|Commander / EDH||Legal|
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Creeping Tar Pit
Creeping Tar Pit enters the battlefield tapped.
Tap: Add U or B to your mana pool.
1,U,B: Until end of turn, Creeping Tar Pit becomes a 3/2 blue and black Elemental creature and is unblockable. It's still a land.
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Creeping Tar Pit Discussion
1 week ago
I had been tweaking the decklist for a while and have a couple of different versions on XMage. I did have a list with Favorable Winds and I actually think the card is pretty good. Faeries need a bit of help in closing out the game -- especially in a budget build without Vendilion Clique or Creeping Tar Pit -- and Favorable Winds is a decent, harder-to-remove-than-Scion of Oona way to beef up the 1/1s
1 week ago
I've played Esper Hatebears in Modern before and honestly it's just kind of "meh."
You basically mess with your opponent a bunch, they topdeck a large creature or win condition, and then you can't race them with your 2/2s. The issue I had was there really wasn't a way to pump your team up consistently. Little Kid decks have Gavony Township and Wilt-Leaf Liege. D&T has Honor of the Pure affect every creature you play.
It's not like you have Wasteland and Rishadan Port, either, to really make the most out of Aether Vial. You get your mana freed up so you can attack with Creeping Tar Pit and Shambling Vent more easily, but often those slow you down when you want to play Thalia, Guardian of Thraben or Geist of Saint Traft on-curve.
Then there's the whole not having Collected Company thing. You're also not a deck that plays blue or black's strongest cards in Modern. You get Fatal Push and Meddling Mage, which is nice, but Dark Confidant is too slow in the deck, Liliana of the Veil does almost nothing,Snapcaster Mage has too few targets, and Serum Visions isn't what you want at all. There are a plethora of useful planeswalkers for the deck, but at that point you'll just be wondering "Why am I not playing tokens?"
Go with Spirits, Bant/Abzan CoCo, Maverick, Little Kid Abzan, W/B D&T, or really any deck that isn't Esper Hatebears. The deck just doesn't have enough "oomph!" in it to close out games once you've locked your opponent down the way other hatebear decks can. You also can't outrace decks like Naya Burn or Zooicide, but at the same time, don't have enough hate to deal with so many different threats (like, you'll name Lightning Bolt with Meddling Mage and they'll just kill you with Lava Spikes anyway).
2 weeks ago
I played a version of this deck at FNM. The thing about Demonic Pact is that you can't choose the option until your next upkeep, so when you play it you're going to be tapped out and net nothing from tapping 4 lands until your next turn. Remove and a few 1 drop counters are key for a turn 4 or 5 pact.
If you really want turn 4 pact - consider
2-4 Disrupting Shoal
When using this card you'll want to make sure that you have a fair amount of 1 / 2 / 4 drop blue cards as things you want to counter are generally those CMC.
3 weeks ago
1 month ago
Hey guys, im pretty happy with this deck so far, would just like a few second opinions on the main and sideboards before i start buying cards, cheers.
Here's the link to the deck Delirium Insanity!
Here's the list atm if you don't like links haha:
- 4x Blooming Marsh
- 1x Breeding Pool
- 1x Creeping Tar Pit
- 1x Forest
- 1x Island
- 2x Misty Rainforest
- 3x Overgrown Tomb
- 3x Polluted Delta
- 1x Swamp
- 4x Verdant Catacombs
- 1x Watery Grave
- 2x Abrupt Decay
- 4x Fatal Push
- 3x Mishra's Bauble
- 1x Acidic Slime
- 1x Architects of Will
- 2x Grim Flayer
- 3x Jace, Vryn's Prodigy Flip
- 1x Kalitas, Traitor of Ghet
- 1x Scavenging Ooze
- 1x Snapcaster Mage
- 4x Tarmogoyf
- 1x Tireless Tracker
- 3x Inquisition of Kozilek
- 1x Maelstrom Pulse
- 3x Thoughtseize
- 4x Traverse the Ulvenwald
- 3x Liliana of the Veil
- 1x Big Game Hunter
- 3x Countersquall
- 2x Damnation
- 1x Eternal Witness
- 1x Fulminator Mage
- 1x Glen Elendra Archmage
- 1x Maelstrom Pulse
- 1x Obstinate Baloth
- 1x Reclamation Sage
- 1x Scavenging Ooze
- 1x Shriekmaw
- 1x Sower of Temptation
1 month ago
I'd cut the arcane sanctum for some sort of creature land, Shambling Vent can be used to stabilize, the life gain I nothing to laugh at and it's budget friendly, Celestial Colonnade is the most efficient creature land you have available to you but runs a high price tag, finally Creeping Tar Pit is one of the best creatue lands in modern unlockable forces your opponent to have an answer or they lose, it creatues a ridiculous amount of pressure, it's cheap to activate, and it's a win condition
1 month ago
Okay, first of all, I would cut Geralf's Masterpiece, Geralf's Mindcrusher and Forgotten Creation, they're simply not worth the mana cost. Always try to keep your curve low! Instead you should add Geralf's Messenger, it's a tad more expensive($), but it's a really good card, probably the best zombie card out there. Other zombies you should consider to add:
Plague Belcher - target your Gravecrawler turn 4 after combat and you've got a 5/4 with menace in combination with your opponent loosing 1 lige, plus you can cast Gravecrawler again. Potential trigger for both Diregraf Colossus and Prized Amalgam. Having Plague Belcher + Diregraf Captain in play at the same time strongly disencourages the opponent sweeping the board, since he/she will loose a lot of life.
Diregraf Ghoul - 2/2 for 1 mana, it's an okay card.
Cryptbreaker - Bit more expensive, but it can discard a Prized Amalgam, giveng you a nice 2/2 blocker, and gives you card advantage.
Relentless Dead - Also a bit more expensive, but this card is pure win, attack with it and if it dies you can return it to your hand and return a 1 cmc zombie to the battlefield, triggering Prized Amalgam.
Somewhat interesting zombies:
Lifebane Zombie - Sideboard
Zombie Outlander - Sideboard
Dark Salvation - You can pay X=0, giving you a 1 mana kill spell if you have enough zombies. If you have a lot of mana that you can't use otherwise you get a couple of tokens. A solid card.
Personally I'd consider cutting Unbreathing Horde, Butcher Ghoul, Cemetery Reaper (you want to keep your GY), Dimir Aqueduct, Bone Splinters, Ghoulcaller's Chant, Necromancer's Stockpile and maybe Rotting Rats in favor of the above.
Fatal Push - Great removal.
1 month ago
Hi guys, I think i have something of interest to say.
I've been away for a while, and because of that, I didn't really witness the rise of death's shadow strategies. I was around when jund and junk shadow rolled over some gps, but I missed the whole grixis shadow thing.
So I set out a few days ago to explore Grixis Control's matchup against Grixis shadow. And somewhat surprisingly, its pretty good! Sure, some of the pilots probably simply couldn't handle Grixis Shadow because its damn hard to pilot, but still, I won most of the games and matches. And after the first few wins, because I was myself pretty surprised by them, I started really trying to figure out why and where in the game I pull out the wins. Some of the things i realized where less obvious than others.
The list is here for reference: The Perfect Balance (Grixis Primer)
I pinpointed 3 reasons the matchup works:
1) 5 delve creatures. Even though they cant match a big Death's Shadow, they do match all their other beaters. 5 is a higher number than most other grixis control lists run, and its a definite advantage for me.
3) the odd one: Cryptic Command. because I run enough removal, we inevitably trade resources the first few turns. They only run 8 real threats which means they are almost always light on them. The problem is they tend to only need 1-2 because of discard and Stubborn Denial. So, the situation arose again and again where i put pressure on their threats and they defended with discard or denial. The board state was now 2 threats on their side, 1 on mine. this sounds specific, but almost every game got to that stage at 1 point. Because they hurt themselves so much, they were within 1 swing + burn from me. which meant if they swung, they had to kill me. Cryptic Command broke up that stale mate a lot of the time.
4) burn. it's hard enough for Grixis Shadow to find that point where their shadows are large enough but they keep a comfortable life total. I This means they often put themselves in a position that loses to bolt-snap-bolt or bolt + Creeping Tar Pit-swing. Both of those are non-existant in the format right now but common plays for grixis control.
Death's shadow wins its games by squeezing resoucres (both life total and cards) out of the game and then exploiting that situation with superior threats and low-resource-interaction.
This can be exploited, but as far as i can tell, a deck needs a combination of burn and interaction to do so.
Thats my 2 cents on that, for now ;)