Torpor Orb

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Torpor Orb

Artifact

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

Idoneity on Hallway of Fiery Doom-Death

1 day ago

Oooooh! I do love mono-Red prison! Cool choice of commmander for it too.

I have some recommendations. >:)

If you want to lock out creatures, I highly recommend Meekstone and Portcullis. It is very difficult for most creature-based strategies to operate until they are removed.

Ward of Bones is funny. People hate it.

Torpor Orb is miserable. People really hate it.

I am curious why you are on Iron Myr! Why not a Mind Stone? I have been partial to Planar Atlas, though it enters tapped.

For one last silly card, Caverns of Despair is a Crawlspace that protects your planeswalkers.

Love the deck! Easy +1!

Profet93 on Varragoth Mono Black Creatueless Combo Win

3 months ago

hootsnag +1

I also run a mono black (almost) creatureless deck. May I recommend Spreading Plague for creature control or is it too high CMC? Works with fountain port to kill blue creatures. On that note, No Mercy and The Abyss are great anti-creature cards.

Imp's Mischief - "Counter" counterspells, redirect targeted removal, draw and extra turns!

What combos r u running? I see aethflux + bolas citadel + top. Rings + basalt + top. What else am I missing?

I thought The One Ring Was Banned, or am I mistaken?

Maybe add some light stax like Torpor Orb or even a Cursed Totem depending on the meta (I know it hurts you but worth noting).

You have a really low avg cmc and a large amount of tutors. You could probably remove 1 land if you wanted. Speaking of lands, while i hate Lake of the Dead, it seems like a good fit for what you wanna do.

While not an entirely serious suggestion, Voltaic Key can untap ur large mana rocks like basalt, grim, mana vault and sol ring. Moreover, it combos with everflowing (4 counters) + rings + voltaic = Infinite mana. Speaking of combos, since rings is a good part of it, having some artifact recursion such as Buried Ruin is nice to have. Moreover, while not a serious suggestion, Crucible of Worlds can go well with your sac lands. Bonus points if you add fetches. Fetches can be used with rings for ramp, shuffle your library (in case top says ur top 3 suck), and with crucible for consistent land drops. Might be a bit too slow for the deck but wanted to share it.

Speaking of recursion, Yawgmoth's Will - Super powerful.

At the risk of being too niche, Corpse Dance is fun to ensure no commander tax + built in haste.

Looking forward to your thoughts.

NeoLegacy on Dread Naught

6 months ago

After discovering, Consign to Memory I decided it was worth more than both Torpor Orb and Doorkeeper Thrull. Who am I kidding? This deck's soul purpose is to get Phyrexian Dreadnought out ASAP. You either do within the first few turns, or you lose, simple as that!

NeoLegacy on Dress Shadow

6 months ago

Nice setup, I too have a deck built around Phyrexian Dreadnought, super fun to play with. Ever thought about adding in, Torpor Orb?

NeoLegacy on Dread Naught

6 months ago

Forever evolving... So, decided to drop out the Spell Pierce for good old fashioned Counterspell. And I came across Doorkeeper Thrull and really liked what this guy can do, and give me another cheap flyer. Can it not only help get my Phyrexian Dreadnought and Eater of Days out without negative consequence. But helps keep other players creatures and artifacts from triggering abilities, and all at the same cost of Torpor Orb. Felt this was a win/win.

kamarupa on Dread Naught

6 months ago

Regarding fetch lands: there's an old saying "deck thinning is deck winning" which comes from the idea that the fewer lands there in a deck, the more likely you are to draw cards that improve your game-state. This is [probably] not actually true, but they probably don't necessitate adding more lands to compensate for their sacrifice. Personally, my issue is that a fetch+shock land costing 3 life for 1 untapped land is just too steep for most decks. Like, I'm not into giving my opponent a free Lightning Bolt if I can avoid it. That said, I'm quite certain I'm in the minority on that position. There are, however, still many options when it comes to dual lands. I prefer fast, slow, and pathway lands. (Seachrome Coast, Deserted Beach, and Hengegate Pathway  Flip, respectively.

I'd be very tempted to run 2-3 copies Enlightened Tutor as it gets you both Torpor Orb and your beatstick creatures. Might as well take advantage of that splash of white!

Mortlocke on A Pulverizer? Perrie the Pulverizer?!

7 months ago

Hi Baron777,

Just responding to your post here. I hope you don't mind. Just for my own understanding, I think you need to clarify what kind of decks you want to play against. When you say "This is designed as a fun 6-7 level deck that..." This tells me nothing. When discussing your deck I suggest following this prompt:

  1. My deck has a budget of...
  2. My manabase has the most efficient lands available/most cheap and slow utility tapped lands and tapped fetches/a mix between the two
  3. My deck threatens to kill an opponent between turns x and y/The most important turns for my deck are between x and y when my deck can pop off when doing z.

Based off of the previously mentioned cards in your post - namely Solemnity and Torpor Orb it sounds like your meta has a lot of particularly nasty control magic that can absolutely one card you out of a game. Therefore I suggest adding both more ramp and more interaction - you're in the colors for it:

In summary, I think your deck doesn't match what it's playing against. You need to have more consistency if you are going up against opponents who are going to completely lock you out of a game. To get that, you need to make sure you can target problem permanents as often as possible.

Baron777 on Too slow for aggro, too …

7 months ago

So I have hit a brick wall when it comes to fine tuning this Perrie deck.



The win con is that of a aggro beat down, but the conditions to meet it make the deck far too slow for aggro. But if I take turns to set up even the lowest of PL 1 decks could make a wide or tall enough board to not break through.

Furthermore the commander has Atraxa levels of "kill on sight", and typically people will save their removal for it, and the deck can't really recover its pieces well.

It also has way too many common work arounds in the form of Torpor Orb and Solemnity.

But before I put this deck in the trash, I figured I'd come by and see if there's anything I'm very obviously missing from this deck.

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