The strategy of this deck is to swarm the field with multiple DARK Zombie-Type monsters and maintain control of it with Vampire Kingdom.
There are two types of Vampire monsters: the ones that have the ability to send cards from the opponent’s deck to the Graveyard and the ones that use Life Points as a resource to gain advantage.
The archetype is still lacking a few important cards, but, thanks to the fact that all Vampire monsters are Zombie-Type, the deck can use cards like Gozuki and Samurai Skull to increase its consistency.
Gozuki’s secondary effect will not come into play that often since you’d have to banish one of your two searchers from the Graveyard in order to activate it and Special Summon a monster from your hand, but, if Samurai Skull is destroyed by your opponent’s card effect, you will get Special Summon a Level 4 or lower Zombie-Type monster from your deck, trigger Vampire Retainer or Vampire Familiar’s effect.
These two cards allow you to add from your deck to your hand a Vampire Spell/Trap and a Vampire monster respectively when they are Special Summoned at the cost of 500 LP. Retainer and Familiar can be Special Summoned from the Graveyard by their own effects by discarding a Vampire card from your hand or sending a Vampire card from the field to the Graveyard.
Unfortunately neither Gozuki nor Samurai Skull can be used to activate their effects and Special Summon them from the Graveyard since they are not part of the archetype, but you can use any Vampire card. You can activate Vampire's Domain’s effect and then send it to the Graveyard to Special Summon either of these monsters: you will still get the additional Normal Summon/Set of the effect from Continuous Spell.
Retainer and Familiar are incredibly important, they give you access to cards like Vampire Scarlet Scourge or Vampire Kingdom whenever you need them: you don’t necessarily need to run three copies of both thanks to Gozuki and Samurai Skull, but, due to the cost of their Special Summoning effect, having other Vampire cards in the deck doesn’t hurt.
Vampire Grace is an incredibly good monster because her “bleed” effect has no requirement: you can just send a card from the opponent’s deck to the Graveyard once per turn. Vampire Lord and Vampire Lady have to inflict battle damage to the opponent, so they should be avoided, but Vampire Grace should definitely be run at one copy: you can search her from the deck with Vampire Familiar, Special Summon her from the deck with Vampire Takeover or from the Graveyard with Vampire Scarlet Scourge.
Why is the “bleed” effect important? It’s certainly not because you are trying to deck out your opponent: it’s because of Vampire Kingdom.
Vampire Kingdom is the Vampire Field Spell, it can be searched by Vampire Retainer or just activated from the deck with Takeover; it gives your Zombie-Type monsters a 500 ATK boost during damage calculation and, when a card is sent from the opponent’s deck to the Graveyard, you can target a card your opponent controls and destroy it. This is the card that allows you to keep control of the field and Vampire Grace is the easiest way to activate its effect.
While this card may look like another Continuous Spell that’s already in the game, Call of the Mummy, there are a few reasons why this one is a better choice in this deck: it can be searched by Retainer, it doesn’t require you to have an empty field to activate its effect, it can be used as activation cost for either Vampire Retainer or Vampire Familiar after its effect is activated and it allows you to gain back some Life Points, which are a very important resource in this deck.
This card was notably better in the TCG: in a 20-30 cards format, there’s a higher chance that you will draw into your Field Spell either before or together with this card.
Vampire Takeover allows you to activate Vampire Kingdom for deck and only from there, which means that, if you draw Vampire Kingdom, Takeover becomes a dead card.
In addition to getting the Field Spell out, Takeover also Special Summons a Vampire monster from your Graveyard in Defense Position.
The only problem this card has, other than becoming a dead card after you draw your Field Spell, is that it’s a Trap Card.
|Vampire Vamp is arguably one of the best Vampire monsters: her effect allows her to equip a monster on the opponent’s side of the field with ATK higher than her own to her; this means that she can get rid of whatever she can’t get over.|
This effect triggers she or another Vampire monster is Normal Summoned and it can be triggered multiple times. Vamp’s ATK becomes her own ATK + the sum of the original ATK of the monsters she’s equipped to and then, if she’s sent to the GY while equipped with a card(s), she is Special Summoned back by her effect.
Problems this card has are: her effect triggers on Normal Summon; she is Level 7.
You can try out this card and, when you manage to activate her effect, she can become very powerful, but she was left out of the decklist because of her flaws.
|After Beatdown! and with Vampire Kingdom on the field, Vampire Lord can reach enough ATK (2800) to deal damage to the opponent, so his “bleed” effect will likely activate consistently.|
There are better Vampire monsters and Vampire Lord’s revival effect is not that impressive since it triggers only when he’s destroyed by card effect, which leaves him weak against destruction by battle and banishing.
|Similar revival effect to Vampire Lord, but it only triggers when he’s destroyed by battle.|
Vampire’s Curse really adds nothing to the deck, but, if you lack cards, you can add him to your decklist.
|Grimson is not a bad card, his effect allows you to protect your monsters (not limited to Vampire or Zombie-Type monsters) from destruction and he also offers the same effect that Vampire Scarlet Scourge has, but the cost for the protection is way too high and the monsters can still be banished by an Amazoness Onslaught or a Spellbook of Fate.|
|Effect negation without destruction is great against Fur Hire, which is one of the decks you’ll struggle the most against right after Amazoness.|
Floodgate Trap Hole
|Two other great cards for protection and stalling, they can slow down your opponent while you draw into the cards that you need.|