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Morbius the Living Vampire

Morbius the Living Vampire

Legendary Creature — Vampire Scientist Villain

Morbius the Living Vampire wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Library Manipulation, Scientists or Vampires.

  • Mana cost2 genericblueblack
  • Blue, Black ()
  • Power / toughness3 / 1
  • RarityUncommon

Flying, vigilance, lifelink

blueblack, Exile this card from your graveyard: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

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Archetypes

Cards That Fit Morbius the Living Vampire

Picked for what they do in Morbius the Living Vampire's deck. When two cards do the same job, the one with the lower comes first. All of them fit Morbius the Living Vampire's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

Similar Commanders

Commanders that share the most with Morbius the Living Vampire, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUBPlayers write colors as letters: U for blue, B for black. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw page