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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
2 days ago
Idk. Actually a bit confused right now, tbh. What is the win condition here? Surely not Creeping Tar Pit, as you're only running one in the entire deck. Also, certainly not the 8 flimsy creatures in the mainboard which are more useful for their abilities and less so for their raw attack power/evasion. Especially since they are all so easily killed off with a simple chump blocker, Fatal Push, or Lightning Bolt, etc.
I see a lot of control here, but a serious lack of win potential. Am I missing something?
on Bug Stuff
3 days ago
As much as I love Tasigur, the Golden Fang, I don't think he or any other delve threats are viable right not, simply due to Jace, the Mind Sculptor's minus 1. Also, the delve threats are a non-bo with your own Tarmogoyf. If Thought Scour was in the deck, and you had the turn two Tasigur option, then maybe. I think your list could benefit from Logic Knot, Torrential Gearhulk, or more Cryptic Commands, even though they're not fantastic with Liliana of the Veil. Also, more manlands, be they Creeping Tar Pit or even Treetop Village would make the deck much more resilient to the new Jund matchup. Otherwise I love the list!! Looks really sweet and fun to play!
4 days ago
Welp, looks like Jace is back. Personally I'm not going to play it because I can't afford it. However I still have to prepare for it. Bouncing Tasigur, the Golden Fang or gurmag angler will be brutal, but Jace dies pretty easy to burn spells. If I can get more aggressive I think I can still compete.
Here's my thoughts: the opponent will not want to cast Jace without holding up a counterspell. If they jam him turn 4 I Countersquall. If I can't and they bounce my Angler, I burn him out and try to get another threat down. Jace is soft to Creeping Tar Pit unless they +2. But if they plus 2 then I guess I just have to try to kill they player because they've given me a free turn to do so. And if they wait until turn 6 so they can have Mana Leak or Logic Knot held up, then I try to kill them before then. Or let them have jace and play a lot of spells at once to kill them because they only have 2 mana open. Path to Exile will be my worst enemy in the coming meta.
But now I am certain I want 4x Thoughtseize in the main board. I'll probably go back to Bloodghast too. Grixis with Ghast could slaughter the old Jund all day long, so hopefully it'll hold together against the new version too. But playing this fair of a deck against Bloodbraid Elf is asking for trouble. BBE can run away with the game unless I am doing unfair stuff as well. Bloodghast is also very hard for Jace to answer and between Ghast, Snap, Tar Pit, and Tasigur hopefully I can get enough traction to kill them before they stop me. I'm probably cutting back on counterspells but I still want some. I don't know where to fit them or which ones to fit. Dispel is so obviously good against Path to Exile that I'm tempted to play 1x or 2x mainboard even though it's so atrocious in some matchups. Spell Snare is good, but I have to leave mana up for it, which is going to be hard. Countersquall is fantastic, but I don't know if I can afford 2 mana counterspells. I don't want to try to counter creatures because Cavern of Souls is so present in the meta, but I also am not sure how to beat Wurmcoil Engine or Thought-Knot Seer, except with proactive Thoughtseize, which I guess will have to be good enough in game 1.
Thoughts on a 1-of Field of Ruin? I like the idea vs manlands and urza lands.
1 week ago
So firstly lets start with the mana, the mana base is likely just too painful for a control deck like this, I would run something more like this:
1x Blood Crypt
Man-lands and some more flexible lands that can come in untapped without downside help in a deck like this, the above land base has been made popular by Corey Burkhart and consists of 22 lands which may seem low but being a control player I can agree that 22 tends to be enough as long as you know when to mull.
Another thing I would advocate here is one going up to 3-4 Fatal Push and only 1-2 Murderous Cut and to that end instead of Serum Visions running Thought Scour to fuel delve as you help the cut's as well as giving yourself the option of running Tasigur, the Golden Fang either mainboard or as a sideboard threat.
Eventually Treasure Map should be switched out for Search for Azcanta, the ability to correct your draws consistently while also filling the grave is just so valuable, however on a budget I don't mind Map probably as much as some other people would.
Dropping Opt, Faithless Looting, and then moving Damnation to the side is also likely in your best interest. In their place you ideally want a couple Terminate, a playset or 3 Kolaghan's Command and then a counter package as sweepers cannot always be relied on: Countersquall, 4x Cryptic Command, 2x Logic Knot, Spell Snare are all good options. Even if you don't like counters they need to be in this list as it really does want to durdle until it can play Nico. Having tons of sweepers sometimes just is not enough so as much as I love Anger it isn't enough.
The sideboard looks solid, I don't really like Lili in there but I assume it hits something you have considered, so unless you want input on that I think you are fine for the time being.
2 weeks ago
Decided to take this deck for a spin today.
2-0 vs Mono White Allies
2-0 vs U/B 8Rack
2-0 vs Rakdos Midrange
That being said, only 1 Watery Grave and 1 Overgrown Tomb is a little rough. I would also try to find a way to fit in 1x Creeping Tar Pit. I'm not sold on the basic forest needing a slot, but it depends how much Blood Moon you expect.
Deck plays pretty nice, I like the vast amount of options early game.
2 weeks ago
Creeping Tar Pit could be a nice addition. Fixes your mana and provides a decent threat in the mid, lategame
3 weeks ago
Creeping Tar Pit sees some play, normally out of Esper who needs the extra threat.
Mutavault is a merfolk staple.
Inkmoth/Blinkmoth both see play in Affinity and Inkmoth in Infect.
Celestial Colonnade is a staple of most UWx decks.
The rest don't line up well enough to the format, sadly. The RB one is a mana sink...that costs mana to turn it into a mana sink? The UR one is OK but nothing amazing and no current UR deck wants the investment, unless URW where the Collonade is better.
3 weeks ago
I have been thinking a lot about "Man Lands" lately. On the plus side, they seem to add a lot of utility to decks by fixing mana flood and increasing creature count. On the other hand, they enter tapped and cannot be activated until mid game for the most part.
I feel like Inkmoth Nexus and Celestial Collonade make appearances in modern. But I recently brewed a deck Modern Dagger Burn where Creeping Tar Pit is a key card. I am working on an Izzet list with Wandering Fumarole and a Boros list with Needle Spires, but I wonder if they are any good.
In what ways are you using man lands and which are the best to brew with in Modern? Do you find these helpful and which ones are the best for Modern?