Vengeance Bloodcraft

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Vengeance Blood
Deck Archetypes:
Archetypes Rating
Aggro Bloodcraft
Updated for SFL
Vengeance Bloodcraft
Updated for SFL
Neutral/Alice Bloodcraft
Updated for SFL
Control Bloodcraft
Updated for SFL
Serpent Bloodcraft
Updated for SFL
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Deck Overview:

Vengeance Blood is an archetype that is best able to take advantage of the Vengeance mechanic! No longer do you have to wait until your opponent puts you in Vengeance. You can force yourself into it using cards such as Belphegor and/or Soul Dealer!

Deck Staples:
CardCost
Belphegor Belphegor 4

"I want it! It's like gold to me!"

Belphegor is one of the main proponents of Vengeance Blood decks! She is in herself, a draw engine on her own. Unfortunately, it does come with a nasty side effect of you dropping your defense to 10 if you are not already in Vengeance.

Thing is, it isn't all that bad! Since this deck is called "Vengeance Blood", you want to be in vengeance anyway! Athough, you would rather achieve vengeance through blood moon rather than belphegor. However, she is a good alternative if you really need to get there!

CardCost
Dark Airjammer Dark Airjammer 5

Dark Airjammer is the breath that keeps Vengeance Blood in the race! While it's stats are not particularly impressive, he does boast a very powerful ability. He can summon 2 followers from the deck that cost 2 or less if you are in Vengeance. Even if you are not in Vengeance, he can still grab at least 1 additional follower to build board presence! 

Deck Skeleton:
Spell
Card Cost Quantity
Diabolic DrainSpell - Standard
Unevolved
Deal 4 damage to an enemy follower. Then restore 2 defense to your leader.
If Vengeance is active for you, this card costs 4 less.
5 x 3
Hungering HordeSpell - Rise of Bahamut
Unevolved
Choose an enemy follower. Deal 3 damage to it and all enemy followers of the same name.
2 x 3
Follower
Card Cost Quantity
Blood WolfFollower - Standard
Unevolved
Storm.
Fanfare: Deal 2 damage to your leader.
Evolved
Storm.
2 x 3
Spiderweb ImpFollower - Tempest of the Gods
Unevolved
Ward.
Fanfare: Deal 2 damage to your leader if Vengeance is not active for you.
Evolved
Ward.
2 x 3
Disagreeable DemonFollower - Wonderland Dreams
Unevolved
Fanfare: Gain Ward if an enemy follower is in play. Gain +2/+0 and deal 2 damage to your leader if no enemy followers are in play.
3 x 3
BelphegorFollower - Tempest of the Gods
Unevolved
Fanfare: Draw 2 cards. Deal damage to your leader until their defense drops to 10 if Vengeance is not active for you.
4 x 3
Dark AirjammerFollower - Tempest of the Gods
Unevolved
Fanfare: Put a random follower that costs 2 play points or less from your deck into play. Repeat once if Vengeance is active for you.
5 x 3
Priority Mulligans:
  • Blephegor 
  • Any 2 PP Removal Spell
  • Any 2 PP Follower
  • Diabolic Drain (If you have blood Moon)
  • Blood Pact 
  • Dark Air Jammer (If you are going first and you have a card that forces you into vengeance.)
Deck Progression:

Early Game

  • Don't worry too much about the damage you do to yourself in the beginning of the game. Due to the fact you are trying to put yourself into vengeance anyway, the damage you take is pretty much irrelevant. 
  • Use cards such as Spiderweb Imp it and Blood Wolf to annoy your opponent. Like any aggro deck, you want to focus on doing as much damage to them as possible. 
  • Try very hard to mulligan for Belphegor or Blood Moon (If you are playing it) You want to be able to be in vengeance as early as possible.
    • Blood Moon allows you to be in Vengeance without dropping your HP. The main flaw with it is you are doing nothing on turn 3, so this could be worrisome for you against aggressive decks. 
    • Belphegor will always put you at 10 unless you are already in vengeance. This can be risky against high burst damage decks.

Mid Game

  • Assuming you are in Vengeance, you can use your evolution points to deal as much damage to your opponent as possible. You don't want the game to drag on because the longer the game goes, the harder it is to win. 
  • Use Dark Airjammer to constantly flood the board with difficult to deal with threats. This can be incredibly difficult to clear because your opponent will have to deal with each of the cards pulled by its ability. 

Late Game

  • Unlike most Aggro Decks, Vengeance Blood has the ability to last a long while into the late game, and is still capable of winning through card advantage generated by Dark Air Jammers and Belphegor. Although the deck is capable of winning a lot earlier, you can still reliably kill your opponent with Demon Commander Laura Combo. 

Demon Commander Laura Combos (Be advised that this only works while you are in vengeance)

  • Laura + Soul Dealer = 6 Damage
    • 8 Damage with an Evolution Point
  • Laura + Belphegor / Devil of Vengeance = 4 Damage
    • 6 Damage with an Evolution Point
  • Step 5: After hitting your opponent for 7 with Azazel's attack, play Razory Claw to finish out the game. 
    • Azazel's attack is 7 + the Razory Claw is 3 damage - 10 damage. Your opponent has now lost the game. 

Deck Building Philosophy - Dark Airjammer

Blood has a great deal of powerful 2 drop followers. As Dark Airjammer is a card that pulls followers that are 2 PP or less, you want to try and configure your deck to pull exactly what you want. A few configurations below can help you get started. 

 

Summon Bloodkin + Spiderweb Imp + Blood Wolf: Summon Bloodkin is not a follower, it's a spell. So it will not get pulled off of Dark Airjammers effect. This means that whenever you play it, you will get either Blood Wolf or Spiderweb Imp. 

Yurius, Levin Duke + Spiderweb Imp + Blood Wolf: Not as concentrated as the one above but Yurius can be a very difficult follower to deal with at most stages of the game. It also helps ensure that you have remaining targets in your deck the later the game goes.