Home / Magic: The Gathering / Ravnica Remastered / Creeping Chill
Creeping Chill
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Sorcery

Creeping Chill

uncommon · Sorcery · Ravnica Remastered
$1.25
Low
$1.47
Market
$1.84
High

Oracle Text

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.

Card Details

-/-Power / Toughness
{3}{B}Mana Cost
1Prints

Character Background

Creeping Chill reads like a cold, inevitable hand from the back of your deck: thematically it’s a creeping frost that punishes opponents whenever your library is disturbed, and mechanically it best supports grindy control and attrition strategies (and shines in multiplayer pods where “3 damage to each opponent” scales very well). Cast normally as a four‑mana removal/finisher that both dents opponents and buys you life, or build around its mill trigger to get free repeatable reach — specific synergies include Mesmeric Orb or other self‑mill/library‑manipulation effects that can put cards from your library into your graveyard, plus redundancy in multiples to increase the odds of an on‑deck trigger. Deckbuilding tip: pair it with cantrips and tutors to smooth draws and with sweepers or removal to keep life totals low so the Chill closes the game; in Commander, the simultaneous damage plus life gain makes it a low-risk, high-impact inclusion for blue‑black or Rakdos shells that want incidental reach without sacrificing card advantage.

Generated using gpt-5-mini

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Suggested Pricing
$1.25 - $1.84
At the current market price of $1.47.
Average Time to Sell
3 days
At the current market price of $1.47.

Public Decks Using This Card

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Character Background

Creeping Chill reads like a cold, inevitable hand from the back of your deck: thematically it’s a creeping frost that punishes opponents whenever your library is disturbed, and mechanically it best supports grindy control and attrition strategies (and shines in multiplayer pods where “3 damage to each opponent” scales very well). Cast normally as a four‑mana removal/finisher that both dents opponents and buys you life, or build around its mill trigger to get free repeatable reach — specific synergies include Mesmeric Orb or other self‑mill/library‑manipulation effects that can put cards from your library into your graveyard, plus redundancy in multiples to increase the odds of an on‑deck trigger. Deckbuilding tip: pair it with cantrips and tutors to smooth draws and with sweepers or removal to keep life totals low so the Chill closes the game; in Commander, the simultaneous damage plus life gain makes it a low-risk, high-impact inclusion for blue‑black or Rakdos shells that want incidental reach without sacrificing card advantage.

Generated using gpt-5-mini · Updated at 2026-05-16 16:40:44 UTC

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