Torpor Orb

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
New Phyrexia (NPH) Rare

Combos Browse all

Torpor Orb

Artifact

Creatures entering the battlefield don't cause abilities to trigger.

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Torpor Orb Discussion

SynergyBuild on Ancestral Animar

2 days ago

I play both, and yeah, against animar, a well-timed Linvala, the Preserver, Tocatli Honor Guard, Torpor Orb, Hushwing Gryff, or any of my other creature hate normall at least Time Walks them, if not Time Stretches them. Getting a few to stick is enough to make them scoop. Otherwise, I haven't played agaisnt Sisay with my Animar, so I don't know too well about the outs.

Side note, what does this deck do to a resolved Humility?

TypicalTimmy on Card creation challenge

2 days ago

I was playing my Esper Modern Vamp/Mill Deck where the aim of the deck is to grow a steady state of Vampires while also taking control of everything your opponent brings out into play.

My opponent was using an artifact deck where you bring out Torpor Orb into Leveler and not have to exile your library.

He was so ecstatic when he got it working, and he swung for 10.

Now, I had out a Captivating Vampire, Sorin, Lord of Innistrad who gave me a 1/1 token, and a Legion Lieutenant.

I asked him if he was attacking me, or Sorin. He said me. So I casually nodded and said okay and took 10.

My turn, I +1'd Sorin and played Vampire Nighthawk. Now, interestingly enough you can not tap a creature the same turn it comes into play to activate an ability it has, but you CAN tap it per the rules of Captivating Vampire.

  • Since Captivating Vampire’s activated ability doesn’t have a tap symbol in its cost, you can tap a Vampire (including Captivating Vampire itself) that hasn’t been under your control since your most recent turn began to pay the cost.

So, I tapped my Vamps and took control of Leveler. He got PISSED. I swung for 10 and passed turn.

He brought out Darksteel Juggernaut, and my next turn I took that and swung for lethal.


Hypnotic Vampire

Creature - Vampire

Hexproof

Pay 6 life: Gain control of target creature with power less then Hypnotic Vampire's.

"Interesting... your blood is so, fresh. So pure. So... sweet. It needs to age more, like a fine wine. I think I shall keep you alive, for now."

3/3


Same challenge.

JackTheDemon on Untouchable

2 days ago

@DrunkManSquakin666 That's all the reason you need fam. For flavor you should try to put in False Cure, Swat and Syphon Soul also I have had her taken from me and cloned so Darkness has saved me more times than I care to remember. I would also recamend Withering Boon for when they try to brake your Torpor Orb effects when you cast her. Its also a good gotcha card. With all that mana ramp you could also run a Helldozer just for fun.

Winterblast on Najeela's Hulk Pod Project (Primer)

1 week ago

TzickyT I think it's a great card because you can jam it on curve and activate it for colorless mana when needed. For example to blow up a Magus of the Moon, which is pretty hard to get rid of otherwise. Also removes Torpor Orb, Laboratory Maniac, The Chain Veil, Grafdigger's Cage,...I like it because you don't need to keep certain coloured mana open for interaction but just play it when it's easily possible and let it stick around for when it's needed. Until then it's also a warrior for token production and Mindblade Render. Being a creature makes it easier to find (Pod, survival...) and it is also fodder for Pod. The cut was Fire Covenant for now because I rarely needed to remove more than one creature and the 3 mana were hard to keep open for instant speed reactions.

Summoner's Pact is interesting but it's also risky because you have to win in that turn and if you go for it on turn 2 or 3 you can get blown out when your win con is stopped or just delayed for a turn. It could go in the deck but I would have to find something to cut for it (maybe Tymna because it's a reduction in cmc and a swap between slow draw and fast tutor). Targets for pact could be Hulk and also Derevi but for now I rather use Eldritch Evolution as an additional tutor. As it is, the deck has a really strong mid and late game because it doesn't go all in with the fast kill atempts. If something gets countered or destroyed, there's usually a way to go for another kill attempt in the following 1-2 turns without having to worry about getting killed by my own setup...playing pact would work but you have to be aware that it's a one way ticket in the early game.

mrfab13 on The Most Evil Deck in Modern

1 week ago

also i like having 1xCrucible of Worlds and 1-2xGhost Quarter in the main, also handy if they GQ your Academy Ruins so you can get it back or you can use it to get rid of evey land in their entire deck, Inventors' Fair is always avalible, you can also do snazzy stuff like Academy Ruins->GQ->replay->activae again. also slighlty meta dependant but most of the time you are safe to run only 3 Ensnaring Bridge as there are a decent ammount of decks that dont use creatures to win and alog with Whir of Invention, acient sturrings, Lantern of Insight and self mill, you are still gonna find it.

for the SB id reccommend Torpor Orb as its a strong hate card that goes well in this deck and some ammount of Welding Jar or Spellskite, or Padeem, Consul of Innovation you need someway to protect your stuff and there is a pretty high chance that your opponent will run some form of artifact hate. i dont know if its fine tuned and thrashes everyone in your meta but your SB seems kind of weak to me.

also generalrenard you never deck yourself if they have no interaction with using Academy Ruins and an artifact that can kill iteself like Pyrite Spellbomb, Lantern of Insight, Mox Opal (legend rule) or discard to hand size, Academy Ruins it ontop of your deck and draw it next turn, repat for infinity. eventually you can, mill it with Pyxis of Pandemonium or ult Jace, the Mind Sculptor. if neither of thoes are an option then its a tie.

SynergyBuild on To Hell and Back

2 weeks ago

I think you may want of have a copy of Natural State in this deck, as it hits the main two worst stax pieces for the combo, Sphere of Resistance and Torpor Orb, as well as Damping Matrix, but no one runs Damping Matrix. If you see some Blood Pod, though it won't hit Pod, it does work against many of their cards from Rule of Law/Eidolon of Rhetoric to some of the prior mentioned stax pieces, all at instant speed for a single .

I would most likely drop Thought Scour, because that card is the worst cantrip in the deck and only really is useful for Laboratory Maniac.

fasmith718 on Humble Brago EDH

3 weeks ago
  1. Sol Ring -> Azorius Keyrune: Taking out Sol Ring bc it's oppressive. Kind of a soft ban.
  2. Azorius Cluestone -> Ojutai Monument: Having a 4/4 dragon available is better than a single card draw when we have mana to burn.
  3. Mana Vault -> Basalt Monolith: moving towards 3 drop ramp to synergize with Trophy Mage.
  4. Auramancer -> Ironclad Slayer: Auramancer may technically have more targets, but the slayer hits our 3 hexproof/shroud equipment, which is more valuable than most of the non-aura enchantments. Plus Sun Titan gets many if not all of them back as well.
  5. Wingmate Roc -> Keeper of Keys: Roc conceptually has good value, but it relies on Raid. Keeper provides card draw as well as mass evasion for finishing.
  6. Ugin's Insight -> Recurring Insight: originally replaced with Trial of Knowledge and while that card is good, I wanted non-etb card draw effects in case of Torpor Orb or similar etb hate.

midget_overlord on 4 Color Blink

4 weeks ago

Would 1 or 2 copies of Ghostway or Eerie Interlude be too much mana? I feel like those can be really solid for etb decks. I'd also consider artifact destruction in the sideboard just in case someone insane brings a copy of Torpor Orb to a game.

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