Creeping Tar Pit
Creeping Tar Pit enters the battlefield tapped.
Gain or .
: Until end of turn, Creeping Tar Pit becomes a 3/2 blue and black Elemental creature and is unblockable. It's still a land.
|Want (3)||postmodernmajgen , isharpu , adam1floyd3|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Ultimate Masters Promo (UMAP)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Creeping Tar Pit occurrence in decks from the last year
All decks: 0.17%
Commander / EDH:
All decks: 0.01%
Creeping Tar Pit Discussion
4 weeks ago
Nice deck +1. Surprised that Creeping Tar Pit wasn't included given the mana base.
4 weeks ago
Creeping Tar Pit is a manland that does enter tapped but offers as an effective way to get through should you be out of other options.
1 month ago
I made several adjustments by removing:
2x Vendilion Clique's
2x Creeping Tar Pit's
in favor of:
3x Fatal Push's
Hopefully this provides enough removal for moderns meta.
9 months ago
I've done a lot of changes to the original deck. Mostly shoring up the mana base which has improved the deck greatly, although the required cards were ridiculously expensive...
Several of the new Modern Horizon cards in, most of them have been great. Ingenious Infiltrator is really superior to Ninja of the Deep Hours, especially now that mana isn't as much of a problem anymore. A lot of value from ninjutsuing one in using a Changeling Outcast then casting the Changeling Outcast again. Fallen Shinobi is also great. Really depends on what kind of deck you're facing but against some opp you can turn the game around for just 4 CMC.
I've tried Moonblade Shinobi without being impressed. I haven't tried Mist-Syndicate Naga though I've aquired a playset. It might be a good card in combination with Tetsuko.
Most recent changes have been:
Siren Stormtamer in, Ornithopter out
Some removal replaced with Mana Leak
I'm also thinking about taking Creeping Tar Pit out. 3 CMC is simply too expensive for a ninjutsu enabler, I very rarely have use for it. Thinking about getting one or more Snapcaster Mage . They're obviously very good, but they'd need to be VERY good in this deck to justify the cost..
I really need to think about a good sideboard, I'd welcome any suggestions! I'm thinking a couple of simple graveyard hate cards like, along with Skullsnatcher . Walker of Secret Ways might be useful too. I have a lot of issues with go-wide decks so something like Ghostly Prison (but the right colors) would be awesome.
9 months ago
Hey, looks good. Nice stax build especially if it's your first one, but you forgot Sol Ring :)
I think if you're willing to build the manabase around Back to Basics that you should include tutors to get Basics. Otherwise you're playing a worse manabase for the rare chance that you draw Basics.
Land Tax is excellent to make sure you have the basic land type that you need which is especially good with Back to Basics . Adding Tax could also let you add the three Shock lands to the manabase to give you a little more color fixing. Rhystic Study and Mystic Remora are pretty much staple blue draw engines for multiplayer Commander. Token generators: Luminarch Ascension , Bitterblossom and Elspeth, Knight-Errant can be a win conditions. You have life gain to cover Bitter and Ascension looks at each opponent meaning it can be activated quickly. Liliana of the Veil can also be a win condition. Planeswalkers since they give you repeatable value without needing to use mana or tap lands are good with Stasis . Narset, Parter of Veils , Teferi, Time Raveler and Ashiok, Dream Render have powerful static abilities in multiplayer Commander.
Creeping Tar Pit , Dimir Keyrune and Elspeth's +1 can get around Humility letting the creature attack not as a 1/1, but better with flying or unblockable. Cursed Totem is powerful when it doesn't effect you at all since none of the creatures here have an activated ability. Many have triggered abilities, but those aren't affected by Totem.
Cards to consider cutting:
- Ambition's Cost
- Syphon Mind
- Spelltithe Enforcer
- Time Stop
- Leyline of the Void
- Fortune's Favor
- Fact or Fiction
- Mindlock Orb
Cards upgrades to consider:
9 months ago
Yeah I can see that. Its a cool deck for sure. Spawning pool kind of sucks at closing out games to be honest, but where it shines is being able to stop a creature so you have more time. I actually run it in a blue and black version of 8 rack mostly because I also have access to Creeping Tar Pit . It is nice that it gets under bridge though.
10 months ago
I'll echo what the other commenter said about Geier Reach Sanitarium it simply isn't a good enough of a combo with Narset, Parter of Veils . You're only going to be activating it late game when your opponent is topdecking and if your a control deck with an unpressured Narset, Parter of Veils on board with a topdecking opponent your winning 99% of the time.
You also have no Opt or Serum Visions to smooth out your draws. Without Narset all of your wheel effects are going to be extremely bad in any sort of competitive modern environment as your spending 3+ mana to not affect the board at all. I would cut the Cryptic Command and the Mana Leak to add some Opt and Serum Visions since right now your split between tap-out and countermagic control which means your deck is going to be less efficient. I would personally go with a tap-out style deck as you currently have a bunch of sorcery speed creatures and planeswalkers and you need board wipes like Languish and Anger of the Gods to catch up against aggressive decks.
Also a couple of small one-off changes assuming you have the budget
- Wandering Fumarole is 90% of the time worse than Creeping Tar Pit
- Cyclonic Rift isn't playable in modern like it is in commander, by the 10+ turn mark were you going to have the mana to cast Cyclonic Rift it isn't going to affect the game that much, you are either going to be dead or you are going to win the game or it doesn't do anything.
- With only two fetchlands your never going to be able to cast Nicol Bolas, Dragon-God on curve especially with 3+ colourless lands.
11 months ago
I’ve always loved mentor, but I’ve always tried mardu pyromancer builds that didn’t work out too well.
I think this deck style is perfect for mentor, but I think you are trying to do too much in the creature section of the deck. I like mentor, I like TiTi, and I like snapcaster. But it seems to me as though you would want a deck with as many spells and as few creatures as possible. Honestly I would cut both the tasigurs and the jace, and maybe go up to three TiTi. I know it is tempting to have a big creature like tasigur, but mentor becomes a bigger threat than tasigur very quickly, and TiTi does more damage and has more utility. I think loading your deck with more interaction and one mana spells would probably be better for mentor. I also think you can cut one land, even if you keep tasigur in, since all of your spells can be cast for three or less, and snap will usually cost three or four. I might also cut lingering souls. Since you have lots of cantrips, and you play Unearth , you are probably going to have a mentor on the field as a finisher for most games. Those extra two tokens won’t matter very much when you have a board full of prowess creatures. I only say this because when you compare the value you get out of mentor to the value you get out of souls for the same mana, it doesn’t come close, so it might be better to just run more cantrips so you can dig for mentor.
On the landbase. If you have the necessary funds, switch out Shambling Vent for Creeping Tar Pit , since it is much better Late Game to have ensured damage than to have a little bit of life gain. If you don’t have the necessary funds, don’t run shambling vent. I would go down one flooded strand, to seven total fetchlands, and I would also cut the minamo (only if you are also cutting jace). If you keep jace, also keep minamo. I think you just need some more basics, so I would also cut drowned catacomb. Your fetchlands can fix enough that you probably don’t need a catacomb, especially since you need manafixing turn one for your one drops, and catacomb can’t come down on turn one. If you want to play a non-shock dual, I would just run more fastlands like Darkslick Shores .
I would add serum visions as a four-of and also up the count of brutality, push, and path. Or ou could just not run serum visions and have a heck ton of interaction.