Creakwood Liege

Creakwood Liege

View at Gatherer

Creature — Horror

Other black creatures you control get +1/+1.

Other green creatures you control get +1/+1.

At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token into play.

Price & Acquistion Set Price Alerts

TCGPlayer.com Price Low Avg High Foil
  $7.35 $10.4 $13.14 $17.07
Cardhoarder (MTGO) Price Normal Foil
  3.05 TIX 4.3 TIX

Creakwood Liege Discussion

pskinn01 on Teneb and His Elvish Junk

4 days ago

libraryjoy: thanks for the suggestions. I will implement some of the suggested removals, but have questions about some.

Why cut:
Expedition Map - it can get one of my utility lands, not just basics.
Wood Elves as they can get shock lands also.
Creakwood Liege pumps my elves, pumps my commander by +2/+2 and makes essentially 3/3 tokens while its in play.
Thunderfoot Baloth as is gives my commander +2/+2 and trample which allows him to use his ability more.

libraryjoy on Teneb and His Elvish Junk

4 days ago

If it was me, I'd drop Heliod, God of the Sun (you'll probably not get white devotion in an elf build, unless you really need the vigilance), Solemn Simulacrum, Darksteel Ingot, Expedition Map, (Elves usually make lots of mana on their own), Skullclamp (you have lots of other card draw), Wood Elves, Masked Admirers, Terastodon, Thunderfoot Baloth, Creakwood Liege (unless you decide to go more for tokens, but I think elf tokens is much better for this build - see below) and Greed.

I hate to give you a suggestion to add, but if you end up leaning more toward the token side, Lys Alana Huntmaster would be great in this build.

That drops 11 and adds maybe, one so you're 10 closer... Good luck.

ChiefBell on Help me plox with Selesnya ...

5 days ago

Loperenco: Ok I have some time so I'll explain some points to you.

1). A control deck wants to actively disrupt what the opponent is doing. This does not mean playing Fog because fog doesn't actually affect what the opponent has played. This means playing Path to Exile to actually get rid of what the opponent just played. Fog doesn't do anything - it doesnt actually change the state of the game. Path to Exile does. Control spells are those that actually get rid of what the opponent has done. Path to exile makes things go away. Fog doesn't. Equally things like Counterspell are control spells because they make things the opponent plays go away.

2). A control deck wants to make as few plays in their turn, so they have mana open in the opponents turn to react to what they do. A control deck does not play many creatures, a control deck does not play many sorceries. In fact a control deck will usually play an extremely high number of instants with just a few creature wincons. (wincon is short for win condition - the card that wins you the game).

3). Now, because control wants to maximize the number of spells they can cast in the opponents turn they will minimise the number of creatures they play. I discussed this above. This means that each creature control plays will be nigh on unkillable. Because they don't have many creatures they need to ensure that those they do have are very tough. AEtherling for example is flexible because you can remove it from the board in response to killspells so it doesn't die. Or something like Thrun, the Last Troll can't be targeted by spells and has regenerate so if it woulddie in combat you can pay mana to stop that from happening.

The tricky part: If you cannot afford things like Path to Exile, Condemn and Swords to Plowshares you cannot play a successful control deck. Full stop. No arguments. You NEED these instant speed cards to ruin what the opponent is doing. If you can't get them then you can't play control.

But I'm not worried

I'm not worried because you don't want to play a control deck. You want to play a midrange deck.

A midrange deck is different to control in that what it wants to do is play some control spells like Path to Exile in the early part of the game so it doesn't die, but then in the later part of the game play lots and lots of strong creatures so you can stomp your opponent. The different between control and midrange is that control will keep playing controlling spells for the entire game and finish with just 1 or 2 creatures. A midrange deck will stop playing controlling spells after a while and start playing HUGE threats.

So, how do you play midrange?

Fairly simple. You find yourself a small amount of control spells that cost 1 or 2 mana. You find yourself a small amount of creatures that cost 3 and 4 mana. You mix them together. In the early game you disrupt the opponent. In the late game you attack the opponent.

Controlling: Ambush Viper, Crystallization, Journey to Nowhere, Last Breath, Path to Exile, Puncturing Light, Reciprocate, Reprisal, Selesnya Charm, Smite, Suspension Field, Terashi's Verdict, Valorous Stance, Weight of Conscience,

Nice tough creatures: Wolfir Avenger, Great Sable Stag, Paladin en-Vec, Mystic Enforcer, Kitchen Finks, Troll Ascetic, Dungrove Elder, Thrun, the Last Troll, Voice of All, Hedge Troll, Mirran Crusader, Cudgel Troll

Interesting creatures: Eternal Witness, Augury Adept, Ohran Viper, Master of the Wild Hunt, Hero of Bladehold, Restoration Angel, Obstinate Baloth, Heartwood Storyteller, Dauntless Dourbark, Creakwood Liege, Wilt-Leaf Liege, Loxodon Smiter, Boros Reckoner, Emeria Angel, Trostani, Selesnya's Voice, Penumbra Spider, Brimaz, King of Oreskos, Dauntless Escort

Notes: Don't overload your deck with things that cost more than 4 mana. This is bad. You want your deck to be able to cast things quite quickly. The more mana a card costs the harder it is to cast - that makes your deck slow. Slow decks lose.

Don't include creatures that do literally nothing. All your creatures need to have some special ability or something that makes them tough to kill or gain a lot of value for you. You don't want to pay 4 mana for a creature that has no special ability, even if it's like a 7/7. Seriously. If it doesn't have a special keywork - don't use it.

goodair on Unforgivn_II

3 weeks ago

My friend actually needs a few rares that you have so how does this work out?
2x Rancor : 1.58
2x Savageborn Hydra : 1.79
2x Mizzium Mortars : .50
1x Aurelia, the Warleader : 3.98
1x Chained to the Rocks : 1.05
1x Firemane Avenger : .41
1x Rakdos's Return : 1.32
1x Sultai Ascendancy : .25
total : 14.75
1x Creakwood Liege : 10.38
so if there are cards to make up the 4.37 difference or i can throw in a few bucks as if we were buying them

Kozelek on Angry Orchard

4 weeks ago

You know (not to diss your choice of cards here but) I've always tryed to put vraska in every deck I build then inevitably end up taking her out cause she is to slow and clunky, out of the 15 or so times she has hit the table for me I've done her ultimate once (and that was vs my 7 and 12 yo kids) all the other times the games was ether already over before she was ready or they used direct/planeswalker damage to take her out. Now there is a nifty artifact that I (almost) always end up using in her place Plague Boiler it's the cheapest "wrath efect" both mana and price wise in your chosen colors, I also think your leaning a little heavy on your "mana dorks" so personally I'd gear a little more twards mana rocks like Thran Dynamo and Mox Diamond evan Darksteel Ingot instead as they tend to be a bit less hated on thus have a longer gevity on the field (ie they survive wraths) now I understand your commander likes them cause they have higher def than attack but with that mentality I feel you should almost put her (if you have read the books Sapling of Colfenor was/is a female as much as trees can have genders anyway) as one of your 99 and run colfenor himself, oh wait it's "Doran, the Siege Tower", as your commander giving you access to all kinds of "white cheese" and you can add in several tutors to get her out if she is that important to your strategy, but that's just me but staying just I'd try to get a Creakwood Liege just for the free 3/3 every turn if nothing else although giving your commander a +2/+2 is never a bad thing. Ok well the storm here is getting worse and the lights have already flickered once so I'm going to just post this before I loose power (and this 1/2 a page of typing) and come back in the morning, hope I helped more than annoyed you.

goodair on Unforgivn_II

4 weeks ago

2x Rancor 2x 1.59
2x Mizzium Mortars 2x .5
1x Aurelia, the Warleader 3.97
1x Chained to the Rocks 1.04
1x Firemane Avenger .41
1x Sultai Ascendancy .25
total = 9.85
for Creakwood Liege 10.38
if you have anything small that's unlisted to balance it out would be great

goodair on Unforgivn_II

4 weeks ago

are you still interested in Creakwood Liege?

Power / Toughness 2/2
Color(s) Black Green
Cost 1{B/G}{B/G}{B/G}
Converted cost 4
Avg. draft pick 1.75
Avg. cube pick 5.29

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Eventide Rare

Latest Decks View more