Creeping Tar Pit

Legality

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

Printings View all

Set Rarity
Worldwake Rare

Combos Browse all

Creeping Tar Pit

Land

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

skoobysnackz on Horrors in the Fog

4 days ago

Thanks a lot benjameenbear7! I usually try to make decks based on flavor, but that can also be somewhat competitive in casual play, so thanks for the encouragement!

@The_Squirrel Thanks a lot for your suggestions, you've given me a lot to think about. First off, does Grapeshot (most commonly used storm card) deal combat damage? I thought it was only creatures that could deal combat damage during combat, or when a card says two creatures fight each other. If not then unfortunately the two fog spells won't help with dealing with storm or Walking Ballista's third ability. Since this deck runs black I have already considered Fatal Push and I didn't think it was right for this deck, at least not as a 4 of, but I will consider it. I think your point about Creeping Tar Pit is spot on, and it will go in the board for now. About the chump blocking, I chose these three creatures because they all have a way to deal with that problem: Thing in the Ice  Flip is a board bounce that clears a path for attacking at least for 1 turn, if Chasm Skulker gets really big, an Abrupt Decay, Maelstrom Pulse, Damnation, or opponent's removal spell (if they are that stupid) will allow me to go wide and overwhelm the opponent with numbers, and Consuming Aberration has the mill ability, so I don't even need to attack with him if they are just chump blocking. Temple Bell seems like a good replacement for Rites of Flourishing, but I think Font of Mythos might often be just too difficult to cast at 4 mana. Let me know what you think of all this, I really appreciate all your suggestions!

The_Squirrel on Horrors in the Fog

4 days ago

How well do your win conditions work? It seems like you could have issues with removal since your opponent is drawing as many cards as you. They could also chump block all your guys. One idea is you could replace those 10 creatures with 2 Elixir of Immortality and win by decking them. You could then add more fogs, 4 Fatal Push, and/or counterspells.

You could put 1-2 Creeping Tar Pit in the board for another win condition. I say in the board, because you don't want them seeing it game 1. That way they'll take out removal.

You also have the problem of decks that don't win through combat damage or other have shenanigans such as Mindslaver. Commencement of Festivities and Defend the Hearth would stop Storm and any deck with Walking Ballista. They can just replace your other 2 drop fogs. I would put in a couple counterspells for these decks, any deck that casts Emrakul, the Promised End and others I can't think of atm.

Also, Temple Bell > Rites of Flourishing. Font of Mythos is also an option.

The_Squirrel on A̶m̶e̶r̶i̶c̶a̶,̶ ̶f̶u̶c̶k̶ ̶y̶e̶a̶h̶!̶ Esper, fuck

6 days ago

Thanks alphashados. Currently, 3 Celestial Colonnade are my win condition 1 Creeping Tar Pit, with a little help from Snappies. I did consider Tasigur, the Golden Fang initially, and I may still throw one in. However, one problem is that I already have 3 Logic Knot. In my testing so far, I fill up my GY quickly and consistently though.

SufferFromEDHD on Legions of Loam

1 week ago

Kessig Wolf Run is very strong with Creeping Tar Pit, Inkmoth Nexus and Needle Spires.

Duffzord on DelverBlade

1 week ago

I'd recommend adding the last remaining FoW you have, at least a copy of Supreme Verdict on your sideboard and also one copy of Creeping Tar Pit for those long grindy games

Terrvex on cj96.calimlim

2 weeks ago

Hey man, thanks for the offer. I already have a Savannah and I don't really wanna trade for a Heavily Played land. I would be willing to do all the cards you mentioned for your Scrubland, Creeping Tar Pit, and $100. Not sure if you're looking to put money towards this or not though.

cplvela0811 on Sultai - White

2 weeks ago

Happymaster19

Tasigur, the Golden Fang not only has advantages over Gurmag Angler, but gets dropped sooner. It taxes Tarmogoyf one less, and WILL generate value in the later game. Gurmag will not. It is too vanilla, for what this deck wants. Tarmogoyf is just better than Gurmag Angler and that's where Grixis dies. Relic of Progenitus will not ruin Tarmogoyf as much as Angler, for the fact they still have a graveyard. I also play x3, because when you play one, it's bound to be removed, so now you have x2 in the deck - it is a personal philosophy.

As for the Tasigur's Cruelty ~ it is literally a > discard 2 cards, against control. More so against Tron & , plus a 2/1 body ~ Value. It is surprisingly a beast and with Snapcaster Mage, may be ANOTHER discard 2 cards, for !

mattsprestige

Thanks, but to help you understand, again ~ Grim Flayer is not good, for ME, at the current moment. It is certainly a great card, I will concede to that, however, too weak at the moment. It is nice that you do not experience problems getting Delirium online. I too use to have this deck built as a Delirium shell, but as you can see ~ with over 200 comments and almost 100 upvotes ~ I do my best to cycle ideas from the Tappedout community. That being said, other members suggested it and if you viewed the revision tab, would see that I already took that advice. It didn't work, for me. In this deck, the Delirium shell falls on it's ass, to Fatal Push & Lightning Bolt. Let's not be biased now, please listen to MY experience, with MY deck ~ that has been catered to by an entire community:

Delirium V.S. Delve

Grim Flayer dies to fatal push, may die to Lightning Bolt if your pull isn't right.

Snapcaster Mage dies to Fatal Push & Lightning Bolt...and every creature combat available.

Tarmogoyf dies to Fatal Push, not Lightning Bolt > does not need to "gimmick" its way, by being counterproductive on it's own.

Creeping Tar Pit mega dead to everything. Push, Bolt, you name it, however, steals games.

NOW...about them Tasigurs...entirely different story, that changes the game. Tasigur, the Golden Fang will always be a better turn 2 drop. No arguments about that in the current meta. There's a reason why decks like Abzan & Jund are dying right now...Fatal Push. They run too many mana efficient creatures and Wizards said "No." I'll be sure to update the site page, for you and everyone else! Thanks for the input Matt :D

biorose671

Hello there. I like it better because it is just 1 , for 2 cards. I mean...I cannot really explain how good the math is on that, but with Snapcaster Mage becomes a crazy discard spell. yes, they do get to choose, but paired with Thoughtseize and Stubborn Denial, along with the sweet removal package we have, makes for some fun interactions against decks like Scapeshift when Murderous Cut is trash against them. I liked Whispers Of Emy more in my old Delirium shell. Thank you though.

LeaPlath on Nicol Bolas

2 weeks ago

Murder should be Hero's Downfall at least.

For a control deck, you don't have any cheaper ways to keep yourself in the game, such as Snapcaster Mage or draw like Think Twice.

Creeping Tar Pit is a must, as is about 25-26 lands.

Swerve, what cards does it hit you worry about?

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