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Creatures makes this easier - fight effects, "destroy target creature" is more common and sometimes cheaper than "destroy nonland perm", stuff like this. You do gain the ability to start with one of the cards, though, you don't need an extra creature to do damage, but does that vampire have evasion or anything? bc chump blocks stop vito, but flying deathtouch is a lot harder to block
BU are gonna be fine, because black hits the creatures easily, blue counters the casts easily, and black also has a variety of oblique counters like "Opponents can't gain life". White will have a tougher time but you can exile anything so it's probably fine.
Red though, a lot of red decks will just win before this is a factor, and the ones that don't usually have good flyer access to eat your vampire because they're Dragon decks. Red is for people who like to close games at turn 4 hahah
Lifegain decks are typically fragile - they require a strong board presence to do a not-very-powerful effect. They're not very successful in higher power formats, but I remember seeing some stuff about them being a problem in Standard at the moment.
The thing about lifegain decks is that board wipes, removal, and any sort of pressure (eg repeated attacks) really badly interfere with the deck, and that means that most of them run with a handful of actual lifegain cards so they can fit in things that have general purpose abilities (eg token generation + "whenever a creature enters, gain life" is a common pairing). This means you need efficient stuff on tempo to counter the lifegain because afterwards they'll still have a bunch of creatures or lockdown/tax enchantments or whatever up, which can be tough to handle in Standard I think (because you don't have access to 350 different two mana "destroy target" spells).
The endgame for lifegain decks tho often crumbles because having 312 life doesn't really matter; a deck that can do twenty damage can often do arbitrarily high amounts of damage. You want to look at two things - ways to keep the opponent from starting an infinite loop or similar wincon, and ways to keep yourself in the game as long as possible. So you take out only the combo pieces and the wincons, and then at the end of it they're left with a hand full of generic stuff that no longer plugs into their lifegain engine (it's common to devote only 10 or so cards to the lifegain stuff), at which point you can swing as many times as you need to in order to win.
The other big vulnerability, and it's a huge one, is alternate wincons. Lifegain + fast tempo is really unusual and quite tough to make work (lifegain innately fights tempo bc it's really hard to gain more than a few life points at once, but you need so many before it actually matters) so anything that wins the game without depleting life totals is incredibly strong. Except Mill, which is usually an even slower deck :p If standard has any "...you win the game" cards, consider them for when you've taken out this loop and the opponent's gameplan is reduced to "have 57 health and hope"