TheManaDrain.com
September 09, 2025, 10:50:23 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Torpor Dreadnought  (Read 6105 times)
Portalis
Basic User
**
Posts: 41


View Profile
« on: May 23, 2011, 12:33:04 pm »

was looking at Torpor Orb and thought with casting dreadnaught can make it fast and effective not sure for a type 1 style but here is the deck i came up with. let me know what you think. was thinking of adding in Dark Confidents or not but this deck is kinda on a ruff draft.
 
Lands
x4 Underground sea
x6 Fetch Lands
x1 Tolarian Academy
x1 Strip Mine
x3 Wasteland
x2 Island
x2 Swamp
x1 Bojuka Bog

Creatures
x3 Phyrexian Dreadnought
x1 Blightsteel Colossus

Artifacts
x1 Black Lotus
x1 Mox Sapphire
x1 Mox Jet
x4 Torpor Orb
x1 Sol Ring

Spells
x1 Ponder
x1 Brainstorm
x4 Force of Will
x4 Duress
x3 Thoughtsize
x1 Tinker
x1 Demonic Tutor
x1 Vampiric Tutor
x4 Preordain
x1 Time Walk
x1 Ancestral Recall
x1 Praetor's Grasp
x2 Spell Pierce
x3 Dark Ritual
Logged
serracollector
Basic User
**
Posts: 1359

serracollector@hotmail.com
View Profile Email
« Reply #1 on: May 23, 2011, 01:14:03 pm »

Nice idea, 1 thing tho, you play no maindeck bounce, so a first turn chalice for 1 spells GG for you.
Logged

B/R discussions are not allowed outside of Vintage Issues, and that includes signatures.
meadbert
Adepts
Basic User
****
Posts: 1341


View Profile Email
« Reply #2 on: May 23, 2011, 03:38:38 pm »

You could add Hunted cards + Engineered Explosives to gain resilience against Chalice@1.

Explosives can remove Chalice@1.

Hunted creatures such as Hunted Horror seem decent with Torpor Orb out and they dodge Chalice@1.

Hunted creatures have synergy with Explosives since you can use Explosives to remove their tokens.
Logged

T1: Arsenal
Portalis
Basic User
**
Posts: 41


View Profile
« Reply #3 on: May 24, 2011, 09:30:32 pm »

forgot all about chalice espically for 1.

that is weird that hunted horror is brought up. i have a casual deck that uses hunter horror and Leyline of Singularity maybe i can deconstruct the casual deck into a more competitive deck on this. hmm (the gears are turning)
Logged
serracollector
Basic User
**
Posts: 1359

serracollector@hotmail.com
View Profile Email
« Reply #4 on: May 24, 2011, 10:21:06 pm »

yea, I am running a mono black version in legacy running 4 x confidant, 4 x ritual, 4 horror, 4 dreadnought, 8 ts/duress, and 8 go for throat/doomblade. 4 x torpor. 4 x EE, and its been doing descent.  Don't know if this config can work in vintage, but a thought.
Logged

B/R discussions are not allowed outside of Vintage Issues, and that includes signatures.
Portalis
Basic User
**
Posts: 41


View Profile
« Reply #5 on: May 28, 2011, 03:59:01 pm »

yea, I am running a mono black version in legacy running 4 x confidant, 4 x ritual, 4 horror, 4 dreadnought, 8 ts/duress, and 8 go for throat/doomblade. 4 x torpor. 4 x EE, and its been doing descent.  Don't know if this config can work in vintage, but a thought.

looks good for legacy i might convent it to legacy now and replace either throat or doomblade for x4 Geth's Verdict incase i can't target a nasty creature. that i only own 3 dreadnoughts so might throw in a predator's grasp or even 1 unearth to get a creature back. have to play test more
Logged
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #6 on: June 05, 2011, 09:05:44 pm »

This deck MUST have stifle to operate.  You can't run 8 cards that only work with an orb in play without adding stifle.  Since blue is necessary, you get to run other blue staples to juice up the main.  I would go 4 stifle/3 orb and run trinket Mage with at least 1 one pithing needle,1 EE, and one crypt/relic.  Running power allows you to pay these costs without rituals.
Logged
evouga
Basic User
**
Posts: 537


View Profile Email
« Reply #7 on: June 05, 2011, 10:23:28 pm »

Isn't EE unreliable against Chalice? It seems that if there's a chalice at 1, it's not too uncommon for there also to be a chalice at 0...
Logged
Darkenslight
Basic User
**
Posts: 314


View Profile Email
« Reply #8 on: June 06, 2011, 02:36:25 am »

Isn't EE unreliable against Chalice? It seems that if there's a chalice at 1, it's not too uncommon for there also to be a chalice at 0...

Doesn't workj, as you can pay  {2} and still have an EE at 0.
Logged
dangerlinto
Basic User
**
Posts: 243



View Profile
« Reply #9 on: June 06, 2011, 08:19:50 am »

This deck MUST have stifle to operate.  You can't run 8 cards that only work with an orb in play without adding stifle.  Since blue is necessary, you get to run other blue staples to juice up the main.  I would go 4 stifle/3 orb and run trinket Mage with at least 1 one pithing needle,1 EE, and one crypt/relic.  Running power allows you to pay these costs without rituals.

You want Trinket Mage in a deck with Torpor Orbs?

Good Luck.
Logged
evouga
Basic User
**
Posts: 537


View Profile Email
« Reply #10 on: June 06, 2011, 09:21:51 am »

Isn't EE unreliable against Chalice? It seems that if there's a chalice at 1, it's not too uncommon for there also to be a chalice at 0...

Doesn't workj, as you can pay  {2} and still have an EE at 0.

To do that you need Sol Ring or two unused Wastes/Strip Mine in play, right?
Logged
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #11 on: June 06, 2011, 02:17:18 pm »

This deck MUST have stifle to operate.  You can't run 8 cards that only work with an orb in play without adding stifle.  Since blue is necessary, you get to run other blue staples to juice up the main.  I would go 4 stifle/3 orb and run trinket Mage with at least 1 one pithing needle,1 EE, and one crypt/relic.  Running power allows you to pay these costs without rituals.

You want Trinket Mage in a deck with Torpor Orbs?

Good Luck.

You laugh, but an unrestricted tutor for 1/2 of the items you need + utility is good.  Also, what use is the orb before you make the 12/12 guy???  Why put it into play without a creature in hand???  It costs 3 mana total to go off...that is easily turn 2 mana in vintage...you can afford to hold the orb until ready to go off, since it is a dead permanent anyway and likely will be countered/destroyed.  I would only run 3 orbs anyway to complement stifle...since orb is worse than time vault when alone and without your other piece.

PS- I am sure that I am not the first to notice this, but I am thinking a legacy mono-blue deck with artificer's intuition might work based on orb/stifle.
Logged
policehq
I voted for Smmenen!
Basic User
**
Posts: 820

p0licehq
View Profile WWW
« Reply #12 on: June 06, 2011, 06:01:46 pm »

since orb is worse than time vault when alone and without your other piece.
Only when goldfishing. Meddling Mage, Tin Street Hooligan, Phyrexian Revoker, Dread Return targets, etc. help to make Torpor Orb relevant.
Logged
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #13 on: June 06, 2011, 06:48:27 pm »

since orb is worse than time vault when alone and without your other piece.
Only when goldfishing. Meddling Mage, Tin Street Hooligan, Phyrexian Revoker, Dread Return targets, etc. help to make Torpor Orb relevant.

How is stopping revoker relevant? you play no activated abilities.  I have been out of the loop for a month or so, but I haven't seen a deck packing hooligan or Mage main recently either...I concede the point on dread return targets...but dredge is handled in sideboard slots.

I maintain that the marginal utility gained from holding orb and using Mage outweighs the benefits of preventing a possible Mage/revoker/hooligan in an unknown field.
Logged
That0neguy
Basic User
**
Posts: 163

none none none
View Profile
« Reply #14 on: June 07, 2011, 12:41:53 pm »

Is dreadnaught even that good anymore?  Artifact creatures are pretty easy to deal with.

Also is Topor Orb that much better than Stifle?  Both are 2 card combos, but stifle + Naught is 2 mana where Orb + Naught is 3.

People weren't stifling Naught into play before, does Orb really make the deck playable?
Logged
madmanmike25
Basic User
**
Posts: 719


Lord Humungus, Ruler of the Wasteland


View Profile
« Reply #15 on: June 07, 2011, 04:31:14 pm »

Quote
People weren't stifling Naught into play before, does Orb really make the deck playable?

You just pwnt this thread.

Vintage needs more decks that have cards that are good/playable on their own.  I realize that this is "Creative" and therefore mostly for fun, though.
Logged

Team Lowlander:  There can be only a few...

The dead know only one thing: it is better to be alive.
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #16 on: June 08, 2011, 10:21:55 am »

Quote
People weren't stifling Naught into play before, does Orb really make the deck playable?

You just pwnt this thread.

Vintage needs more decks that have cards that are good/playable on their own.  I realize that this is "Creative" and therefore mostly for fun, though.

While everyone realizes that this isn't an optimal deck choice right now, I don't think there is any harm in the discussion of how to build and play it.  I actually feel like the negative tier-esque comments are not helpful in any way towards the gainful discussion taking place and restate the sentimate already voiced in the spoiler thread for torpor orb.  Even more revealing, this deck is in the Creative forum...no one is claiming tournament superiority here.  Thanks for nothing.

I think you could easily post similar trolling comments in any number of threads in the Creative forum...but to answer the relevant part of your post-

I believe that orb is a bad supplement to stifle in this deck and that less than 4 should be played...if the card stifle and a SS type deck becomes viable again(blue becomes more prevalent again), then this may be a serious option to entertain.  Another deck for the watchlist IMHO.
« Last Edit: June 08, 2011, 10:35:28 am by TheShop » Logged
madmanmike25
Basic User
**
Posts: 719


Lord Humungus, Ruler of the Wasteland


View Profile
« Reply #17 on: June 08, 2011, 11:47:09 am »

First off, I'm not trolling.  Secondly, don't be so sensitve.  I'm not insulting anyone here.  If this deck could be viable I would like that more than you would know.

So if my comment was unsatisfactory to you please realilze I wasn't trying to say "this thread sux and should not be", but rather that the person I quoted made what I thought was a damn good point.
Logged

Team Lowlander:  There can be only a few...

The dead know only one thing: it is better to be alive.
yankeedave
Basic User
**
Posts: 42


yankeedave@hotmail.co.uk
View Profile WWW
« Reply #18 on: June 08, 2011, 12:34:22 pm »

I am currently having a play about with this deck to see what I can make happen. This is where I am at currently:

Artifact (13)

1x Black Lotus
1x Mana Crypt
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Sol Ring
1x Time Vault
3x Torpor Orb
1x Voltaic Key

Sorcery (9)

1x Demonic Tutor
2x Duress
1x Merchant Scroll
1x Ponder
1x Thoughtseize
1x Time Walk
1x Tinker
1x Yawgmoth's Will

Land (16)

1x Bloodstained Mire
2x Island
2x Misty Rainforest
4x Polluted Delta
1x Strip Mine
1x Swamp
1x Tolarian Academy
4x Underground Sea

Instant (14)

1x Ancestral Recall
1x Brainstorm
1x Chain of Vapor
4x Force of Will
2x Hurkyl's Recall
1x Mystical Tutor
3x Stifle
1x Vampiric Tutor

Creature (8)

1x Blightsteel Colossus
4x Dark Confidant
3x Phyrexian Dreadnought

Whilst I can see this is not going to be a top tier deck, I believe it could be great fun in the right meta and may have room for some Enlightened Tutors or something similar. It currently mulligans quite horribly and I would like to at least have a crack and getting this more up to snuff.









Logged

Two roads diverged in a wood, and I—   
I took the one less traveled by...
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #19 on: June 08, 2011, 03:52:20 pm »

First off, I'm not trolling.  Secondly, don't be so sensitve.  I'm not insulting anyone here.  If this deck could be viable I would like that more than you would know.

So if my comment was unsatisfactory to you please realilze I wasn't trying to say "this thread sux and should not be", but rather that the person I quoted made what I thought was a damn good point.

Not you mike, I have great respect for your posts.  I take issue with the first post stating the deck isn't good now.  It is admittedly true, but not necessarily warranted per my reasoning above.
Logged
Nefarias
Full Members
Basic User
***
Posts: 932


NefariasAndy
View Profile
« Reply #20 on: June 08, 2011, 10:38:27 pm »

since orb is worse than time vault when alone and without your other piece.
Only when goldfishing. Meddling Mage, Tin Street Hooligan, Phyrexian Revoker, Dread Return targets, etc. help to make Torpor Orb relevant.

While your general point is valid, just an FYI that Meddling Mage, Phyrexian Revoker, and Iona's abilities are not triggered. They are "as they enter the battlefield." Triggered abilities are those containing the words "at," "when," or "whenever." So Torpor Orb does not interact with these cards.

Off the top of my head, other relevant cards include Terastodon, Flame-Kin Zealot, Sphinx of Lost Truths (not sure if anyone still plays that guy), Sun Titan, Duplicant, Ingot Chewer, and Leonin Relic-Warder. Those are mostly fringe so I'm not sure that it's enough personally.
Logged

Team GG's

Quote from: Young Jeezy
This will be the realest shit you ever quote
madmanmike25
Basic User
**
Posts: 719


Lord Humungus, Ruler of the Wasteland


View Profile
« Reply #21 on: June 09, 2011, 08:28:40 am »

Back on track, has anyone given thought to Transmute Artifact for this deck?  It seems like it would be good to find Dreadnought, Orb, Key, or Vault.
Logged

Team Lowlander:  There can be only a few...

The dead know only one thing: it is better to be alive.
Bill Copes
Adepts
Basic User
****
Posts: 925

I don't have an avatar. I am an avatar.

zebraturbosled
View Profile WWW Email
« Reply #22 on: June 10, 2011, 02:44:43 pm »

Well, the orb makes Leveler and Eater of Days *playable.

* barely
« Last Edit: June 10, 2011, 02:58:12 pm by AbdullahTheButcher » Logged

I'm the only other legal target, so I draw 6 cards, and he literally quits Magic. 

Terrorists searching in vain for these powerful weapons have the saying "Bill Copes spitteth, and he taketh away."

Team TMD
Portalis
Basic User
**
Posts: 41


View Profile
« Reply #23 on: June 11, 2011, 02:12:03 am »

Well, the orb makes Leveler and Eater of Days *playable.

* barely

that is why i choose Dreadnought because 1 casting cost for a 12/12 trample with orb out no set backs yeah its nice.
I trired a mono black but failed in play testing. seems you need blue to help with counters/draw too. 

Logged
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #24 on: June 11, 2011, 02:25:07 pm »

Is an artificer's intuition toolbox possibly viable here?  You could tutor naught, key, top, lotus, pithing needle, tormod....gives you a use for duplicate dreadnoughts
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.328 seconds with 21 queries.