Creeping Tar Pit
Creeping Tar Pit enters the battlefield tapped.
Gain or .
: Until end of turn, Creeping Tar Pit becomes a 3/2 blue and black Elemental creature and is unblockable. It's still a land.
|Have (4)||, CompleteWaste , orzhov_is_relatively_okay819 , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Creeping Tar Pit Discussion
2 weeks ago
I would also cut Creeping Tar Pit for Hall of Storm Giants; it dodges Unholy Heat. And speaking of which, I would also strongly recommend playing more of those and less Fatal Pushes to keep up against planeswalkers.
I also think Field of Ruin is pretty bad overall, right now, although I guess Tron is on the rise. I would consider some filter lands, since you've got so many blue and black pips to sort through.
Counters and discard spells also have some tension, but 4x is probably fine.
4 weeks ago
2 months ago
Your mana is currently a bit of a mess. You want untapped black on T1 for the hand disruption and then UU and BR on T2 to with Kroxa, Titan of Death's Hunger and Counterspell together, almost guarteeing starting the game at 16 life. As the game continues you want BBRR for Kroxa and UUU for Snapcaster Mage + Counterspell. You also have double island, which is going to be extremely awkward with Kroxa, especially since you going to be fetching them pretty often to save life in the aggressive matchups. As it stands in your build you're going to be taking 6+ damage from your lands per game, especially since you have 9+ shocks. I would per cut 2 Steam Vents and 2 Watery Grave and 1 Bloodstained Mire to add a 2 Creeping Tar Pit for a man-land late game, a Mountain to have a painless untapped red source and some Darkslick Shores for untapped painless black on T1. You could also play some Field of Ruin to help in the Amulet Titan and Tron matchups.
As for cards you currently don't have any methods outside of the Lurrus of the Dream-Den + Mishra's Bauble engine to draw cards or gain card advantage, which is extremely easy to disrupt and is going to lead to a lot of situations where you're going to be out ground in the Control mirror or by Stoneblade decks since both these types of decks can deal with Kroxa easily. Search for Azcanta Flip is a good method of doing this, it bins cards for Kroxa and works well with counterspells. I'm a big Expressive Iteration fan, although it works best in a discard-based control decks and more Aggressive Grixis Builds since you can play [Inquisition of Kozilek] and Thoughtseize proactivly. Cryptic Command is another way, although it is basically unplayable in the same deck as Kroxa due to mana requirements and is much better in a blue-based Sprite Dragon Grixis control version.
I'd also play 4 Lightning Bolt . It's in a very good position in the current meta and a large number of games are won by Bolt Snap Bolt. If your playing Kroxa Thought Scour is extremely good. It increases the amount of T4 Kroxa being cast while also milling Brainstone activations and Snapcaster targets. Collective Brutality is very good against aggro decks like Burn. Dauthi Voidwalker is a very good card against decks like AsmoFood and BR Midrange and can be played in the main deck or the sideboard. I also Jace, Vryn's Prodigy Flip in these still of decks as a way of gain card advantage that can be replayed with Lurrus, although it is mostly a pet card for me and isn't really competitive.
7 months ago
7 months ago
Hoooookay. You said you were new, so this is a good try, but we're gonna basically entirely revamp this list.
First, you literally cannot use Mystic Sanctuary in a 3-color deck without fetches, and I do not mean Evolving Wilds . Lose that idea, you can't make it work with the budget you appear to have. (of course come back to it once you can afford 4x Flooded Strand , 4x Polluted Delta , and 2x each Hallowed Fountain and Watery Grave .)
Your(budget) manabase should look something like this:
2x Celestial Colonnade (as a win con)
2x Creeping Tar Pit (as a win con)
4x Port Town
The core of a budget Esper control deck is 4 each Serum Visions, Opt, Fatal Push, Path to Exile, Day of Judgement(or other 4-mana wrath), Archmage's Charm,
The other cards in that list that you should absolutely run are Esper Charm, any Teferi, most Jace walkers, Silundi Vision(run all of those if you can), Saw it Coming, Doomskar.
Chromium is a fine finisher, but don't run 3. Use 1, possibly 2 if you somehow have problems finding it.
I also recommend using Thassa's Intervention and any 5 cmc or less planeswalker with the text 'draw a card' on either of its first two abilities.
Quick edit: shadow63, no, control can stand taplands. But the manlands and MDFC lands are the only real lands that are worth entering tapped. (basically, they end up being extra lands that do a lot but aren't just lands.)
Also, you may want to tinker with how many manlands are used. Additionally, any spell double-faced lands are definitely playable if their spell side is worth casting at any point. Just don't cut lands for them.
You're control -- the things you're doing turns 1-2-3 are mostly Opt, Serum Visions, Path and Push.
9 months ago
11 months ago
Thanks for looking at the mana. I'm not sure about it since I haven't played yet (and next get together is probably in a month or so), but I think you make a valid case with the tapped lands. I want to try out the new MDFCs and I found out i have the U/R and U/B duals lying around. I've swapped them and Interplanar Beacon for Temple of Deceit, Vivid Crag and Creeping Tar Pit. What others would you recommend cutting for more basics?
Perhaps you're right on the 3cmc artifacts too, even though I'd say commander's sphere is decent because it cycles for free when you don't need it anymore. I might add Rakdos Signet and cut Chromatic Lantern.
True that's a combo. I don't think I'll run it beause I don't have the cards currently interesting loop for sure though!
That play pattern appeals, so maybe I'll find room for it later. A bit of randomness like that can make games more fun
Beacon is in now :)
The idea with most artifacts is that they either ramp, proliferate or benefit from proliferation (see the section Card by Card). Which other cards do you feel are part of the subtheme but don't contribute?
If you're talking about Saheeli, Tezzeret and (now x2) Daretti: I think the Business Artifacts in the list (the chain veil, contagion clasp/engine and lithoform engine) are worth fetching / copying even just on their own, but maybe your idea is they don't do enough?
Let me know because I'm curious what you think on the topic, if you have suggestions to spice up the artifact theme I'd gladly hear them!