Creeping Tar Pit
The manland's contribution to the genre, and the one that solved a problem its predecessors only flirted with: how do you make a creature-land that actually finishes the game? Earlier designs in this line gave you a body and a color, but a wall of blockers stops a creature-land the same as any other attacker. The activation here buys unblockability along with the animation, which reframes the whole proposition. The land is not just a threat that dodges sorcery-speed removal by sitting back as a land on your opponent's turn; it is an inevitability engine. Once it can attack, the only answers are instant-speed removal or a sweeper, and both cost the opponent a card to kill something that produces mana when it is not killing them. That clock matters more than the modest body suggests: a few swings close out a game that grinding control mirrors otherwise never end, because the threat costs nothing in the deck's nonland count. It enters tapped, which is the tax that pays for all of this, slowing the early curve in exchange for a manabase slot that doubles as a win condition immune to most board wipes. The dual-color requirement on the activation keeps it honest as a commitment rather than a free splash. For a long stretch, this was the reason a controlling Dimir deck could win without ever drawing a spell that says "win."

Rules text
Format Status
More formatsFewer formats
Other printings
- Doctor Who#858
- Doctor Who#486
- Doctor Who#1077
- Doctor Who#267
- Commander Legends: Battle for Baldur's Gate#888
- New Capenna Commander#396
- Zendikar Rising Expeditions#24
- Ultimate Box Topper#U34












