Nice card, you can easily compare this to Null Rod, good utility card, synergizes with your strategy (Dreadnaught), and can counter your opponent's ability as well. But with this card in multiples in your deck would result in a dead draw as well if you already have one in play. With Torpor Orb it would build a whole new deck in legacy, like Torpor Naught, etc.
^ Now that's crazy, 4 to cast 9/8 flying trample is golden for me. Now how do I make a proper deck out of it?
Eater of Days is too expensive to synergize well with Stifle/Trickbind.
T1: Tomb, Torpor
T2: Tomb/City, Eater
is good, though.
There's no reason to play crappy cards in order to be consistent, there's a way to maximize both efficency and make the deck extremely synergic with lots of redundant pieces.
4 Stifle
4 Vision Charm
4 Enlightened Tutor
1 Torpor Orb
1 Oblvion Ring
4 Phyrexian Dreadnought
4 Tarmogoyf
4 Tombstalker
4 Brainstorm
4 Thoughtseize
4 Mental Misstep
2 Duress/Daze
4 Wasteland
16 Fetches and Duals
Vision Charm phases out artifacts for a turn so the drawback doesn't apply. It combos with Dreadnought. Vision charm also fills your yard for Tombstalker and Tarmogoyf if it can't bring out a Dreadnought.
Thanks to Orb, Enlightened Tutor can tutor up either half of the combo. It can also grab an O. Ring to save your butt from an Emrakul or anything else so it's never a dead card.
Stifle is great at picking off fetchlands so it's never dead, vision charm at filling your yard (basically acting like a dark ritual for 5 mana when being used to cast tombstalker) so it's never dead, and Orb is also solid since it can shut off lots of random goblins and other creatures while being a combo piece.
With 13 maindeck cards and tutors to combo with it, Dreadnought is never a dead card either.
Eater of Days? Really? You know cards like Natural Order exist, right?
This is a really interesting card, wondering if the dead draws later in the game are worth the potential early brokenness for decks that can't manipulate their draws very well. My initial thought was a new Sui Black with Torpor Orb, Hunted Horror, Dreadnought, and Obliterator, possibly abusing other cards like Avatar of Discord or Spined Fluke. But the idea of holding a dead Dreadnought in hand while you look for an orb seems bad.
One question, does this card shut down Glimpse of Nature, or is that not considered an "ability"?
does this also stop meddling mage and all those other like cards, and painter's servant?
-rob
"Ill cast Eater of Days... since my Torpor Orb is out, i dont-"
"In response, natures claim that orb thing."
...."@#$@#$@#$!!!!!"
You look bored, I wish
everything about the danger
wouldnt make you such a stranger.
I want to see someone try and cast a Leveler with this thing out. That would be fun to Krosan Grip in response.
I'm not sure there's really a place for this card in main decks. It's too much of a cute trick to me. I'd rather just be playing Stifle instead of a card that does nothing if I don't have a dreadnought or some other monster handy. It doesn't work well with Trinket Mage so you're cutting one of the best searchers for a Dreadnought. I miss Masknought a lot, but I can't see myself getting behind this thing despite how much I love Lord of Tresserhorn.
Now on the other hand, I do see myself playing this as a sideboard card to cards that have citp triggers that it can hit. I can't think of too many right of the top of my head, but I am sure there's some worth mentioning. Painter's Servant doesn't get hit and that's a shame. That would be a heck of a nice board card for a blanket effect for. Servant doesn't like being turned off. Too bad Survival tool box decks are dead too, it would be hilarious to hit them with.
No kidding. I don't see this card being very useful. I would imagine that it's a great answer for something, but too narrow and other cards just seem to already be better.
Seems silly to run Phage-esque cards for a high chance to lose when they respond by removing the orb.
Might be fun for casual. I hope someone proves me wrong!
I'm still very interested in this card, and it will probably be my endeavor to create a competitive deck around it.
I've been testing it quite extensively and it is proving to be a little bit more powerful than some people are giving it credit for. This is not a card that should resolve, as it basically turns on your entire deck if you've properly built around it, but not exclusively towards it.
It's tough because the orb is useless without powering out a creature (or vs. Goblins or Faeries or something, but against other decks it would be easier to answer the creature). Also, the creature is incredibly useless without Orb (or at least Stifle) and you're still open to an immediate 2:1.
The advantage of Orb is that it sticks around even if the Dreadnought is gone. That's cool, I guess, but to take advantage of that, you need to find another Dreadnought. Without Trinket Mage. I don't see this as being good, and the uselessness of the individual parts means that it's tough to splash.
Time for Artificer's Intuition. Finally. I may test it.
I have been testing Orb in a shell like this. It seems to be doing pretty good. Orb is nice, but the deck kinda flopps when you don't draw it. Stifle is there to help with that. I'm almost thinking this is just a worse version of Dreadstill, but further testing will help.
// Deck file for Magic Workstation
// Lands
4 Polluted Delta
5 Island
1 Swamp
4 Wasteland
4 Underground Sea
4 Mishra's Factory
// Creatures
3 Hunted Horror
4 Phyrexian Dreadnought
4 Dark Confidant
// Spells
3 Torpor Orb
4 Brainstorm
4 Daze
4 Standstill
4 Mental Misstep
4 Stifle
4 Force of Will
How about a collaborative list compiling common legacy creatures Orb is good against?
Kitchen Finks
Tidehollow Sculler
Trinket Mage
Imperial Recruiter
Elivish Visionary
Merrow Rejerry
Terastodon
Fleshbag Marauder
Spellstutter Sprite
V. Clique
Cloud of Faeries
Ringleader
Sundering Titan
Stingscrounger
Matron
aluren.dec
Countryside Crusher
Gatekeeper
Flame-Kin Zealot
additions welcome!
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