Torpor Orb Abuse.
What really surprises me most about this deck is how amazing it is. This works incredibly well, and I'm mainly just doing some fine tuning now with the support spells. Trying to find any way at all to fit in some artifact removal at the moment.
Core Deck
Torpor Orb: The entire point of the deck. Without getting an orb out, this deck can't do much. That may sound like a bust, but this is the only component this deck really needs to work, and there are other ways of getting it out (a la Shred Memory and Maralen of the Mornsong). The best part is once it's gone, you don't need it anymore for the creatures you've already played. Killing the orb won't save you from the 12/12 trample Phyrexian Dreadnought, but if you kill the Dreadnought, I'll just play another. It's fun, really.
Phyrexian Dreadnought best thing to go along with Torpor Orb in existence. Also the only thing giving this deck any sort of price tag. But seriously, a 12/12 trample for 3 mana? Count me in.
Hunted Horror is the next best thing, really. As a two mana creature, he can be found with Shred Memory if you already have an orb in your hand/play. Otherwise, he's 2 mana for a 7/7 trampler. Even if your orb has been destroyed, giving your opponents the two 3/3s isn't much of a price to pay if you already have a Dreadnought out or an
Eater of Days
. Worst comes to worst, he can stall for you.
Eater of Days
is the back up creature. He's mainly here to make sure you win the game if it starts going too long; at 4 mana he easily racks in as the most expensive card in the deck. At the very least, he's a turn 4 9/8 trample flying, generally enough to kill them quickly enough. This guy is a last resort, but also the only other creature besides the Dreadnought and the Horror to really benefit from Torpor Orb.
Shred Memory is a handy card, and not at all because of its silly ability, but because it can transmute into Torpor Orb. If you already have one out, it becomes your key to a Hunted Horror. Fun stuff.
Maralen of the Mornsong may seem desperate, but is almost always a game winning bomb whenever she comes out. You can generally pump out big things with this much quicker than they can find anything to respond. This is mainly used as a backup way to get out an orb, but can also be used to pull huge Phyrexian Dreadnoughts out of nowhere. It's really fun.I don't really count her so much as a creature, more as an enchantment.
Lotus Petal helps a quick deck go quicker. If I can get a Torpor Orb out on turn one, we're in for one hell of a ride. Not much use after turn 4 or so, but in general, I've pretty much won the game by that point. If anything, it can help keep mana open for my removal spells.
Black Control
Wretched Banquet
: Most of the time, this will be a 1 mana "kill target creature". Only real disadvantage is that it has sorcery speed, so you can't use it as a combat trick. Not that this deck needs it anyways.
Boon of Erebos
can be used for pump, or to save my creatures, or, in the best cases, both! All the creatures here have trample, so it's essentially just a burn spell. An extra 2 damage for 1 mana isn't terrible anyways, and sometimes it can be the difference between winning and losing. Regeneration is just a bonus.
Dash Hopes
is a lot of fun, as it really puts your opponent in between a rock and a hard place. Either their spell gets cancelled and they lose the game next turn from my Dreadnought, or they lose 5 life, and then don't have enough to survive another onslaught. This card can be game winning.
Dismember at its best is a 1 mana, burn spell that deals 5 damage to them, and 4 to you. This is one of the few spells in here that is still good late game, as you would no longer have to pay the life to get it out efficiently. As this deck aims to win before turn 6, this almost always works as "kill target creature". Beautiful, really.
Vendetta
ends up reasonably similar to Dismember in use, 1 mana kill spell that causes you to lose life. Only stipulation is that it can't hit black creatures. In the event you end up playing a black deck, switch them out for
Dark Betrayal
.
And that's the deck folks. The core of the deck won't change, but I'm still fiddling around the the extra control/removal. Any help with that is much appreciated.
I might try turning this into a Modern deck, but I don't want to get rid of my Dreadnought ;-;