Creeping Chill

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Creeping Chill

Sorcery

Creeping Chill deals 3 damage to each opponent and you gain 3 life.

When Creeping Chill is put into your graveyard from your library, you may exile it. If you do, Creeping Chill deals 3 damage to each opponent and you gain 3 life.

rekkim on Extract the Demon ($30 Dredge Primer)

1 month ago

I've been tinkering with this and using Cabal Initiate in the place of Creeping Chill. Have you had any success with a discard outlet like this to drop dredgers back into the yard?

legendofa on Fuck it, late Outlaw of …

8 months ago

Coward_Token Some of the key creatures in Dredge are Narcomoeba, Prized Amalgam, and Silversmote Ghoul. Each of these has a way to jump from the graveyard to the battlefield for free--Narco by milling, Ghoul from Creeping Chill, and Amalgam whenever either of the other two does its thing. So those can all trigger Satoru, the Infiltrator, who lets you draw, which can be replaced by more dredging.

The main problem is that Dredge is already a tight decklist, and Satoru doesn't really offer anything new, just a new way to do something it's already doing. I'm not sure how well it can replace Cathartic Reunion or whatever in Modern, and it's probably way out of place in Legacy and Vintage.

wallisface on Creature Collab

2 years ago

If you're interested in cards I ended up using at somestage during my Crabvine-period, here's everything I ran at one time or another, and my thoughts on playing with the card:

  • Gravecrawler: A must-have in the deck, though I found 3x was a better number to run than the full playset, as oftentimes you really only want this card to help you trigger Vengevine, and it normally doesn't do a lot else.
  • Hedron Crab: Another must-have in the deck, provided you have the landbase to support it. Without fetchlands, I don't think this would be able to get through enough card-density to be quick enough (we want a turn 2-3 vengevine swing)
  • Merfolk Secretkeeper: This felt both good and bad. Being able to mill with it immediately, and then save it for a Vengevine trigger later in the game felt pretty decent. Its also a decent blocker.
  • Stitcher's Supplier: I think I always included a playset of this in the deck, though it was always easily the worst card in the deck. Without an easy sacrifice outlet, this is just a really weak mill effect that then sits around doing nothing. It needs to die to get full value.
  • Lotleth Troll: I alternated between playing this card and not. Its one of my "pet cards" (alongside Skaab Ruinator) so I probably favored it too highly just from bias. But being able to pitch away all the cards that weren't meant to be cast did feel great, and I have had lots of games where this has steamrolled me out a win on its own... I'm just not sure its the best choice for an optimal build.
  • Satyr Wayfinder: A weird choice, but one that's done well. It can usually guarantee you'll hit your 3rd land drop, and gels pretty well with Hedron Crab, as well as giving your good odds at a turn-3 Skaab Ruinator.
  • Prized Amalgam & Vengevine: My understanding that a playset of both of these go into every Crabvine deck there is, so I don't think I need to discuss much here. They're the whole point of the deck.
  • Bloodghast: I only added these to my deck really late into playing Crabvine, but they do put up some amazing results. They combo very well with a high-fetchland deck, running alongside Altar of Dementia, to keep swinging then killing themselves to fuel the engine further. Also, probably the most aggressive way to get Prized Amalgam out of the grave if Vengevine hasn't been found yet.
  • Narcomoeba: I played these a little, and see a LOT of decks online playing them, but to be honest I don't see the hype. Very fragile, and can't come back when killed, i'm really not sold. But, again, having seen soo many decks online play them, they're probably worth considering.
  • Skaab Ruinator: My second "Pet Card", I don't think you want to run more than 1-2 in the deck, but they definitely get good results. There are a few decks where if you resolve this, it's a free-win.
  • Glimpse the Unthinkable: I started playing this late into my time with Crabvine, swapping it in, in place of the Stinkweed Imp/Golgari Thug package. There are games where you resolve this turn 2 and see all the perfect stuff hit your grave, and it becomes the most-free win you could ever hope for. But other times, you just mill yourself ten lands and non-recurable creatures, and wonder what you did to piss off the card-gods. I felt like when this card worked, it was amazing. But it also felt like there were too many times when it didn't work, and left me dead-in-the-water.
  • Golgari Thug & Stinkweed Imp: Probably my favorite way to ensure the self-mill engine keeps pumping, I ran a playset of Imp, and 2-3 Thug for the majority of my time playing Crabvine - making my build sudo-dredge. Being able to reliably keep milling felt great - and it's a good reason to justify running Lotleth Troll.
  • Creeping Chill: I'm torn on whether this card is useful or not. On one hand, being able to basically start the game at 32 life, while your opponent starts on 8, is a pretty good feeling. On the other, this doesn't help massively to help the boardstate, and there are a lot of games where its just not relevant (you can often swing for enough quite early that the extra bit of lifedrain didn't matter).
  • Silversmote Ghoul: The only reason to run this would be alongside Creeping Chill. It does feel decent, but also can be clunky with the timings of when each respective card ends up in your grave (seeing a bunch of early-Chills can be scary, as it means these guys might not be able to see play). Personally I think Bloodghast is the better choice for the 3rd "creature to recur from the grave"
  • Altar of Dementia: This actually works really well, though I wouldn't run more than 1-2 in the deck. There are a bunch of cards that just want to be in the graveyard and/or get themselves killed. Most notably Stitcher's Supplier. but also Bloodghast, Gravecrawler, and even Vengevine (assuming you can bring them back). This easily turns your attacks into very-wide landslide victories. 10/10 would recommend.
  • Carrion Feeder: I think I only ran 1-2 of these, and honestly, I think its hard to justify over Altar of Dementia or Lotleth Troll. I think it does definitely have a use-case (it seems great with Gravecrawler), but it feels a little niche to me.
  • Wonder: I only ever played one of these, in my sideboard. But it did seem very useful in some matches, particularly when it was hard to swing through the opponents creatures.

wallisface on Dermotaxi prototype

2 years ago

Creeping Chill feels really odd here, as its unlikely to matter with the Phage plan, but also unlikely to change the clock at all using the plan-b creatures. I’d suggest swapping it out in place of more consistency. Narcomoeba fits in that same bucket of “why is it here”.

reddeath68 on Everything Has a Price

3 years ago

Lithelain Some interesting suggestions, the problem with Vengeful Strangler  Flip is that they just sacrifice whatever you put the curse on. Accursed Witch  Flip would work better but she is a bit more expensive at 4 CMC.

Combustible Gearhulk Is interesting but they can be a huge whiff at 6 mana if you hit lands, plus milling can rope you of much needed cards. For instance imagine if you accidently mill your needed board wipe or kill spell, especially if Killing Wave is your board wipe over Choice of Damnations as that would only do 1 damage.

Creeping Chill Would work much better in a self mill deck, something like dredge or surveil.

Lithelain on Everything Has a Price

3 years ago

Hi, passing by to add my two cents as I found these cards that have similar mechanics:

Vengeful Strangler  Flip: I like this one as it is an assured 2 hp each turn unless blocked (thus killed) and therefore attached to potentially some high value creature or planeswalker. Perhaps Basilica Screecher could be replaced/mixed with this.

Combustible Gearhulk: kinda expensive but with a similar mechanic as Sin Prodder.

Creeping Chill: good synergy with Combustible Gearhulk, but otherwise kind of bad imo (perhaps only worth ituseful against milling decks?).

WallofSleep on Suicide is Painless G/B

3 years ago

Hi Saccox, I could not find any Jungle Hollow cards in my collection. It doesn't mean I don't have any, just means I couldn't find them. I am posting the decks on here as they are in real life and the way I play them. If I do find those hollow's at some point and add them, the deck here will reflect it.

I did look for Creeping Chill I do not own a copy, not sure how that is possible it being an uncommon. The next time I go to my LGS I will see if he has 4 copies and I can test it. I will add it to the maybe board and could be a strong sideboard card for certain matchups.

Saccox on Suicide is Painless G/B

3 years ago

Hi WallofSleep, Jungle Hollow for fix the mana base? What do you think of Creeping Chill in your deck?

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