It's how you Torpor the Worm

by BigGeorge76 on 03 March 2014

Main Deck (60 cards)

Sideboard (6 cards)

Creatures (3)

Instants (3)

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Deck Description

It's not the size of the bait, but how you torpor the worm!

How to Play

Cast Torpor Orb, then one of your huge creatures. The maze of Iths and darknesses will stall if you need it. The Geth's and Heroes will remove any creatures, and the read the bones will let you find your torpor orb.

Deck at a Glance

Social Stats

29
Likes

This deck has been viewed 2,909 times.

Mana Curve

Mana Symbol Occurrence

003800

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for It's how you Torpor the Worm

Hmmm i do like this deck quite a lot! For myself I think I might change a few bits and pieces around to make it modern legal. Have you thought about running Dash Hopes in place of Darkness?

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Posted 04 March 2014 at 01:28

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For modern, you'll need to get rod of Phyrexian Dreadnought and the non-swamp lands

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Posted 04 March 2014 at 02:45

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i have a feeling he meant this to be a legacy deck

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Posted 04 March 2014 at 14:48

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Why is phyrexian obliterated in this deck? It has no synergy withstood orb, and would be pretty hard to cast with the maze's and stronghold.

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Posted 04 March 2014 at 04:44

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It's nice for keeping your opponents creature count down, but I agree that is should be sideboarded.

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Posted 05 March 2014 at 15:17

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You need sundial of the infinite. It acts like torpor orbs 5-8. When the enter the battlefield triggers go on the stack you can use the sundial to end the turn and remove those triggers they do not resolve. They are also useful for other tricks like an opponent playing removal or other stuff on your turn.

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Posted 04 March 2014 at 04:58

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i suggest dark rituals to speed things up further

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Posted 04 March 2014 at 05:40

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Holy shit.

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Posted 04 March 2014 at 13:08

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Here's a similar deck I made based on the same concept, and is really effective:
http://www.mtgvault.com/berndttoast/decks/sundial-of-the-orb/

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Posted 04 March 2014 at 15:51

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suggestion: diabolic tutor

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Posted 04 March 2014 at 16:23

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If you get the combo right, holy crap batman. I agree with rp. This whole deck fails to work unless you have torpor out (obviously), so you may want to find means to quickly find it and include it in your hand.

You may also want to spend some time looking for ways to it to your hand and/or protect it.

Finally, You have to include some dark rituals. Turn 1, drop a land, dark ritual, torpor, then your huge creature? Despicable.

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Posted 04 March 2014 at 16:47

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dark confident too

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Posted 04 March 2014 at 19:57

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You ideally wouldn't need Diabolic Tutor, you should be winning before then... XD

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Posted 04 March 2014 at 22:01

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Sundial of the Infinite makes the deck more consistent. You could also add Blue and add Stifle/Trickbind.

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Posted 04 March 2014 at 17:52

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I've made a deck like this a while back. it's really risky but here are some suggestions to increase the odds of being able to play your creatures.

remove
phyrexian arena, darkness, hero's downfall, read the bones.
You need to get your torpor orb out asap, and these cards are really slow for this idea or don't help in general.

4 lands
the highest card cost is 4, so 24 is a bit excessive for a deck like this.

Cards to add
Spoils of the vault-if following the rules, demonic consultation is a one-of, so this is a good alternative. it's high risk-but, then again, if you don't have torpor orb you'll die quickly either way.

Demonic consultation-this is a terrific tutor for this deck; play it turn one and you are guaranteed your torpor orb. the cards you lost should be irrelevant as long as you have your orb

dark ritual-if you go down to 20-18 lands, this will help you out with mana. this also helps with acceleration, which potentially playing phyrexian dreadnought turn 1 is scary.

sundial of the infinite-like other's said, another way to play creatures if you don't have torpor orb, making at least 8 utility cards. it also slows EOT decks.

momentous fall-if you want to splash green, fills up your hand and a large life gain.

unearth-works as a draw in a pinch, and brings back majority of your creatures.

Valroz-again if you splash green-he'll help with adding pressure if your creatures die to their removal. with built in regenerate and utility ability, he becomes hard to kill.

Hope this helps.

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Posted 04 March 2014 at 18:48

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i think some destroy target creature cards should stay though

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Posted 04 March 2014 at 19:58

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not too many though, since this is meant to overpower so his creatures should be the biggest guys around. the geth's verdict should be fine since they are cheap, and early on they shouldn't have too many creatures.

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Posted 04 March 2014 at 20:11

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Thank you everyone for the input, I have added some of the suggested cards. It's an interesting thought, the varolz and perhaps even going for a "re-animator" theme. It's definitely an interesting thought.

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Posted 04 March 2014 at 19:26

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Awesome looking deck mate, +1 from me. I havn't seen anything quite like this before and I value originality over anything else when deck constructing. Good job.

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Posted 05 March 2014 at 14:09

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I see that it increases the speed, but are Verdant Catacombs needed? The extra life could be better spent keeping yourself alive, since you won't much need the land unless you're having problems getting creatures out, in which case you'll be needing that life.

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Posted 05 March 2014 at 15:23

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Yeah, you only have swamps. Sac/search lands are only good when you have multiple types of lands

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Posted 05 March 2014 at 21:47

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Fetch lands thin your deck out allowing you to draw the cards that are needed for the deck to work properly. Although it may be a valid point about the life, I will have to test it out and see.

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Posted 05 March 2014 at 22:03

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You could use Urza's Bauble or Mishra's Bauble the same way. Plus, they are a hell of a lot cheaper than the fetch lands.

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Posted 05 March 2014 at 22:37

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The problem with the baubles is that you lose out on that mana. However, you'll probably be wanting that draw more, I agree.

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Posted 06 March 2014 at 21:43

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can you check out my latest deck? i just threw it together, not sure how it will do, but still needs tweaking! thanks http://www.mtgvault.com/macattack907/decks/underworld-destruction/

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Posted 01 May 2014 at 05:31

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