by the Eldrazi Ulamog and differ from typical vampires in many respects.[34][35] They have a lifespan of approximately 200 years, and while they feed on blood, it does not have to be blood from a sentient race.

A few thousand years after the imprisonment of the Eldrazi by The Three, the noxious creative force of Ulamog became an infection that took hold of the people who dared to live in Akoum's mountains despite the tectonic instability of the region.[34] They became a sort of cult devoted to an imagined deity of the mountains, established a temple near the site of the prison, and began performing rituals inspired by their growing madness. The cultists avoided the notice of the increasingly reclusive Nahiri and over time and multiple generations, their rituals proved effective in loosening the bonds of the Eldrazi prison. Though the titans themselves still couldn't escape, teeming hordes of their broods sprang into existence. This swarming host devastated Zendikar.

During the rampage, the cultists transformed. Only twelve of them survived the initial wave of spawn emerging from the prison, but those twelve became the first vampire bloodchiefs, the progenitors of the vampire race (among them Rayami, First of the Fallen).[34] Whether they were originally human, kor, or a race of their own, they became something entirely new – and utterly enslaved to the will of Ulamog. The Eldrazi took the plane's vampires as a race of servants, adapting their very anatomy for servitude. Hook-like horns grew from the vampires' shoulders, convenient handles for the Eldrazi to dominate their slave race, and, for millennia afterward, physical symbols of the vampires' heritage of enslavement. The vampires, forced to conspire in the campaign of destruction against their homeworld, had their identity and tribal memory erased forever.[36]

After Nahiri enforced the Eldrazi prison all on her own, no more broods came to life. She trusted the people of Zendikar to deal with them and left the plane. The vampires remained, now free of Ulamog's yoke.

The five families

The later Zendikar vampires are divided into five families, each presided over by a bloodchief, a powerful, immortal vampire.[37] Each bloodchief is the progenitor of their entire family, as when a bloodchief drains blood from a sentient creature, that creature will become a vampire with the tastes and passions of the bloodchief imprinted on them. Whenever a vampire fully drains the blood of a living creature without destroying the husk, that creature does not become a vampire. Instead, it becomes a null, a faceless zombie that is stronger and much faster than typical zombies. If nulls are left without orders, they will hunt and kill living things that they can find.[38]

The vampires live in cultured, decadent cities on the humid continent of Guul Draz. Each family controls its section of the vampire city of Malakir. The five vampire families are:

  • Kalastria - The wealthiest and most powerful family, who refer to themselves as Highborn.[38] The head of the clan is Drana.
  • Nirkana - Notorious assassins, including a group called the Lacerators who are feared by all.[38]
  • Emevera
  • Urnaav
  • Ghet - The poorest and least powerful of the families.[38] The head of the clan was Kalitas.

Civil War

As the Roil increased in intensity in the leadup to the Eldrazi's escape, hinterland vampires, considered primitive by the Malakiri vampires, began flooding the city.[39] Tensions rose between the refugees and the highborn families until open warfare broke out in the streets. When the Eldrazi finally broke free again, the vampires became locked in a brutal civil war. On one side, desperately battling to remain free, were those who held to their traditional ways. On the other side were those whose legacy reached back into the deepest recesses of Zendikari history. Bound once more to their ancient masters and creators, the Eldrazi, these vampires hunted their kin into the wild swamps to extinguish the very idea of freedom and rebellion.

The Ghet seized holdings outside of Malakir, including the port city of Nimana, and threatened to turn all of the vampires of Malakir into thralls of the Eldrazi. Drana struck back, retaking control of Malakir and driving Kalitas and his traitors away from the city. But Drana's victory was short-lived, and she and her remaining people were driven from the city by ever-growing hordes of Eldrazi.[40]

Zendikar Rising

As the only survivor of the first generation of vampires, Drana holds unquestioned leadership over vampire society as it rebuilds from the devastation of the war against the Eldrazi. In a desperate attempt to repopulate vampire society, Drana is trying to discover the means to create new bloodchiefs, since only a bloodchief can create a new vampire.[41]

Notable vampires

Game mechanics

The most defining characteristic of vampires is their hunger for the blood or life force of others. This has been represented mechanically in several ways within the game. The two most notable are the addition of +1/+1 counters for sending other creatures to the graveyard, and the 'bloodied' mechanic of Zendikar, where Vampires get bonuses as long as an opponent has 10 or less life.[42]

For most of Magic's history, vampires and demons have occupied a similar position card-wise. Both were large, flying, expensive-to-cast 'iconic' black creatures that showed up as rares a few times in each set. This meant that vampire cards had to compete with demon cards for a limited amount of card slots in a set, and they often lost out to the slightly more iconic demons. Meanwhile, vampires were becoming more and more popular amongst movie-goers and readers of fantasy fiction. To solve the demon/vampire dilemma, and 'cash in' on the popularity of vampires, they were shifted from big iconic creature status to the role of the shared characteristic race of black with Zombies. In essence, vampires became smaller in size, but larger in numbers, showing up in common and uncommon slots. They also gave the color a common creature type that represented the color pie slightly better, as zombies tended to have little agency and required the lore of necromancy responsible behind their return. To achieve this, vampires were given a vampire lord in Magic 2010, followed by a heavy tribal theme in the Zendikar block, even though Zendikar was not a tribal-based block.[43] This seems to have continued with the Scars of Mirrodin block, on a plane that was previously noted for having only one vampire (Mephidross Vampire). Ravnica also increased their Vampire population in both return blocks, though Tarkir, Theros, Kaladesh, and Amonkhet had less than five per block.

Other Colors

Vampires have spanned all colors, though their secondary color is largely partitioned by plane.

On Innistrad, black and red Vampires are a major supported tribe and repeated each return. Red is the second-most common for monocolored vampires due to Innistrad's three blocks.[44] Crimson Vow expanded the Innistrad Vampires into White while also keeping Red, and featured the first nonblack multicolored vampires, the Red/White Markov Waltzer and Odric, Blood-Cursed.

White has had multiple gold Vampires across Dragon's Maze and Battle for Zendikar block, and eventually the race was introduced to mono-white in Ixalan.[45][46] Since then vampires are a common choice for the black-white gold uncommon, even in core sets. Vampires with blue in their cost have been seen on a few planes, most on Ravnica, one on Grixis and some on Innistrad as well. New Capenna's Maestros clan brought the first common blue vampire (Glamorous Outlaw) and ten others, nearly doubling the blue vampire count of the time.

The first vampire with green in its cost was featured in Commander 2019: Rayami, First of the Fallen. In Strixhaven: School of Mages, Blood Researcher marks off the first Standard-legal, first common, and first nonlegendary green Vampire.

Tokens

Token Name Color Type Line P/T Text Box Source Printings
Vampire White Creature — Vampire 1/1 Lifelink
Black Creature — Vampire 1/1
Black Creature — Vampire 1/1 Lifelink
Black Creature — Vampire 2/2 Flying
Black Creature — Vampire 2/3 Flying, Lifelink
Black Creature — Vampire X/X
Black/​Red Creature — Vampire 3/1 Trample, Lifelink, Haste
White/​Black Creature — Vampire 1/1 Lifelink
Vampire Demon Black Creature — Vampire Demon 4/3 Flying
Vampire Knight Black Creature — Vampire Knight 1/1 Lifelink
Vampire Rogue Black Creature — Vampire Rogue 1/1 Lifelink

Gallery

See also

References

  1. Mark Rosewater (October 22, 2018). "Are the iconic/characteristic races considered a 1 on the Beeble Scale?". Blogatog. Tumblr.
  2. Mark Rosewater (March 15, 2015). "Characteristic and iconic creatures for each color?". Blogatog. Tumblr.
  3. Mark Rosewater (February 13, 2006). "Interview With Some Vampires". magicthegathering.com. Wizards of the Coast.
  4. Magic Arcana (February 18, 2009). "Sketches: Wretched Banquet". magicthegathering.com. Wizards of the Coast.
  5. Doug Beyer & Jenna Helland (2008). A Planeswalker's Guide to Alara, Wizards of the Coast. ISBN-13 978-0786951246
  6. Wizards of the Coast. "Tricksters, rogues, and forbidden magic!". The Official Magic: The Gathering Tumblr. Tumblr.
  7. Aaron Forsythe (February 17, 2006). "Sengir, Start to Finish". magicthegathering.com. Wizards of the Coast.
  8. Emery, C. (1995). Whispering Woods. HarperPrism. New York. Retrieved from [1] on 7 May 2022.
  9. Magic Creative Team (November 02, 2011). "A Planeswalker's Guide to Innistrad: Stensia and Vampires". magicthegathering.com. Wizards of the Coast.
  10. Doug Beyer (January 11, 2012). "Sorin's Homecoming". magicthegathering.com. Wizards of the Coast.
  11. Mike McArtor (July 1, 2013). "Card of the Day - July, 2013". magicthegathering.com. Wizards of the Coast. Archived from the original on June 26, 2022.
  12. Blake Rasmussen and Alison Luhrs (August 2, 2017). "Magic Story Podcast: Vampires". magicthegathering.com. Wizards of the Coast.
  13. Plane Shift: Innistrad
  14. a b K. Arsenault Rivera (November 3, 2021). "The Dolorous Weight of Pleasantries". magicthegathering.com. Wizards of the Coast.
  15. Blake Rasmussen and Alison Luhrs (August 30, 2017). "Magic Story Podcast: Ixalan". magicthegathering.com. Wizards of the Coast.
  16. Flavor text of Axis of Mortality
  17. Flavor text of Bloodcrazed Paladin
  18. Miguel Lopez (November 10, 2023). "Planeswalker's Guide to the Lost Caverns of Ixalan". magicthegathering.com. Wizards of the Coast.
  19. Valerie Valdes (October 20, 2023). "The Lost Caverns of Ixalan - Episode 3". magicthegathering.com. Wizards of the Coast.
  20. a b Valerie Valdes (October 20, 2023). "The Lost Caverns of Ixalan - Episode 5". magicthegathering.com. Wizards of the Coast.
  21. a b Valerie Valdes (October 20, 2023). "The Lost Caverns of Ixalan - Episode 6". magicthegathering.com. Wizards of the Coast.
  22. Doug Beyer (March 16, 2011). "Six Secrets Behind the Sets". magicthegathering.com. Wizards of the Coast.
  23. Doug Beyer (December 15, 2010). "Everything*Dies". magicthegathering.com. Wizards of the Coast.
  24. Grace Fong (February 2, 2023). "The Legends of Phyrexia: All Will Be One". magicthegathering.com. Wizards of the Coast.
  25. K. Arsenault Rivera (April 4, 2022). "The Family Man". magicthegathering.com. Wizards of the Coast.
  26. a b Doug Beyer, Ari Zirulnik and Grace Fong (April 22, 2021). "The Legends You'll Find in Streets of New Capenna". magicthegathering.com. Wizards of the Coast.
  27. Magic Arcana (November 07, 2005). "The Moroii". magicthegathering.com. Wizards of the Coast.
  28. James Wyatt (January 2019). "The Art of Magic: The Gathering - Ravnica'". Wizards of the Coast
  29. Bloodlord of Vaasgoth
  30. Matt Knicl (July 9, 2014). "The Bard and the Biologist". magicthegathering.com. Wizards of the Coast.
  31. Adam Lee (September 24, 2014). "Sorin's Revelation". magicthegathering.com. Wizards of the Coast.
  32. Doug Beyer (March 27, 2015). "Sorin's Restoration". magicthegathering.com. Wizards of the Coast.
  33. Doug Beyer (November 4, 2009). "Ally Cuisine". magicthegathering.com. Wizards of the Coast.
  34. a b c James Wyatt (2016). The Art of Magic: The Gathering - Zendikar, p. 48
  35. James Wyatt (May 13, 2015). "Stirring from Slumber". magicthegathering.com. Wizards of the Coast.
  36. Doug Beyer (March 29, 2010). "The Eldrazi Arisen". magicthegathering.com. Wizards of the Coast.
  37. Magic Creative Team (September 09, 2009). "A Planeswalker's Guide to Zendikar". magicthegathering.com. Wizards of the Coast.
  38. a b c d Magic Creative Team (October 21, 2009). "A planeswalker's Guide to Zendikar: Guul Draz and Vampires". magicthegathering.com. Wizards of the Coast.
  39. (2010). Worldwake Player's Guide. Wizards of the Coast.
  40. Ken Troop (September 16, 2015). "Memories of Blood". magicthegathering.com. Wizards of the Coast.
  41. Ari Zirulnik (September 15, 2020). "The Legends of Zendikar Rising". magicthegathering.com. Wizards of the Coast.
  42. Tom LaPille (October 23, 2009). "Vampire Weekend". magicthegathering.com. Wizards of the Coast.
  43. Mark Rosewater (Monday, October 19, 2009). "Care for a Bite?". magicthegathering.com. Wizards of the Coast.
  44. Mark Rosewater (September 05, 2011). "C'mon Innistrad, Part 1". magicthegathering.com. Wizards of the Coast.
  45. Mark Rosewater (September 18, 2017). "Just for Ix(alan), Part 3". magicthegathering.com. Wizards of the Coast.
  46. Sam Stoddard (September 12, 2017). "Developing a Tribal Set". magicthegathering.com. Wizards of the Coast.

External links