Creeping Chill

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

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.

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Creeping Chill Discussion

Sorin_Markov_1947 on A mighty saccing

1 week ago

Diabolic Intent is perfect for this deck, but it's not standard legal... You may just have to not have a tutor in this deck if you think Mausoleum Secrets isn't working.

Creeping Chill is used in dredge decks to essentially get 12 free damage and life, but even dredge players will mulligan a hand that has a CC in it, because a Lightning Helix for 4 mana isn't great.

Skyler1776 on Konrad recycles

2 weeks ago

If I may, Creeping Chill seems like an interesting card in this deck.

Peisistratos on Competitive Modern Mill

1 month ago

zga sure! I'm currently on the following guidelines. However, be aware of your opponent game biases (aggressive, controlling..). This is more relevant to sideborading than you might think.

Burn: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . But really, side as you want. You can't win even sideboarding 15 dedicated cards. I tested the matchup extensively with any possible combination of cards.

Infect: -4 Fraying Sanity -4 Breaking +4 Fatal Push +4 Set Adrift . Still the matchup is desperate, don't hope to win even a single game.

Hatebears, Humans, Spirits: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . Thalia, Guardian of Thraben and Unsettled Mariner are Public Enemies Number One. We can usually play around the rest, nonetheless those matchups are really really hard.

Jund: -4 Darkness -1 Field of Ruin +4 Fatal Push +1 Crypt Incursion . The matchup is hard, there is no question their cards are better than ours. After thoroughly testing it, I can surmise their only ways of winning quite always involve an early unanswered Tarmogoyf , a rain of discard spells followed by a Tarmogoyf , or that same stream of discard spells followed by us flooding out. Crypt Incursion seems strong at a first glance, but we are usually forced to cast it too early because of the pressure imposed by Liliana of the Veil or Scavenging Ooze . What's left of their deck is often quite irrelevant (feel free to swear at me, Jund players of the world: it's the truth, against Mill your other cards are too much situational).

Death's Shadow: no changes. The matchup surely is difficult, but not one that we cannot emerge victorious from.

Eldrazi Tron: -4 Darkness +3 Crypt Incursion +1 Set Adrift . The matchup is quite even. If we manage to stem a chancely aggressive start, we should race Karn, the Great Creator .

Hardened Scales: -3 Fraying Sanity -4 Visions of Beyond +3 Crypt Incursion +4 Fatal Push . Just time your Darkness correctly and win on top of it as the plan wisely prescribes. The matchup is probably played on equal terms as for winning odds.

Dredge: -4 Breaking -3 Fraying Sanity +3 Crypt Incursion +4 Surgical Extraction . We cannot win game 1 because of Creeping Chill . If you manage to insulate yourself from it, game 2-3 become fairly easy. Just wait for them to mill themselves or lose time while you set youself up.

Storm: -4 Fraying Sanity +4 Surgical Extraction . You cannot win game 1, but game 2-3 if you manage to extract Past in Flames with the aim of fogging Empty the Warrens the game becomes pretty straightforward.

Urza: -4 Fraying Sanity -4 Darkness +4 Surgical Extraction +4 Set Adrift . Game 1 revolves around them playing Urza, Lord High Artificer in time, game 2-3 are pretty easy for us. Set Adrift is not really needed, but so are so many card advantage sources: we play it just in case we can sneak it in to delay them mostly out of sadicity.

Control: -4 Darkness +4 Surgical Extraction . Just get rid of their counterspell or Snapcaster Mage 's targets. If they are going nuts with too many copies of Teferi, Time Raveler , Narset, Parter of Veils or Gideon of the Trials , add some copies of Set Adrift for Mind Funeral s in quantity depending on their mix of those spells. Narset, Parter of Veils nerfs down Visions of Beyond , Teferi, Time Raveler completely neuters Shelldock Isle and Gideon of the Trials wins by itself making ourselves uncapable of winning. Just ignore anything else. The matchup goes to unlosable to unwinnable depending on their list.

Tron: -4 Darkness +4 Surgical Extraction . Game 1 is pretty easy for us, and post board they can hardly win any game.

Valakut: -4 Darkness +4 Set Adrift just for show. They really cannot beat us.

Amulet: -4 Darkness +4 Set Adrift . They usually cannot assemble the whole combo (haste+double attack) because we're milling them, so we just need to get rid of Leyline of Sanctity in game 2-3 and win before they do.

Peisistratos on Competitive Modern Mill

1 month ago

Guildsofravnica Leyline of the Void is not needed in any metagame. In fact, we can usually beat graveyard strategies simply overlapping the effects of our other defence cards. Probably Dredge would be the sole reason to play Leyline of the Void (and only because of Creeping Chill ), but there's a chance we don't really need it even there.

seanbruno on Modern Dredge

1 month ago

I forgot to put Careful Study in, but I agree that fetches and shocks are really important. I have found that Life from the Loam and Creeping Chill does mean that the life loss and getting more lands is doable, just not optimal.

Xica on Modern hogaak help

1 month ago

Creeping Chill is pretty bad if you cannot "mill" it from the top of library. You have 4x Stitcher's Supplier & 1x Darkblast to enable it. In such a deck the cad is somewhere btween bad and terrible.

For comparison dredge runs at least 2 playsets of creatures that allow it to mill 4-5 cards from the top each turn.

UnderworldFiend on Sultai Reanimator

1 month ago

You should definitely have Ashiok, Dream Render and Tamiyo, Collector of Tales to help tagteam. Creeping Chill , Narcomoeba , and Wall of Lost Thoughts are musts for aggro.

loricatuslupus on Jund hogaak

2 months ago

Maybe something like this (which I'd love to try out if I could afford it)? You'll note that I've dropped Vengevine entirely, as I don't think getting the trigger is going to happen that often without Gravecrawler around, and added Creeping Chill plus Raven's Crime . I can see this doing some serious work with Wrenn and Six , especially if you can get Dakmor Salvage involved...

2x Assassin's Trophy

3x Blackcleave Cliffs

3x Blood Crypt

4x Bloodghast

2x Bloodstained Mire

2x Blooming Marsh

4x Creeping Chill

1x Dakmor Salvage

1x Darkblast

4x Faithless Looting

2x Field of Ruin

1x Forest

3x Hogaak, Arisen Necropolis

3x Inquisition of Kozilek

4x Lightning Bolt

1x Mountain

2x Overgrown Tomb

3x Raven's Crime

2x Rotting Regisaur

4x Stitcher's Supplier

2x Swamp

3x Verdant Catacombs

1x Wooded Foothills

3x Wrenn and Six

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Creeping Chill occurrence in decks from the last year

Modern:

All decks: 0.06%