Field Creeper

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Field Creeper

Artifact Creature — Scarecrow

TriusMalarky on What advice would you give …

3 years ago
  • Know the cards in your meta. I have won multiple matches by holding one mana up(regardless of color) and having 3+ lands in hand. Granted, these were against 12-yr-olds that I had a reputation with... but still, understand what can be done.

  • Attack! Hecking attack. The games I won by holding open mana to cast a land were also lands I won because it convinced the opp not to attack. I had a super inferior board state, and would have died immediately had they attacked. Also, that 1-2 damage can be SO important.

  • Judge your opponent early on. If they have a creature that could trade with yours, don't auto hold back -- think of what that creature is there for and if they'd be willing to throw it in front of yours. Additionally, how important is your creature? If you're going to be playing a big thing later that turn or next turn, go ahead and risk a trade in order to clear out the board.

  • Play things early! It might be something specific to the group of players I've been around, but too many people skip turns 1-3 in favor of bigger plays. I've watched players(with mana dorks in hand) play nothing for three turns while I flooded the board with peezy.

  • Ignore artifacts. Unless you know what you're doing, artifacts(in 60 card formats) suck. It is so much easier to run Kraul Harpooner or Oreskos Swiftclaw than Field Creeper.

  • 90% of the time, equipment and auras SUCK. They are absolute garbage.

TBH, I play with a lot of people who really don't know what they're doing. I can easily be in the top half of my LGS with a $15 deck when I'm not brewing something stupid.

Titus7007 on Scarecrow Deck combo build

4 years ago

Thanks. I like those mimics. I think I'll try Metallic Mimic in place of Field Creeper in the ramp build. Yeah, it is tough building a deck around 12-16 shitty artifact creatures, haha.

LittleBlueHero on

4 years ago

OMG I almost forgot my favorite scarecrows!

Field Creeper and Harvest Hand  Flip

Zehro on Da. Ba de

5 years ago

As nice as some cards are, I would recommend to stick around the 60 card minimum. With each card that you add, it decreases the odds that you'll draw it.

It might be nice to focus on a single win condition that can frequently happen, instead of splitting priorities and being mediocre at multiple objectives.

For personal suggestions, I would take out...

  • Air Elemental: You already have better fliers for one mana more.
  • Aven Wind Mage: There's not enough instants/sorceries to justify running this.
  • One with the Machine: It's not a consistent draw card. Also sorcery speed holds it back a lot compared to cards like Chemister's Insight.
  • Meteor Golem: Super expensive. You probably don't want to rely on it too heavily.
  • Take Vengeance: Adding an extra color complicates its use. You have only Islands so don't try to rely on Manaliths that are less 3% of your deck.
  • Manalith: Speaking of which, you probably don't need this. If you're encountering mana drought, you can add an extra land or two.
  • Field Creeper: You have better cards already.
  • Tolarian Scholar: You have better cards already.
  • Scholar of Stars: Doesn't consistently perform its ability. You would need a lot more artifacts in my opinion.
  • Snapping Drake: Just one of them.

Screech589 on Stranger Things Halloween Zombie Horde

7 years ago

How do you downvote other peoples' comments?! Durgrim sux!

But fro real it all looks solid except for two typos in the rules.IDK about the CMC 7 removing the Demogorgon. I understand the flavour but the rule feels clumsy, and exiling should be quite doable. If you must keep it, then change the CMC to...Eleven.

Typos:Rule #7- First sentence "cast" to "casts"Rule #16- Flashback "OR" Unearth

Add Field Creeper

Conqueror_of_Thrones on Need some help finishing Scarecrow …

7 years ago

I have a Reaper King deck myself, and while its not the best deck in my collection, it sure is fun to play. It revolves around abusing shapeshifters (I see you have some as well) and other cards that buff certain creature types (which dosen't matter) or other effects. Its also nice because if an opponent messes with your deck/library they can get something that is almost useless with what they're playing.

Some suggestions:

I don't see the point of the planeswalkers (other than Venser because he is just plain fun in any situation) other than playing with artifacts which is not the point of a Reaper King deck when you want to use his effect to control your opponents board. That being said, anything else that plays with artifacts (eg. Unwinding Clock (even tho its good to untap your mana rocks), Master Transmuter (it is fun to cheat stuff in) etc.) should be gone. If you're going to run a few rocks in your deck, you should have no issue with mana that you don't need excess cards.

While, yes, scarecrows are the point of using Reaper King, you'll get much better use out of creatures if they're shapeshifters (eg. Wicker Witch, Field Creeper (vanillas?), Heap Doll, etc.) that have all types instead of focusing on certain ones that wont have interactions with other cards (shapeshifters can use your opponents buffs too).

If you want to check out my deck its What's the Matter, Batman.... AFRAID?!

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