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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Creeping Tar Pit
Land
Creeping Tar Pit enters the battlefield tapped.
symbol:T: Add 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.
Fluggleshmuggits on
Cube Eternal
3 months ago
Changelog 12/10/22
Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair
IN
- Cathar Commando
- Gideon, Ally of Zendikar
- Gideon Jura
- Parallax Wave
- Haughty Djinn
- Thirst for Discovery
- Hullbreaker Horror
- Baral, Chief of Compliance
- Liliana, the Last Hope
- Liliana, Waker of the Dead
- Cryptbreaker
- Rotting Regisaur
- Massacre Wurm
- Legion Warboss
- Guttersnipe
- Kiki-Jiki, Mirror Breaker
- Ilharg, the Raze-Boar
- Firebolt
- Tooth and Nail
- Biogenic Ooze
- Niv-Mizzet, Parun
- Sin Collector
- Nahiri, the Harbinger
- Grist, the Hunger Tide
- Escape to the Wilds
- Trostani Discordant
- Natural Order
- Celestial Colonnade
- Creeping Tar Pit
- Lavaclaw Reaches
- Raging Ravine
- Stirring Wildwood
- Shambling Vent
- Wandering Fumarole
- Hissing Quagmire
- Needle Spires
- Lumbering Falls
- Tundra
- Scrubland
- Plateau
- Savannah
- Underground Sea
- Volcanic Island
- Tropical Island
- Badlands
- Taiga
- Bayou
OUT
- Quirion Ranger
- Frost Titan
- Crystal Vein
- Cave of Temptation
- Talisman of Creativity
- Talisman of Curiosity
- Talisman of Conviction
- Talisman of Resilience
- Talisman of Hierarchy
- Strionic Resonator
- Sunken Hollow
- Cinder Glade
- Canopy Vista
- Prairie Stream
- Smoldering Marsh
- Irrigated Farmland
- Scattered Groves
- Canyon Slough
- Fetid Pools
- Sheltered Thicket
- Seal of Cleansing
- Battle Screech
- Eidolon of Rhetoric
- Spirit Link
- Shoreline Ranger
- Deep Analysis
- Attunement
- Rewind
- Fate Unraveler
- Visara the Dreadful
- Ultimate Price
- Ruinous Path
- Bloodsoaked Champion
- Scab-Clan Berserker
- Sin Prodder
- Slice and Dice
- Starstorm
- Firebrand Archer
- Vessel of Nascency
- Seal of Primordium
- Lifecrafter's Bestiary
- Abrupt Decay
- Appeal / Authority
- Wear / Tear
- Rhythm of the Wild
- Unburial Rites
- Enigma Drake
chivalruse on
Don't worry... I've got an enchantment for that
7 months ago
Rupture Spire and Transguild Promenade really trigger me. Those aren't lands you should be running in a constructed deck, even in 5 color I don't like it. Also I skimmed the list and didn't immediately see any payoff for putting lands in your graveyard. So Terramorphic Expanse and Evolving Wilds are probably not worth it. I find dual lands are generally just better fixing. Some replacements for the above lands that I prefer are: Path of Ancestry, Silverquill Campus, Waterfront District, Skybridge Towers, Fabled Passage, Thriving Moor, Thriving Isle, Thriving Heath, Celestial Colonnade, Creeping Tar Pit.
tayzillamane on
Oona
7 months ago
So I actually did an order the day before you commented and luckily for me a lot of your suggestions are in my order.
To help with draw I’ve added Gravestorm Rhystic Study Verity Circle Waste Not
To help with lands I’ve added Choked Estuary Creeping Tar Pit Jwar Isle Refuge Mistvault Bridge Salt Marsh Submerged Boneyard Sunken Hollow Swiftwater Cliffs Tainted Isle Temple of Epiphany
To help with mana rocks I’ve added Arcane Signet Corrupted Grafstone Dimir Signet Fellwar Stone Izzet Signet Thought Vessel
I’ve been really contemplating making Mirko Vosk my commander due to the lack of red but I really wanted Xander to work.
multimedia on
Krothuss, The Sailor's Nightmare
1 year ago
Hey, good version, nice Sakashima and Quest. You have 1 too many cards, could cut Millikin.
There's a couple of mana rock upgrades to consider that are within your budget. By cutting Charcoal Diamond and Worn Powerstone for Basalt Monolith and Everflowing Chalice then you add an infinite cast combo with Hullbreaker Horror. The combo is Hullbreaker + Sol Ring + Chalice for infinite casts/colorless mana or Hullbreaker + Monolith + Chalice for infinite casts.
Sol or Monolith make enough colorless mana to cast themselves before they're bounced and by casting Chalice for 0 mana you can bounce them resulting in infinite casts/bounce of Sol/Monolith + Chalice. By controlling two or more Hullbreakers thanks to Krothuss then the combo can bounce all your opponents nonland permanents and you can keep doing this on each of your main phases on each of your turns.
If you want to copy big Leviathans with Krothuss then consider Stormtide Leviathan + Wonder? Stormtide is one of the better unblockable Leviathans because he can also disrupt your opponents from swinging back at you. Wonder is helpful to give all creatures you control flying and you have plenty of Islands as well as effects to get it into your graveyard.
A couple of budget land upgrades are: Sunken Hollow and Choked Estuary. Creeping Tar Pit is another upgrade, it's a little more expensive, but neat because Krothuss can copy it when it's an attacking unblockable Elemental.
Good luck with your deck.
wallisface on
Bogbrew witch black blue control
1 year ago
ModernMonday there’ve been competitive modern decks in the past that have won just by swinging with a Creeping Tar Pit and/or Snapcaster Mage for ten turns - control doesn’t need to have an obvious wincon card if it can take control of the game well enough.
So I guess the thing you need to figure out, is whether you want to play hard-control, combo, or something in-between. Assuming an in-between strategy, I would personally suggest Duskmantle Guildmage + Mindcrank
Grubbernaut on
Grixis Control
1 year ago
I would recommend either going the Murktide Regent or Lurrus of the Dream-Den route; Murderous Rider and the planeswalkers here simply aren't going to keep up with the modern meta.
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.
For SB recommendations: Kozilek's Return is easier to cast than Anger, and instant; and Mystical Dispute is probably better than the Forces, against opposing control decks.
Cheers!
Grubbernaut on
Esper Hole Punch
1 year ago
Some cards I think should be replaced: Creeping Tar Pit, Celestial Colonnade, Path to Exile (giving lands hurts a lot), Doomskar, Haunting Echoes, Wrath of God
Cards to consider: Hall of Storm Giants, Consider, Counterspell, Relic of Progenitus, Prismatic Ending, Drown in the Loch (great card, but nonbo with relic).
You could also just run Rest in Peace/Leyline of the Void and be a mill deck with Kaya as a wincon.
Cheers!
K0rt on
Grixis control
1 year 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.
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