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Creatures entering the battlefield don't cause abilities to trigger.
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Torpor Orb Discussion
1 day ago
VexenX: Well since the deck is 87% Green, and the only card needing double red is Omrath himself, and the only other 7 red cards in the deck only need single red, it really seems like Ranger's Path is just a strictly better card in this case. Ranger's Path in this deck instead of Explosive Vegetation will find the red mana needed to cast Omrath, and neither ramp spell would let the lands enter untapped if it was needed to cast Omrath the same turn. Furthermore, it would reduce the number of ramp spells restricted to finding basics which also seems very good, since it could lead to a reduced number of basics in the future if similar new ramp spells is printed, like Hour of Promise :) I think it's a swap right away, unless there is a more underperforming ramp spell to replace, but i can't really see which one it should be :)
In regards to removal, Beast Within takes any permanent even lands, so this could be nice to include. But if you are going to add removal, it is not very reliable to only have 1, then you would need at least 3-5 to make it more consistent which is a key essential in any optimized build in my experience. Furthermore it would be hard to figure out what to cut to run a bigger amount of removal, and removal and hate cards are very meta dependent. So a creature heavy meta like your own won't need a lot of removal cards. Obviously if they ever print an Aura Shards in these colours put that baby in right away :)
Hate cards and removal are always the hardest to make objectively correct in my opinion as amount and which cards are best, change depending on the meta. A few cards are objectively very strong and ALMOST needs to go in every deck they can, like Anguished Unmaking or Beast Within.
In case to Vandalblast & By Force, these are more meta dependent, or needed if one deck has a tough time dealing with artifacts. I change decks very often and i have multiple decks, and a lot of players in my meta does the same, so including hate cards are often a waste since they can be awesome in one case where you draw it and play against the right decks, otherwise they are horrible. So cards like Grafdigger's Cage, Torpor Orb and similar effects are very inconsistent. Torpor Orb hits cards in almost any deck so that is a better hate card than most, but still very inconsistent.
Hope you can use some of my thoughts, even though this comment ended up being quite long :p
2 days ago
It also doesn't rely on the commander outright. You can win without her if needed. Thanks for the comment. :)
P13 on Jund Lands
3 days ago
3 days ago
Elywood, I would suggest that you look at things that target ETB abilities. This list would be completely unaffected by a little Stax aimed at ETB abilities. Try Tocatli Honor Guard and Torpor Orb. There are many decks out there that focus on ETB abilities, with both Roon and Brago being about the most obvious, but some Meren and Riku also fill that role, and many combo decks depend on ETB abilities. Those two cards both efficiently shut down those generals, as well as ETB dependent combo decks. It is also pure flavor win to play cards in Queen Marchesa that hose Brago.
5 days ago
More ways to get Torpor Orb would be super helpful, no? This deck looks like it's either really fun or terribly boring. I'd have to playtest it to find out. Either way, winning with it is almost certainly deserved, however you manage to get it done! Cool deck!
1 week ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
1 week ago
Hey, cool deck! Raff basically turns every historic spell an instant speed answer. So cards like Torpor Orb becomes an instant speed answer to any ETB creatures. Also you need Tormod's Crypt...this card is insane with flash. The amount of things this card can disrupt at instant speed is insane. Feel free to check out my decklist for more ideas.
Commander / EDH
SCORE: 8 | 3 COMMENTS | 236 VIEWS | IN 8 FOLDERS
2 weeks ago
babushkasara I appreciate the advice, the land I will admit is the biggest issue so your advice is amazing. I didn't put much time into the land as I would like. The Torpor Orb is a means to counter the infinite sac combo going on in WB commander currently, if I play against one it's a bit of insurance even though the deck is likely fast enough to win without it. The mana cards you recommended are just plain obvious and I'm shaking my head for not having them in the first place. But the deck is basically control, I take advantage of Niv-Mizzet, the Firemind and her ability to deal commander damage when i draw and pack some heavy hitting cantrips like Wheel of Fortune, Timetwister and others in the deck to bring them as close to the threshold of commander damage that i can, once i get a card like Curiosity out it's game for the opponent because it's an infinite loop of drawing and damage.