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Torpor Orb Discussion
1 day ago
master274. Ah, If you want us to compare decks, that was an unusual way of asking.
Where Krenko decks tend to be speedy and death by goblin tokens in some fashion, Purphoros is consistent and uses all kinds of tokens.
In terms of threats, Krenko and Purphoros are both big threats. Difference is that Krenko is easily killed, Purphoros as an indestructible enchantment, not so easy to kill.
Krenko decks have an anthem theme to them (spawn tribal tokens, make them huge!) which makes them stuck from things like Ghostly Prison or Dueling Grounds. Purphoros decks focuses on Purphoros' ETB ability which makes decks have a weakness against Torpor Orb.
In terms of durability and versatility, I would still stay with a Purphoros deck. A 4 pod game I played last Sunday included many board wipes and destruction. Nevinyrral's Disk was even used twice. I had to kill my Krenko with the rest of the board. It was a long game (turn 13), versus Odric, Wanderer Maelstrom, and Oloro decks, yet Purphoros endured until the end and won. Oh, and it was fun!
Anyways, yeah, those are my thoughts when comparing Krenko to Purphoros. Not necessarily our decks, but a general comparison.
1 day ago
I own more than 200 Totally Lost some foil some not, but I don't actually play the card, unfortunately.
Tidewater Minion is my favorite sleeper combo piece in EDH, any blue EDH deck I've owned, I've basically jammed one in there because of how many ways it can enable combos or just good synergies.
Same goes for Dream Cache as it's amazing to just dig, keep information, and set up combos like Miracles or Cascade
And I LOVE how many things Torpor Orb just critically stops
I have a TON of other 'pet cards' but they usually aren't good like Crackleburr most likely just my favorite card in the game for everything about it, just wish it was better.
1 day ago
plusmental Yes the first version of this deck was UBW and was running Hushwing Gryff and Path to Exile; i removed W colour because i was not sure if the splash was worth just for those two cards...and i'm still undecided.
-"High" mana cost (related to others creatures in the deck)
-Compared to others creatures' triggered abilities, Eater of Days only works with Torpor Orb (Like Treacherous Pit-Dweller) but would be a real pain-in-the-ass if someone destroy Torpor Orb as Eater of Days comes into play.
Anyway i'm adding that to the maybeboard, thanks a lot for your suggestion :)
2 days ago
Gudul Lurker if you want another of this effect.
Guiltfeeder is clever with ninja's
you don't have too many ETB effects, maybe a Torpor Orb?
2 days ago
3 days ago
4 days ago
Hmm for the casting phage part Torpor Orb and Sundial of the Infinite allow you to survive casting her. For getting rid of iona, there isn't much you can do aside from Visara the Dreadful, Avatar of Slaughter, and I guess Mycosynth Lattice to get around the color thing as a whole.
6 days ago
There are a few choices with the deck I find suspect. I'm still tuning my Arcum list (mine is nowhere near as pimped out, and I don't own a Workshop), but I've played mine against high tier decks since Engine's release and have found some pretty decent results. It's very easy to sneak Arcum onto the table when everyone is battling counters over a player's t3 Doomsday or Ad Nauseam, firstly. Secondly, it's that being able to win the same turn as casting Arcum, or at least the turn thereafter, is huge and the only reason I can viably play the deck in my current meta game that is full of Yidris, Jeleva, Karador, Yisan, Tazri, Leovold, Zur, etc..
For that reason, I dropped Mycosynth Lattice, Darksteel Forge, and Nevinyrral's Disk, and haven't looked back since. While Lattice has made for some fun games against Teferi/Derevi before I find it is unnecessary any longer to run this combo (I windmilled slammed a t1 Arcum in a game against Derevi and Karador, and didn't activate him on my second turn. Derevi did eot Enlightened Tutor into Null Rod, drew the Rod, and cast it. I pulled Mycosynth Lattice with his Rod on the stack- leaving the field as him having nothing, Karador had a mana dork (Wood Elves or something), and me having my 2/2 Commander on field. I swung Arcum at Derevi for a couple turns until he conceded, lol, he was desperately trying to think of a way around it).
Engine into Flute into 0 drops into infinite mana (I do Junk Diver and Myr Retriever loops with any 3 mana producing artifact for infinite mana, though Monolith-Rings works too) and Ballista/Staff+LabMan simply works much faster since you can combo out the same turn with significantly less support than Lattice+Forge+Disk requires to combo out the same turn (that combo requires support to work across 2 turns, let alone 1!).
So, just giving you some ideas, because while I love the Lattice combo and it was in my deck for the entire four years I've played Arcum in Commander, my deck has not required that combo to be in the deck to win in a single game since Engine's printing, so I'm simply offering my advice from the other side of the spectrum. Removing 2-3 of those cards would let you run:
Mystic Remora. If you're in a fast meta game that does lots of nonsense early (like mine with early Ad Nauseams, etc.), this card can be highly valuable gas for very little input.
Torpor Orb. One of the better silver bullets in the format. Lots of decks rely on ETBs to generate value, and Orb shuts them off handily. FC Tazri can't win through a protected Orb without a lot of trouble, for example, and Yisan, Tasigur, Brago, etc., have fits when such an artifact is on field. It's quite powerful, IMO.
Grafdigger's Cage is generally pretty useful. Low cost, so it's easy to grab with Reshape or Whir, if needed, and it shuts off Yawgmoth's Will and Past in Flames. Which, if you're in a Storm heavy meta, that's very valuable.
I figure you probably don't use the Lattice combo much since the Engine combo basically assembles anything for you (why lock the game down when you could use Staff and LabMan to win, or Ballista?) and is always faster than going for those other, separate pieces. Also, from my experience, people don't hit Engine/Flute, they hit Arcum because he's the easiest target to stop the ball from rolling in that combo. It's not hard to resolve Ballista or anything when you've drawn your whole library, have every counterspell in your deck in hand, and can cast Moxen, Lotus Petal, etc., to pay for your counters.
Just my $.02, though I probably spent too long in this post because I'm trying to make a comprehensive and convincing argument without sounding coercive like a jackass. my bad, lol.