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.
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.
I am building on a U/B Tortured Existence deck. However, I am trying to think of a way to deal with noncreature artifacts and enchantments. i could easily incorporate something like Annul or other counter’s but wondering if anyone has any other ideas for U/B to deal with these. i was also considering something like Archaeomancer to try to pull back Duress' and try to keep the interruption going. but, i feel that path would be highly unlikely and slow.
U/B Tortured Existence
Lands (22)
==========
1x Barren Moor
1x Bojuka Bog
4x Dimir Aquaduct
4x Evolving Wilds
1x Island
11x Swamp
ahh, yes... correct... Vanishing would not work with Mulldrifter (a.k.a come into play effects). damn, i should have realized that.. bah.. thanks!
thanks for the list. i am going to play with that one.
currently i have lite green/blue. Sedge Scorpion with a Viridian Longbow has cause a couple games to end up with my opponent simply resigning. also Moment's Peace has been great in the sideboard.
i am going to keep up with this deck. i will post my results as i start to come up with the "final version".
old thread, but this deck is very close to what i have been working on. loved the Pila/Muddle synergy and added it to my own. but, i am having a big problem against MonoBlack Control. using the current meta and testing MBC vs this deck. i always come up short. what kind of sideboard options would people suggest to either make this deck work vs MBC or perhaps a whole new plan for the deck. the closest i have come to beating MBC (as myself) is to swap in a sort of turbo-mill sideboard. creatures go away 4x Jace's Erasure and 4x Curse of the Bloody Tomb are in. would love to NOT have to change the direction of the deck just to make it work better vs. MBC.
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.
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.
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.
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...
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.
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?
I was associateing the term 'metagame' in the same way as if hearing about the 'opening', 'middle', or 'end game' as in chess. so, the metagame is not about a certain point in time within the game itself?
oh, and i can't remember what it was but there was a quote to the effect of "the card is said by many to destroy the metagame"... that's not an exact quote but i believe very close.... and it meant nothing to me.
thanks
I see you're a pretty new member, but please read the Forum Rules and if you ever need to add something to your post, please use the Edit button rather than double-posting.
so, i have played MTG for a while without really looking much into it. hyper-casual game play. however, i would like to get more into the game. I recently ran across the term 'metagame', 'subgame'... can anyone explain or simply provide a link to where i can learn more about these terms as well as any other "game theory" so to speak.
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
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
U/B Tortured Existence
Lands (22)
==========
1x Barren Moor
1x Bojuka Bog
4x Dimir Aquaduct
4x Evolving Wilds
1x Island
11x Swamp
Creatures (15)
==============
4x Fume Spitter
3x Crypt Rats
3x Grave Scrabbler
4x Mulldrifter
1x Stinkweed Imp
Spells (18)
===========
3x Careful Study
2x Duress
3x Tragic Slip
4x Diabolic Edict
1x Doom Blade
1x Grim Harvest
3x Sign in Blood
1x Snuff Out
Artifacts/Enchantments (5)
==========================
3x Tortured Existence
2x Pristine Talisman
SIDEBOARD (15)
==============
2x Duress
1x Distress
1x Pristine Talisman
2x Nihil Spellbomb
2x Augur of Skulls
1x Crypt Rats
2x Faerie Macabre
1x Doom Blade
1x Geth’s Verdict
2x Spinning Darkness
thanks ahead of time
thanks for the list. i am going to play with that one.
currently i have lite green/blue. Sedge Scorpion with a Viridian Longbow has cause a couple games to end up with my opponent simply resigning. also Moment's Peace has been great in the sideboard.
i am going to keep up with this deck. i will post my results as i start to come up with the "final version".
again, thanks for the info
Vanishing
then i started thinking about all the other nice things that could be done with this..
vanish a Mulldrifter at the end of opponents turn... mmm... nice.
anyone have any suggestions?
thanks ahead of time.
"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.
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.
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.
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
//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
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.
oh, and i can't remember what it was but there was a quote to the effect of "the card is said by many to destroy the metagame"... that's not an exact quote but i believe very close.... and it meant nothing to me.
thanks
I see you're a pretty new member, but please read the Forum Rules and if you ever need to add something to your post, please use the Edit button rather than double-posting.
thanks much