Finally Breaking Torpor Orb

by vanguard487 on 22 June 2015

Main Deck (60 cards)

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Deck Tags

  • Modern
  • Brew
  • Torpor Orb

Deck at a Glance

Social Stats

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This deck has been viewed 1,923 times.

Mana Curve

Mana Symbol Occurrence

0261708

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Finally Breaking Torpor Orb

Marzka has deleted this comment.

Posted 22 June 2015 at 18:40

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Marzka has deleted this comment.

Posted 22 June 2015 at 18:47

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I've always wanted to build a torpor orb deck like this. I like the creatures you've selected. However the only thing I saw that I don't think is necessary are the Creeping Tar-Pits. They always will enter in tapped and they require a lot of mana to use. They can be a late game mana dump but with just 20 lands and the speed that you are trying to go I would suggest you only have lands that enter untapped (atleast most of the time, Darkslick Shores are good)

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Posted 22 June 2015 at 18:47

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Generally, I would agree with you, but a lot of times it seems like creeping tar out helps speed the process up by even 1 turn. 2 attacks with hunted horror usually isn't enough to kill someone in modern, but adding an extra 3 points of damage on turn 4-5 can really make a difference, 14 points of damage to 17 points of damage.

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Posted 22 June 2015 at 19:30

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Sounds reasonable. I won't argue that logic considering how much damage people tend to do to themselves in Modern. Maybe going to 2 instead? It seems like it could be pretty bad to have 2 of 3 in your opening hand where if that 2nd one was just a Darkslick Shores instead. That being said, I like the logic of having something that can push you over the edge to win that can't be killed by sorcery speed spells and doesn't get blocked in the creature match-ups. It's kind of like having a lightning bolt that can't be countered.

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Posted 22 June 2015 at 19:39

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Another thing that I wanted to say is that I understand the ramp through noble hierarch, why not drop the Life's Legacies. You are playing blue, why not play something like Serum visions in place of the legacies to help you set up. I know you only draw 1 card off of Serum visions but it looks at 3 cards, only costs 1 and helps you set up faster kills as life's legacy requires that you have a creature already to cast. Yes, you will most likely get more cards due to the size of your creatures but I feel like sacking a sizeable creature to just draw cards when you have a blocker/attacker that's good enough you shouldn't need more cards. I could understand maybe if Life's Legacy also gained you life but it's just cards. If you want a reasonable trade off you should run Disciple of Bolas. It costs 4 but it leaves you with a creature, draws cards the same way, AND you gain life. I would further like to suggest that if you make this change that you should drop the nobles as well and get rid of green. Nobles only ramp into the blue creatures anyways Just run blue/black, play a mix of serum visions, disciples and thoughtseizes/inquisitions. This will make you a lot more efficient I think.

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Posted 22 June 2015 at 19:51

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