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.
Printings View all
|Guilds of Ravnica (GRN)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Creeping Chill Discussion
3 weeks ago
1 month ago
Nice deck idea! If I may suggest something. Maybe put some countermeasures in the main deck that deal with your opponent's spells. I know this is more focused on creating your own combos, but say your opponent is playing with a bunch of exile/bounce spells, or (for example) have their own Leyline of the Void. It also might be hard to come back from a massive boardwipe as well. You have a bit of card draw with Silversmote Ghoul, but besides that, you may end up just top-decking after your opponent obliterates the field.
There are some inconsistencies. See some of your cards get stronger in the late game while others get worse. Some cards are just really circumstantial. Hedron Crab is fun, you got fetch lands. But later in the game, when you've drawn all you could and played all your lands, he just sits there. Being able to flicker, bounce, and interact with your own lands would help his ability continue triggering even into the late game. Having lands that give you triggers would also work with this idea. Cards like Mystic Sanctuary would prove beneficial, especially if you had instants and sorceries that could counter and destroy your opponents spells, you could also search up Sanctuary with fetchlands at instant speed. Silversmote Ghoul is cool how it can revive itself, but you only have Creeping Chill to trigger that ability. So the Ghoul will eventually be stuck in the graveyard. Merfolk Secretkeeper is the most inconsistent though. the card only works once. That's it. You can't copy the ability, nor do you have any bounce spells or revival for the Keeper. So once it mills, that is it. If you mill it to the graveyard, it also does nothing.
Putting in some looting cards might be nice. That way you still get to put cards into your graveyard, but you get to choose what that will be. Cause you might lose important cards just by milling yourself.
Another option is putting in spells with flashback. That way you can still cast spells even when you got nothing in your hand. You have some creature revival abilities, but no instant/sorcery revival abilities.
So cards like Merfolk Looter would work. Cause you get consistent looting every turn (not just a one off). The looter would also work with Mystic Sanctuary pretty well. That way you don't have to wait a turn to draw the card.
If you went straight up looting/card draw you also could use cards like Jace's Erasure and target yourself. So both looting and mill. A bit slower, but more stable. and you could use cards like Broken Concentration to help with problematic enemy spells.
If you would rather go massive self-mill instead of slow and easy mill, I would suggest putting in a few cards that outright win you the game if you have no cards in your library. Like Laboratory Maniac. Also cards that get consistently more powerful with the amount of cards in your graveyard. Gnaw to the Bone can help you stay alive in the late game. Splinterfright, Mortivore, and Kraul Harpooner are nice cards that get better as the game goes on.
I hope I was helpful. Good luck with your deckbuilding!
1 month ago
- Laughs in the fact pretty much every deck other than blitz has maindeck enchantment removal *
Jund has discard, Maelstrom Pulse, Abrupt Decay (One of it wrecks this entire deck), Assassin's Trophy, etc. Azorius Control can counter it easily, resolve a Teferi, Time Raveler or Teferi, Hero of Dominaria, or even just deck you with a Jace, the Mind Sculptor ult.
Then Eldrazi's have Thought-Knot Seer (somehow always turn 2-3 smh, I hate that deck), Ugin, the Ineffable, All Is Dust, some have Karn Liberated, all of them have Blast Zone, which can't even be countered, and other meta decks don't even often care.
Ad Nauseam doesn't care, Dredge decks just Creeping Chill you after they dealt 15 damage in creatures pre-turn 4 (and runs sideboard Nature's Claims), blitz can kill you by then, Temur Reclamation has countermagic, better draw, and answers like Blast Zone, and the rest of the metagame just fits in with these.
Maybe like 3 years ago players didn't run enough enchantment removal, but as is every deck has the stuff, I love the list, and posted a couple Phyrexian Unlife ones around that time, but even just a few months later that deck was outdated and couldn't compete, and more and more cards have come out shutting down this strategy, as Abrupt Decay killed the blue-white counter versions and now Assassin's Trophy/Blast Zone put it in the grave, as the list spends so much to get the lock it needs a slow enough wincon the opponent can disrupt it and win.
As is I can really only see a Blood Moon variant to screw up some of the Blast Zones and the mana to cast Abrupt Decay and it's ilk. +1 on the list though, I do love the deck, I just don't think it's great in the metagame ;-;
2 months ago
I wouldn't waste any slots for spells because you'll probably mill them. Maybe creatures you can fetch with etbs, Vampire Hexmage, Plague Engineer, Reclamation Sage, Plaguecrafter, Fulminator Mage. (because of Fiend Artisan). But honestly, I don't think it works here. I'd probably use Lazav, the Multifarious. Pay 1 turn it into a Crab. Play a land for mills. Pay 1 to turn it into a Supplier when it's targeted.
Creeping Chill is a card.
2 months ago
abby315 thanks for the feedback! You can definitely mill yourself out quite easily with Drowned Secrets up but the issue with a wincon you need to play from hand is the risk of fizzling since there's nothing like Unburial Rites in Standard (AFAIK) to reanimate it when milled. The deck also already hurts for cardslots between engine, payoffs, card filtering, and reanimating Arclight Phoenixes - the flexslots you correctly pointed out are my attempt to balance the mill aspect with the discarding payoffs for value aspect. So putting in Thassa's Oracle probably requires cutting either Phoenixes or the Silversmote Ghouls+Creeping Chill package and going heavier into cheap blue spells. It's honestly an intriguing idea that probably needs a different deck - I think Mystic Sanctuary to get back a reanimation spell is key here (since swamps for Witch's Cottage are unlikely to be had). The Binding of the Titans could be also interesting.
Dying to aggro is definitely an issue, which is where the random Creeping Chill mill comes in clutch. I imagine removal would be great out of the sideboard instead of Phoenixes and jump-start cards, leaning heavily on the lifegain synergies for value. But in bo1, diluting the mainboard has again the dredge issue of playing cards that don't mill or work from graveyard.
5 months ago
You don't need Rancor. You've got Splinterfright.
Keep it simple. Get cards in the grave. Play cheap big creatures that put Tarmogoyf to shame. Use your creatures to take care of whatever problems you have.
Artisan Fiend, Spinterfright and Nighthowler can all be snatched by Unearth. So...
If you want to use Claim for redundancy, +4 Tarmogoyf or the +4 Boneyard Wurm. Myself, I like a little p/t in case they Relic or RIP. Keep it around til you get your answer. Maybe Grim Flayer? But if you play more 1-2cc ETB's, I could see more Claim. Try a 1 of Call of the Death-Dweller.
What are your problems? Creatures. Artifacts. Enchantments.
1 Plague Engineer
1 Reclamation Sage
1 Haakon, Stromgald Scourge, Nameless Inversion
Costs three but he's got a 3/4 body so why not?
4 Force of Negation out of the side. You may want to board in 4 Force of Negation for RIP. I don't know how else you're going to beat it without a counterspell with Flashback. Play some number of Life from the Loam with Raven's Crime.
I don't know. Keep it together. Streamline the idea because the deck you'll be playing against, people have refined it to hell the past few years.
5 months ago
I don't know if this will help or not, but I built a deck that does something similar: Traumatic Memories.
I am using cards like Narcomoeba and Creeping Chill for self-mill value; and cards like Necrotic Wound and Lotleth Giant can help bring longer games (which are generally bad for the deck's pilot) to a close.
I found Eye Collector isn't that great, since it mills after combat and the Devourer needs the trigger to happen before it swings/blockers phase. Also Mire Triton and Gorging Vulture help keep the life total high so you can basically ignore your opponent and keep swinging.