Thats awesome, I was hoping so. I've got this pretty nice vampire deck going right now and I;m hoping I could get some help maybe tweaking it?
The Bloodline Keeper + Bloodlord of Vaasgoth + Sorin is really really wonderful.. destroyed my roommate tonight who kept using Sunbeam Spellbomb to delay the game haha
Edit: I'm thinking of getting rid of Liliana as she really doesn't add much to the deck.. idk[/QUOTE]
General tips:
Most decks are 60 cards exactly. The reason for this is draw consistency. A deck will work much better if you are able to consistently draw what you need. By limiting yourself to the minimum allowed deck size, you are maximizing on the chance you draw what you need. Another point for consistency would be running multiples of the core cards of your deck.
For land, a rule of thumb would be to make 40% of your deck be lands. In this case, 77 cards would need 30-31 lands. Since your deck seems to be filled with relatively low costing cards, it should be okay with that many lands
So for the deck itself:
I would highly recommending cutting down to 60 cards. The next question will be to ask yourself what your deck is trying to do. Will it be a creature based deck that will win games by having creatures do damage, or will it be a spell based deck that will kill off your opponents creatures and stall the game long enough for you to drop your expensive mega card or combo?
Once you have answered that question, it will make it much easier to trim down your deck. You go down the list of cards and ask yourself what it is doing to contribute to the playstyle that your deck is and whether or not its effects are feasible enough to pull off in a normal game. Suppose you have a killer combo with, Bloodline Keeper, Bloodlord of Vaasgoth and Sorin. It may be cool and game-winning, but you have to consider the likelyhood of drawing those three specific cards in the game and surviving long enough to put them out onto the battlefield. This goes back to the point about consistency. A lot of the time, the best decks out there rely on an okay-powered combo, but they're good because they are able to pull it off almost every single game.
So since I don't know what playstyle you'd like to play, I'll just highlight all the good/bad cards (bad as in bad in general) and a reason why.
4 Blood Seeker - good, especially if your opponent is playing a creature-based deck
4 Falkenrath Noble - also good against creature-based decks and possibly good for your own deck if you have a combo where you kill your own creatures. avoid running too many due to his relatively high cost
1 Butcher of Malakir - bad. This may be okay if you're running a very creature-heavy deck or running a deck that runs tokens, but more often than not you'll be sacrificing a creature that you would rather have not lost. Also, your opponent gets to choose which creature he loses, so it may not get rid of any threats if they have more than one creature. 7 mana is too expensive for what he is. Even if you get him out, he doesn't do anything too great.
1 Bloodlord of Vaasgoth - okay. If your deck becomes one that does damage easily (via burn spells, or just straight up aggresive creatives) then he can be very good. Keep him in if you decide to go creature-based.
1 Chosen of Markov - okay/bad. She's a bit slow in that she has to wait 3 turns after she's played in order for her to attack. Not only that, she has to slow down one of your other creatures too! She isn't seen in competitive play because of this.
4 Bloodrage Vampire - okay. keep him along with vaasgoth if you decide to go that route. He is pretty fragile, however.
2 Child of Night - good. Cheap, and lifelink will net you returns even if you decide to use him to block a big monster. 2 more of these will be good for your deck.
1 Bloodline Keeper - great. This guy can win games alone if he survives enough to transform. Creating a 2/2 vampire every turn is NUTS
1 Milkaeus the Unhallowed - great. expensive, but he's one of those ones that does amazing things once he enters. He has good power for his cost, buffs your other vampires, is potentially unblockable and has a bonus if your opponent uses humans.
1 Rune Scarred Demon - okay. he's great since he can find you a card in your deck, but having him in your opening hand is kind of a bummer. He's a useless card for 7 turns essentially.
1 Quag Vampires - good. you can lay him down turn 1 just as a 1/1, or save him up for more power later. Bonus points if your opponent is playing black.
1 Typhoid Rats - good. Laying this card down at any point in the game makes their big bomb creature stop in its tracks. Deathtouch rocks!
1 Gatekeeper of Malakir - good. cheap, and can remove a creature. by turn 3, your opponent shouldn't have too many creatures out and you can use his kicker to destroy more favorable targets. keep in mind that he can actually kill hexproof stuff!
1 Blood Artist - great. this card is awesome. although you may notice that he has the same effect as falkenrath noble, he is much better because he is so cheap. this is a card that you can play by turn 2 and start gaining from his effect nice and early. Having this guy out (or more copies of him out) suddenly makes combat for your opponent a really sucky thing to consider.
19 Non Creature Spells
1 Taste of Blood - bad. yes, it is direct damage, but it really isn't worth taking up space in your hand and deck for.
1 Gath' Verdict - good. cheap, and will take care of hexproof creatures. the -1 to opponent's life is a nice bonus.
1 Disentomb - okay. very situational. drawing this card early kind of sucks because you really want to be using this on your more powerful creatures that died (Mikaeus/Bloodline Keeper). nice to have just in case but don't be afraid to cut it out of your deck.
1 Skeletal Grimace - bad. enchantments are bad because they require another card to work. worse yet, if your enchanted creature dies, this enchantment goes with it. the +1/+1 and regenerate ability is pretty nice though so it isn't entirely bad. just remember that enchantments are inherently inefficient unless they give you gamechanging effects.
2 Dark Ritual - bad. very situational and it only gives you +2 mana. Keep in mind that this card takes up a slot in your hand/deck and you might not have another card ready for you to use at the same time.
1 Dark Banishing - okay/good. just kills a dude and they can't regenerate. a tad bit overcosted, unlike the next card!
2 Doom Blade - great. just kills a dude, and it's great cause it's only 2 mana!
1 Go for the Throat - great. same as above, but it's better because this one can kill creatures of any color including black. there aren't many artifact creatures (unless your opponent is playing an artifact deck), so this one is pretty much a kill anything card.
1 Tragic Slip - great. super cheap, and you can use it after combat to destroy pretty much any creature that isn't bigger than 13.
2 Dismember - great. A lot of creatures are weaker than 5, and being able to pay life instead of mana is a big plus. remember, life isn't as important as you might think. life can be considered "free", especially early in the game where life totals don't really matter.
1 Deadly Allure - okay. This is an inefficient way to kill creatures. you have to essentially sacrifice one of your own to kill theirs. You probably aren't running green mana either, so that part of the card is lost.
1 Sorin's Vengeance - good. if your deck is meant to draw out games, then this card is good. especially when paired with Sorin Markov (unfortunately, not Sorin, Lord of Innistrad) for obvious reasons.
1 Killing Wave - okay. This card is almost a game winner, but it is a very situational thing. The way this card wins games is if you have Blood Artists out on the field. Essentially, the blood artists make it so that they lose a ton of life and you gain a ton. It is a very difficult card to play correctly however. Despite its name, it's more of a burn spell than a kill-everything spell. Definitely a card you might want to think about before using.
2 Sorin's Thirst - much like taste of blood, but costs more for 1 more point of damage. Remember, at 2 mana you can outright kill a creature with Doom Blade/Go for the Throat/Geth's Verdict. The +2 life is usually and mostly irrelevant.
1 No Mercy - great. This is an interesting card that can completely shut off your opponent's ability to do damage to you if they rely on creatures. If they use creatures, keep this in!
6 Artifacts
1 Isolation Cell - okay. a cute way to slow your opponent down and slowly kill him. mind you that 4 mana is kind of costly.
1 Trepanation Blade - probably... okay... this card is geared more towards decks that focus on milling your opponent's deck out (throwing their cards from their deck to the graveyard). You can potentially get ridiculous amounts of power out of it, though, but it is very random.
1 Lashwrithe - great. Since you only have swamps, this will get huge over time. Not to mention that it comes in with a creature! Bonus for having phyrexian mana cost to equip so you can equip in tight situations.
1 Onyx Goblet - bad. Probably too slow at 1 life per round to win you a game. 20 turns in magic is a loooong time. you'll find this card gets in the way in terms of taking up space in your hand and deck.
2 Demon's Horn - bad. lifegain in magic isn't that great (unless it is lifelink or you are running a deck that is built around gaining life). wasting a card just to gain some life isn't as great as you think. You won't be moving yourself closer to victory with more life.
Of course, if you're planning to get competive, then everything that was rated worse than great is a crap card. LOL. Most of my advice was good for casual play, so don't go to your local store and expect results. Even with this advice though, you'd probably destroy your roomate every time.
EDIT: holy crap I wrote a lot.