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It's not the size of the bait, but how you torpor the worm!
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.
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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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For modern, you'll need to get rod of Phyrexian Dreadnought and the non-swamp lands
i have a feeling he meant this to be a legacy deck
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.
It's nice for keeping your opponents creature count down, but I agree that is should be sideboarded.
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.
i suggest dark rituals to speed things up further
Holy shit.
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/
suggestion: diabolic tutor
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.
dark confident too
You ideally wouldn't need Diabolic Tutor, you should be winning before then... XD
Sundial of the Infinite makes the deck more consistent. You could also add Blue and add Stifle/Trickbind.
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. removephyrexian 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 landsthe highest card cost is 4, so 24 is a bit excessive for a deck like this. Cards to addSpoils 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 orbdark 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.
i think some destroy target creature cards should stay though
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.
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.
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.
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.
Yeah, you only have swamps. Sac/search lands are only good when you have multiple types of lands
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.
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.
The problem with the baubles is that you lose out on that mana. However, you'll probably be wanting that draw more, I agree.
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/