I was going through my box of cards and found Tortured Existence. I never stopped to really think about the card before but this time I was intrigued for some reason. Anyways, I have found a bazillion decks of black/green but I want to take it black/white. This one has done alright with my previous versions but was "flakey". I want to splash white for the Squadron Hawk to either play or use as fodder for TE. I have found that the deck needs a lil defense to hold off the first rounds in order to get the graveyard filled up and get the "moving parts" rolling. The overall plan I am happy with. Put out defenders, build graveyard, get to work. But, I am not happy with the number of 3/4 cost creatures I have. I like what they do but not their cost. Perhaps there are some that do the same only weaker?
Any suggestions to bring down some of the overall mana cost of the deck?
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:symwb:Tortex is a known quantity, albeit not one with a lot of winning finishes. This was the only list I could find: http://www.mtgo-stats.com/decks/35837
The main thing I see missing in your list is the Auramancer/Dead Weight/Seal of Doom engine, which provides early removal that the Auramancer can recur for you, and lets you fish out a Tortured Existence that you milled by accident.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Maybe I've been spoiled by my gonzo minimum-land decks, but I have found Balustrade Spy to be unimpressive as a self-mill card in a deck with a normal land count.
Carrion Feeder can work as a cheaper sac outlet that can eventually become a serious threat. I also find a minimum of 1 and probably 2 Golgari Brownscale are needed for a Tortex deck, even one like this one that can't cast it.
This what i have been running and it's been working pretty well. No win is ever easy. With this deck it's work every time. But, when things are rollin' is pretty crazy what it can do. I have won games in a variety of ways. Anyways, I'm calling this deck Tortured Zebra.
Wow, that makes me cringe just reading the decklist. I don't think I can play the B/W torture grind-a-thon deck any more. Yoke of the damned seems pretty hot. Are you finding that you just don't need Dead Weight for early removal?
Wow, that makes me cringe just reading the decklist. I don't think I can play the B/W torture grind-a-thon deck any more. Yoke of the damned seems pretty hot. Are you finding that you just don't need Dead Weight for early removal?
I have since changed the deck. I +4x Fume Spitter and +1x Yoke of the Damned. With the 3x Auramancer it's been working great. (i think). I removed the 4x Squadron Hawks. I really really liked them with early testing and Vampire Hounds. But, since I have gone this route, I have since removed them.
I have played some Legacy decks and I can hold my own (still lose) but just "hanging in there" with a Pauper deck, I feel, is a win.
I have thought about Dead Weight a lot lately. But, the Yoke is working well. I am trying to mentally keep a track record of how Dead Weight would do if it were in my hands instead of Yoke. but, have been failing. I'll try to re-up that effort and keep ya posted.
Since my original posting, I have been tweaking and running this...
Very nice deck, Kangas. I especially like the use of Leonin Squire as a white Harvest Wurm (and beyond!). As Tom the Scud mentioned, Yoke of the Damned also sees good use here.
It seems to me that a singleton Shade's Form could do some dirty things in this deck, but it might be win-more.
Also, are there any important threats that Lingering Death is better against than Yoke of the Damned? I can't think of any offhand, but it might be worth considering if indestructible/regeneration is relevant.
Very nice deck, Kangas. I especially like the use of Leonin Squire as a white Harvest Wurm (and beyond!). As Tom the Scud mentioned, Yoke of the Damned also sees good use here.
It seems to me that a singleton Shade's Form could do some dirty things in this deck, but it might be win-more.
Also, are there any important threats that Lingering Death is better against than Yoke of the Damned? I can't think of any offhand, but it might be worth considering if indestructible/regeneration is relevant.
Update: Dead Weight vs. Yoke of the Damned is a big deal vs. Kiln Fiend or Atog. Voice of experience there.
that seems more mana intensive to use than the 1-2 mana enchantments and yet squire is cheaper than auramancer. It could be worth testing, given the lack of MBC right now.
with the Dead Weight, yea it has its place. I like the Yoke more due to its ability to handle anything. primarily, Ulamog's Crusher.
I have tried the capsule and prefer the Yoke. running up against black deck after black deck, i was tired of not being able to use it. (through random online play. if i were to play in some form of pauper tournament, i most certainly would use the capsules there for exactly what InkmouthNexis was referring to)
...the only difference is that i need something to sac for Auramancer to trigger. having 4x Fume Spitter and 3x Carrion Feeder. I have not yet had that be a problem. hence, why i don't use Lingering Death. (no need to wait to kill something when i can kill it now)
as i play, i am starting to put more hand disruption into my sideboard as i start to plan it out. Fissure/Post is rough. but, with the abundance of affinity, i am also tinkering with Dispeller's Capsule and an extra Squire or two to be sure I can reuse them a lot.
If you're having that much trouble with aggro, have you considered Stonehorn Dignitary as a repeatable fog?
kami of false hope might work better. other options are children of korlis, and another combat preventing creature that I'm not sure is at common as I can't find it on gatherer.
well, here is my "final" decklist. playing agaist Fissure/Post is an issue because this deck doesn't win fast enough before the storm comes callin'. so, in my sideboard if I put in a bunch of land destruction and hand disruption, this deck seems to have a fair chance to win.
either way, here is it. the only changes now, I think, will be if I like other cards in the newer sets that are yet to come out.
well, here is my "final" decklist. playing agaist Fissure/Post is an issue because this deck doesn't win fast enough before the storm comes callin'. so, in my sideboard if I put in a bunch of land destruction and hand disruption, this deck seems to have a fair chance to win.
either way, here is it. the only changes now, I think, will be if I like other cards in the newer sets that are yet to come out.
thanks for all the feedback ppl !!!
much appreciated.
You want Auramancer and Squadron Hawks. Auramancer gives you synergy w/ Dead Weight as recurring removal. Squadron Hawks is absolutely nuts w/ this deck and gives you the gas you need.
Werebear, such a great add. It really adds some nice beef'iness to the deck and it loves the dredge and Commune with the Gods.
Fume Spitter, great when it shows up in that opening hand to take out that first turn Devler. Also, great to feed the Wickerbough Elder when side-boarded in. When it gets rolling, the combo stops those Hexproof decks in their tracks.
Crypt Rats, hesitated to try three in the main deck. Have not regretted it.
Auramancer, nothing new.
Heliod's Pilgrim, helps to dig for those creature killing aura's.
Stinkweek Imp, dredge dredge dredge dredge dredge. cast, block, kill. pull it back next draw. huge pest.
Golgari Brownscale, the reason i started splashing green. it felt like a waste to hold this card only until i could use it for dredge. Having three has made the TE + Golgari + Golgari trick so so useful. When playing online and people see what I've got going, they just disconnect. (always makes me smile)
Krosan Vorine, provoke. Pulls those flyers right out of the sky. Put the Moldervine Cloak and not much can hide from him.
Grave Scrabbler, when mana is built up start pulling creatures back 2 at a time.
Krosan Tusker. I've only used it for cycling. Tutor for a land and draw a card is great. I had Tilling Treefolk in the deck but when countered it really messes things up. Cycling, yea, that's where it's at. Can pull it back late game with Tortured Existance and play it. But, as of this writing, I have yet to use it for that purpose. I have pulled it back only to cycle it again.
Tortured Existence, pure awesome'ness
Dead Weight, take care of those early lil guys.
Yoke of the Damned, down to 1x. the few times i tried the deck without this, i regretted it. Really nice to have when "-2" just doesn't cut it.
Moldervine Cloak, has that precious dredge. Heliod's can search for it. It's helped force my opponent to start using those counters. Turning that 1/1 into a 4/4 threat is nice. Dredge on next draw and try again.
Commune with the God, dig dig dig. I love to get this early game to turn that Werebear into a 4/4 asap.
I have continued to work on this deck. When I first started, I was only playing what I could in paper or using VirtualPlaytable. However, in the last couple months the deck has taken a major up-turn. I have MTG:Online and playing much much more frequently
Since I have come up with this decklist (very very very few tweaks in two weeks) my match record in the tournament practice room is 11-4-1. Looking over my notes and re-watching the games, if I hadn't made mistakes in play or in sideboard choices, I know I would be 12-3-1 and possibly 13-2-1.
oh, how this deck evolved only to return home. as you can see this deck started as a B/W. over the last 9 months I have played with several color variations and styles. from this B/W version it went to B/W/G to B/G to B/U/G to B/U/W to B/U/G and back to B/W again. i have played a countless number of TE games and it's still my favorite card to play. once things are poppin' the value of TE, i believe, is virtually unmatched.
here is a log of my recent games since the inception of this deck.
- v1.0 of the deck did ok. it beat some T1.
- v1.1 did better
- the first 3 games of v1.2 it is 3-0.
i am very happy with how it is performing and more importantly much more consistently. one thing about TE is if you get the tools you need you've got great chances for the win. however, on the flip side, without the main TE piece to the puzzle, life is hard. here is a link to the log i have started to keep with the decklist as well.
Any suggestions to bring down some of the overall mana cost of the deck?
//Land
4 Orzhov Guildgate
16 Swamp
2 Plains
1 Evolving Wilds
//Creatures
4 Wall of Tanglecord
2 Perilous Myr
4 Squadron Hawk
1 Corpse Blockade
1 Crypt Rats
3 Vampire Hounds
4 Stinkweed Imp
3 Balustrade Spy
4 Grave Scrabbler
//Spells
2 Tragic Slip
3 Victim of Night
1 Grim Harvest
//Artifacts/Creatures
4 Tortured Existence
1 Sylvok Lifestaff
Thanks ahead of time.
:symwb:Tortex is a known quantity, albeit not one with a lot of winning finishes. This was the only list I could find: http://www.mtgo-stats.com/decks/35837
The main thing I see missing in your list is the Auramancer/Dead Weight/Seal of Doom engine, which provides early removal that the Auramancer can recur for you, and lets you fish out a Tortured Existence that you milled by accident.
Maybe I've been spoiled by my gonzo minimum-land decks, but I have found Balustrade Spy to be unimpressive as a self-mill card in a deck with a normal land count.
Carrion Feeder can work as a cheaper sac outlet that can eventually become a serious threat. I also find a minimum of 1 and probably 2 Golgari Brownscale are needed for a Tortex deck, even one like this one that can't cast it.
//Land
4 Orzhov Basilica
4 Evolving Wilds
4 Vault of Whispers
5 Swamp
4 Ancient Den
2 Plains
//Creatures
4 Carrion Feeder
1 Perilous Myr
1 Doomed Traveler
1 Undertaker
2 Augur of Skulls
4 Squadron Hawk
2 Leonin Squire
3 Auramancer
1 Crypt Rats
4 Stinkweed Imp
2 Golgari Brownscale
3 Grave Scrabbler
//Spells
1 Grim Harvest
//Artifacts/Enchantments
4 Tortured Existence
3 Yoke of the Damned
1 Sylvok Lifestaff
And cards I am still testing...
Kami of False Hope
Vampire Hounds
Explorer's Scope
Fume Spitter
Executioner's Capsule
I have since changed the deck. I +4x Fume Spitter and +1x Yoke of the Damned. With the 3x Auramancer it's been working great. (i think). I removed the 4x Squadron Hawks. I really really liked them with early testing and Vampire Hounds. But, since I have gone this route, I have since removed them.
I have played some Legacy decks and I can hold my own (still lose) but just "hanging in there" with a Pauper deck, I feel, is a win.
I have thought about Dead Weight a lot lately. But, the Yoke is working well. I am trying to mentally keep a track record of how Dead Weight would do if it were in my hands instead of Yoke. but, have been failing. I'll try to re-up that effort and keep ya posted.
Since my original posting, I have been tweaking and running this...
//Land (25)
4 Orzhov Basilica
4 Evolving Wilds
1 Terramorphic Expanse
4 Vault of Whispers
6 Swamp
4 Ancient Den
2 Plains
//Creatures (25)
4 Carrion Feeder
4 Fume Spitter
1 Perilous Myr
1 Undertaker
2 Leonin Squire
3 Auramancer
1 Crypt Rats
4 Stinkweed Imp
2 Golgari Brownscale
3 Grave Scrabbler
//Spells (1)
1 Grim Harvest
//Artifacts/Enchantments (9)
4 Tortured Existence
4 Yoke of the Damned
1 Sylvok Lifestaff
It seems to me that a singleton Shade's Form could do some dirty things in this deck, but it might be win-more.
Also, are there any important threats that Lingering Death is better against than Yoke of the Damned? I can't think of any offhand, but it might be worth considering if indestructible/regeneration is relevant.
Update: Dead Weight vs. Yoke of the Damned is a big deal vs. Kiln Fiend or Atog. Voice of experience there.
that seems more mana intensive to use than the 1-2 mana enchantments and yet squire is cheaper than auramancer. It could be worth testing, given the lack of MBC right now.
Legacy
WUBRGDredge
WUBRGManaless Dredge
BRWGZombardment
BGPact Spanish Inquisition
WUBRGTES
Vintage
WUBRGDredge
Standard
BAggro
EDH
WUBRGChild of Alara control
WBAthreos 1v1
I have tried the capsule and prefer the Yoke. running up against black deck after black deck, i was tired of not being able to use it. (through random online play. if i were to play in some form of pauper tournament, i most certainly would use the capsules there for exactly what InkmouthNexis was referring to)
besides, for me, i see the mana costs as even...
Auramancer, retrieve/cast Yoke = 5cmc
Leonin + retrieve/cast/activate Capsule = 5 cmc.
...the only difference is that i need something to sac for Auramancer to trigger. having 4x Fume Spitter and 3x Carrion Feeder. I have not yet had that be a problem. hence, why i don't use Lingering Death. (no need to wait to kill something when i can kill it now)
as i play, i am starting to put more hand disruption into my sideboard as i start to plan it out. Fissure/Post is rough. but, with the abundance of affinity, i am also tinkering with Dispeller's Capsule and an extra Squire or two to be sure I can reuse them a lot.
kami of false hope might work better. other options are children of korlis, and another combat preventing creature that I'm not sure is at common as I can't find it on gatherer.
Legacy
WUBRGDredge
WUBRGManaless Dredge
BRWGZombardment
BGPact Spanish Inquisition
WUBRGTES
Vintage
WUBRGDredge
Standard
BAggro
EDH
WUBRGChild of Alara control
WBAthreos 1v1
4 Orzhov Basilica
4 Evolving Wilds
1 Terramorphic Expanse
4 Vault of Whispers
6 Swamp
4 Ancient Den
1 Plains
//Creatures (25)
4 Carrion Feeder
4 Fume Spitter
1 Perilous Myr
1 Undertaker
2 Leonin Squire
3 Auramancer
1 Crypt Rats
4 Stinkweed Imp
2 Golgari Brownscale
3 Grave Scrabbler
//Spells (1)
1 Grim Harvest
//Artifacts/Enchantments (9)
4 Tortured Existence
3 Dead Weight
2 Yoke of the Damned
1 Shade's Form
well, here is my "final" decklist. playing agaist Fissure/Post is an issue because this deck doesn't win fast enough before the storm comes callin'. so, in my sideboard if I put in a bunch of land destruction and hand disruption, this deck seems to have a fair chance to win.
either way, here is it. the only changes now, I think, will be if I like other cards in the newer sets that are yet to come out.
thanks for all the feedback ppl !!!
much appreciated.
You want Auramancer and Squadron Hawks. Auramancer gives you synergy w/ Dead Weight as recurring removal. Squadron Hawks is absolutely nuts w/ this deck and gives you the gas you need.
"Abzan Tortured Existence"
//Main Deck
//Land
8 Swamp
4 Evolving Wilds
4 Terramorphic Expanse
2 Barren Moor
3 Forest
1 Plains
1 Orzhov Basilica
//Creatures
4 Fume Spitter
4 Werebear
3 Crypt Rats
1 Auramancer
2 Heliod's Pilgrim
2 Stinkweed Imp
3 Golgari Brownscale
2 Krosan Vorine
1 Grave Scrabbler
2 Krosan Tusker
// Spells
2 Commune with the Gods
//Artifacts/Enchantments
4 Tortured Existence
4 Dead Weight
1 Yoke of the Damned
2 Moldervine Cloak
//Sideboard
3 Leave No Trace
3 Devout Witness
3 Wickerbough Elder
4 Circle of Protection: Red
2 Circle of Protection: Black
MAIN DECK
=========
Werebear, such a great add. It really adds some nice beef'iness to the deck and it loves the dredge and Commune with the Gods.
Fume Spitter, great when it shows up in that opening hand to take out that first turn Devler. Also, great to feed the Wickerbough Elder when side-boarded in. When it gets rolling, the combo stops those Hexproof decks in their tracks.
Crypt Rats, hesitated to try three in the main deck. Have not regretted it.
Auramancer, nothing new.
Heliod's Pilgrim, helps to dig for those creature killing aura's.
Stinkweek Imp, dredge dredge dredge dredge dredge. cast, block, kill. pull it back next draw. huge pest.
Golgari Brownscale, the reason i started splashing green. it felt like a waste to hold this card only until i could use it for dredge. Having three has made the TE + Golgari + Golgari trick so so useful. When playing online and people see what I've got going, they just disconnect. (always makes me smile)
Krosan Vorine, provoke. Pulls those flyers right out of the sky. Put the Moldervine Cloak and not much can hide from him.
Grave Scrabbler, when mana is built up start pulling creatures back 2 at a time.
Krosan Tusker. I've only used it for cycling. Tutor for a land and draw a card is great. I had Tilling Treefolk in the deck but when countered it really messes things up. Cycling, yea, that's where it's at. Can pull it back late game with Tortured Existance and play it. But, as of this writing, I have yet to use it for that purpose. I have pulled it back only to cycle it again.
Tortured Existence, pure awesome'ness
Dead Weight, take care of those early lil guys.
Yoke of the Damned, down to 1x. the few times i tried the deck without this, i regretted it. Really nice to have when "-2" just doesn't cut it.
Moldervine Cloak, has that precious dredge. Heliod's can search for it. It's helped force my opponent to start using those counters. Turning that 1/1 into a 4/4 threat is nice. Dredge on next draw and try again.
Commune with the God, dig dig dig. I love to get this early game to turn that Werebear into a 4/4 asap.
Since I have come up with this decklist (very very very few tweaks in two weeks) my match record in the tournament practice room is 11-4-1. Looking over my notes and re-watching the games, if I hadn't made mistakes in play or in sideboard choices, I know I would be 12-3-1 and possibly 13-2-1.
Tortured Esper
LANDS
=====
2x Bojuka Bog
1x Dimir Aqueduct
3x Dismal Backwater
1x Evolving Wilds
2x Halimar Depths
1x Island
3x Orzhov Basilica
1x Plains
4x Scoured Barrens
2x Secluded Steppe
2x Swamp
CREATURES
=========
4x Fume Spitter
1x Arashin Cleric
4x Kor Skyfisher
1x Auramancer
3x Crypt Rats
4x Phyrexian Rager
1x Stinkweed Imp
2x Grave Scrabbler
4x Mulldrifter
2x Okiba-Gang Shinobi
SPELLS
========
1x Grim Harvest
2x Chainer's Edict
2x Castigate
ENCHANTMENTS
============
3x Tortured Existence
3x Journey to Nowhere
1x Oblivion Ring
SIDEBOARD
=========
1x Annul
3x Duress
1x Arashin Cleric
2x Standard Bearer
3x Kor Sanctifiers
1x Oblivion Ring
1x Crypt Rats
2x Faerie Macabre
1x Archaeomancer
here is a log of my recent games since the inception of this deck.
- v1.0 of the deck did ok. it beat some T1.
- v1.1 did better
- the first 3 games of v1.2 it is 3-0.
i am very happy with how it is performing and more importantly much more consistently. one thing about TE is if you get the tools you need you've got great chances for the win. however, on the flip side, without the main TE piece to the puzzle, life is hard. here is a link to the log i have started to keep with the decklist as well.
https://drive.google.com/open?id=0B0sutNU7gpvTWDY1UkJuSUF2Rnc
and for those who don't want to see the log or gameplay videos..
main
====
2x Barren Moor
3x Bojuka Bog
4x Evolving Wilds
3x Orzhov Basilica
3x Plains
6x Swamp
1x Terramorphic Expanse
1x Thraben Inspector
1x Augur of Skulls
3x Auramancer
3x Crypt Rats
3x Stinkweed Imp
2x Golgari Brownscale
2x Brain Gorgers
2x Grave Scrabbler
1x Gurmag Angler
3x Chainer's Edict
1x Diabolic Edict
4x Night's Whisper
1x Tendrils of Corruption
2x Dead Weight
4x Tortured Existence
3x Journey to Nowhere
1x Seal of Doom
sideboard
=======
1x Disfigure
2x Duress
1x Raven's Crime
1x Circle of Protection: Red
1x Dawn Charm
1x Lone Missionary
1x Seal of Cleansing
1x Standard Bearer
1x Diabolic Edict
1x Doom Blade
1x Kor Sanctifiers
2x Faerie Macabre
1x Snuff Out