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Moxonomy

Caustic Tar

Enchantment — Aura4 generic manaBlack manaBlack mana

Six mana to turn a land into a repeatable three-point clock is the kind of math that only makes sense once you stop thinking about racing and start thinking about inevitability. This is a win condition built for the control deck that has already locked the game up: the board is stalled, the opponent is out of threats, and you would rather not draw into a creature that might trade or die. Attaching the clock to a land rather than a creature is the whole gambit. Lands sit outside the removal most decks pack, so once the Aura resolves, the only outs are enchantment hate or a way to destroy the land itself, neither of which a lot of decks run by default. The cost is the slow speed: three life lost per turn means seven activations to close from twenty, which is glacial, but a control deck that has stabilized is in no hurry. The ability strikes a player directly rather than dealing damage, so it cannot be aimed at a planeswalker or anything else; it simply grinds a life total down regardless of what stands in the way. Land-enchantments that grant a damage-by-proxy ability are a small and mostly forgotten design pocket, and this one lingers in memory as the one that did the idea no harm: a do-nothing-now, win-eventually engine that asks only that you live long enough to keep tapping it.

Caustic Tar (a25)
A25 · #81uncommon
Pricing
Normal: $0.15
Foil: $0.22
Oracle Text

Rules text

Enchant land Enchanted land has "Tap: Target player loses 3 life."
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

3 sets
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