Verrak, Warped Sengir

Verrak, Warped Sengir

Color Identity

B mana
W mana

Details

Mana Value

3

Popularity

#1,949

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Vampire

Flying, deathtouch, lifelink

Whenever you activate an ability that isn't a mana ability, if life was paid to activate it, you may pay that much life again. If you do, copy that ability. You may choose new targets for the copy.

2/2

Playstyle

Control · Steady · Heavy interaction · Wins by engines

Aggression
2 of 5
Speed
2 of 5
Interaction
3 of 5
Combat
3 of 5
Engine
5 of 5
Complexity
4 of 5

Card Price

€0.64CardMarket
as of 2026-10-02

Strategy Guides

Lifegain Strategy Guide

Lifegain decks are for players who want each point of life to become a resource, not just a larger cushion against attacks. This strategy wants to gain life in steady repeatable triggers, using lifegain commanders, Soul Warden effects, and payoff cards, to win through life drain, oversized creatures, or a charged Aetherflux Reservoir. Unlike Group Hug, it keeps the resources for itself, and unlike Aristocrats it is driven by life gained rather than death triggers. The best lifegain decks EDH players build feel patient early, then convert a safe life total into pressure.

Learn more about lifegain strategies

Landfall Strategy Guide

Landfall decks are for players who want every land drop to become a trigger, not just another mana source. This strategy wants to put lands onto the battlefield repeatedly, using fetch lands, extra land drops, land recursion, and landfall commanders, to win through tokens, counters, damage, cards, or other lands matter decks EDH payoffs. In the Ramp, Landfall, and Big Mana cluster, Ramp accelerates mana, Big Mana spends that mana on huge spells, and Landfall treats the land entering as the engine itself. The deck feels like turning the most reliable game action into a chain of visible rewards.

Learn more about landfall strategies

Ramp Strategy Guide

Ramp decks are for players who want to spend the early game accelerating so later turns happen ahead of schedule. This strategy wants to build more mana than the table, using mana ramp EDH staples, extra land drops, dorks, and rocks, to win through earlier threats, large spells, or a resource lead opponents must answer. Ramp is different from Landfall because acceleration is the point, and different from Big Mana because it is the engine rather than the payoff. The best ramp commanders reward extra mana sources while still giving you something meaningful to cast.

Learn more about ramp strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

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