Ethereal Haze

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Common

Combos Browse all

Ethereal Haze

Instant — Arcane

Prevent all damage that would be dealt by creatures this turn.

Ethereal Haze Discussion

xtechnetia on Seasons' Approach: How the seasons go by...

3 weeks ago

seshiro_of_the_orochi:

So me personally, I'd take out a couple of the fog effects for Duress (maybe some Ethereal Haze as that's the same cmc). The hope is that taking a key card from your opponent's hand saves you at least the same amount of life as the fog effect.

Although this depends since Duress doesn't hit creatures, so if you play against lots of creature heavy decks, maybe Duress isn't so great.

leflesh on Sack of Feathers

1 month ago

Consider Blessed Breath , Spiritual Visit , Ethereal Haze , Terashi's Grasp , and Crack the Earth for repeatable Protection, (non-flying)spirit token generation, Fog, Disenchant, and 1 Counter Smokestack

Into the Fray and Hundred-Talon Strike are two additional ways to make the previously mentioned Arcane spells gain a friendly target for Feather to trigger.

hellhole3927 on Mono White Control 2018

2 months ago

First take 4 Plains off this list and add a playset of Flagstones of Trokair , it's a must have for any mono-white deck. They sacrifice into each other due to the legendary rule, which will prevent unnecessary lands from being drawn late game..

On the sideboard I would recommend cutting Wrath of God for a playset of Terminus . It's much better in my opinion, it won't benefit Dredge, Delve, and Living End decks etc. Also if you ever get mana screwed and end up top decking for answers it's always gonna end up as a one drop board wipe. In the end Wrath of God is a 4 drop Terminus will always be a "1 drop" when needed.

I'm not sure what would be worth cutting, but Holy Day and Ethereal Haze are always pretty decent 1 drops, and when against burn you have Hallow . In the end those fog spells (except for Hallow ) almost turn into 1 drop instant speed "take an extra turn" spells.

Thalia, Guardian of Thraben is also a good option, it turns off Storm, slows down opposing Control decks more than you're deck would be, etc. I don't think it's worth a slot mainboard, but definitely a great sideboard for this deck.

Damping Sphere is usually something I would put a playset of on the sideboard. It slows down Eldrazi & Taxes and it turns off Tron and Storm. Not to forget if someone ever ends up playing filter lands in a deck it will hurt those too.

Last, but not least Nykthos, Shrine to Nyx might be worth some slots in the deck, I would recommend 1 or 2 probably no more than that though.

kamarupa on Supreme Sun

3 months ago

I know Approach of the Second Sun is a turbo-fog win-con, so I'm going to suggest Holy Day , Riot Control , Ethereal Haze , and Pay No Heed as possibly useful spells here. Cyclonic Rift also comes to mind as a particularly good fit here.

Darth_Savage on Divine Genesis

3 months ago

You probably want Doomed Traveler in this deck, Tithe Taker could also potentially be a good fit, as could Raise the Alarm . Cast Out costs too much; Journey to Nowhere / Banishing Light / Banisher Priest and others all exist, most of the time it will just end up drawing you a card.

Token based decks often feature Intangible Virtue , but your plan is more like a deck looking to stall and disrupt your opponent until you can resolve Divine Visitation. The issue here is that 4+ mana is a lot in modern, Anointed Procession is a similar card to Divine Visitation and suffers the same issue. If you play these cards on the curve, so turn 4 or 5, they have no impact on the board that turn. You have spent a lot of mana for no immediate effect, this isn't a good thing.

To let you survive long enough to trigger Divine Visitation, you probably need access to Fog effects like Holy Day / Ethereal Haze . Modern can be very fast, if your win condition is 5 mana then you better either have ramp or a way to stall the board. You can stall a little with removal and Mana Tithe alongside creatures like Hunted Witness, but I'm not sure if that will be enough. The only way to know for sure is to play the deck, so I guess I'll wish you luck and I hope the above is helpful to you.

wonderboyrox on You just got Noped!

3 months ago

Darth_Savage First of all, thanks for such an in-depth reply. I can really appreciate feedback that involved more than 5 seconds of thought. Let me try to address some of the feedback you gave me, and give you some insight into some of my choices. Let me preface this by saying that I haven't really done much with this deck in at least a year. As the sideboard meta in modern shifted more heavily towards artifact hate (due to Tron, KCI, Lantern, and others), any/all variations of lantern control went right down the toilet. So with that said, I became okay with the fact that this deck was going to be more of a casual fnm homebrew than a competitive netdeck variant.

1.) " Ghostly Prison or Norn's Annex aren't Ensnaring Bridge, but they would offer some protection." -True. However, simply put.. they are just less effective Ensnaring Bridges, attempting to do the same thing, but not as well. The whole point was to move this deck away from relying so heavily on a stall tactic like Ensnaring Bridge .

2.) "Your other options are fogs Holy Day / Ethereal Haze , these only stall a turn, or you could try bounce Boomerang / Vapor Snag , lastly there is Silence ." -Again, you're not wrong when you think along the lines of "stalling", but when you try to think about how to manage a lantern deck without a heavy stall mechanic, then you start to realize that none of these are good options. Not only do they just fall far short of what Ensnaring Bridge would effectively do for me, but they essentially try to offer me the same win con. Think outside the box. Not.. what else could I do instead of Ensnaring Bridge?, but rather.. what else could I do instead of stalling the game?

3.) " Glint-Nest Crane , this is 2 mana, compared to Ancient Stirrings , Faithless Looting or Serum Visions , the fact it has a body is less relevant than the extra cost." -100%. However, one of the biggest challenges with Modern Lantern is that their mana base is far too greedy. After 15+ years of playing this game, I have found dual color decks to be the sweet spot for most mana bases, and prefer to keep my decks there. Now, while Serum Visions is a nice 1 mana cantrip that fits my colors, I believe that the Crane offers me more versatility. A body to block, a creature with a form of evasion, and helps me to dig deeper for my win con. Keep in mind that my 1 mana slots are plentiful in this deck, it is not as if I am missing out on many turn 1 drop opportunities.

4.) "You could run a finisher Indomitable Archangel / Bastion Inventor / Myth Realized or go wide Monastery Mentor " - Bastion Inventor is the only suggestion here that stands out to me as something I hadn't thought of. It doesn't really fit the theme of 5/5's bashing you in the face, but it would certainly make for a nice sideboard threat for when my opponents think they have me on lock. The rest of your suggestions again don't fit my manabase, which I already addressed earlier.

5.) " Whir of Invention would also help you find your Darksteel Citadel or lock." -This is a suggestion I have struggled with a lot. The lantern community as a whole swears by this card, and albeit.. with good reason. And perhaps that is why I have my reservations when it comes to this card. I strive to make a deck my own. Not to copy pasta what others have done. My biggest concern with this card is how it negatively effects the manabase. UUU is just not a good mana cost for a deck running 6 colorless lands. It's why most Whir Lantern decks have cut Ghost Quarter or Inventors' Fair .

And finally.. 6.) "your deck is suffering from a clash between the control nature of Lantern and the aggro nature of Ensoul Artifact" -I don't entirely disagree with you, however, this was the purpose of the deck from the get go. The big question for me has always been.. how do I turn slow lantern into aggro lantern? I concede that the very nature of lantern IS slow and controlly, but.. I am the type of player to think outside of the box. If there is a way to make it happen, I will find it. And even though this deck has been put on my back-burner for a while, I am sure I will revisit that very question again ...eventually.

Darth_Savage on You just got Noped!

3 months ago

I can respect your dislike of Ensnaring Bridge, I primarily play a Hollow One aggro deck (Power 4 is Ferocious) and Bridge is the pits, it's one of the cards that drive the aggressive turn 4 play-style of Modern... That being said, part of the modus operandi of control is controlling the board state, or at least stalling it. Ghostly Prison or Norn's Annex aren't Ensnaring Bridge, but they would offer some protection. Your other options are fogs Holy Day / Ethereal Haze , these only stall a turn, or you could try bounce Boomerang / Vapor Snag , lastly there is Silence . Upping the threat count, especially when that threat is less efficient like Tezzeret's Touch is rarely the correct answer for a control deck.

A secondary issue is your enabler, Glint-Nest Crane, this is 2 mana, compared to Ancient Stirrings , Faithless Looting or Serum Visions , the fact it has a body is less relevant than the extra cost. Again if you were punishing fast plays with something like Rule of Law / Damping Sphere , then this wouldn't be such an issue, but you aren't...

You could run a finisher Indomitable Archangel / Bastion Inventor / Myth Realized or go wide Monastery Mentor , if you want to close out the game quicker Whir of Invention would also help you find your Darksteel Citadel or lock.

I get the feeling that you want to play a control deck, but don't actually like playing control, if that makes sense? Decks tend to perform better if they have a clear concise goal, in effect synergy, your deck is suffering from a clash between the control nature of Lantern and the aggro nature of Ensoul Artifact. I hope this comment is helpful and I wish you luck brewing your deck.

Darth_Savage on Abzan Hidden Visitation

3 months ago

I'm going to start with something basic, Evolving Wilds makes very little sense, in any deck outside of Commander. Let me explain, it will always put a basic land into play tapped, tempo wise that isn't better than cards like Temple of Silence or Scattered Groves , which have an additional upside. This is true even thought you are trying to trigger revolt.

Emmara, Soul of the Accord might be a good choice, if you had a way to tap it without attacking such as Smuggler's Copter but you don't, nor would it be a particularly good fit for your deck. Rather than the Emmara you might be better using something like Raise the Alarm .

Token based decks often feature Intangible Virtue , but your plan is more like a deck looking to stall and disrupt your opponent until you can resolve Divine Visitation. The issue here is that 4+ mana is a lot in modern, Anointed Procession is a similar card to Divine Visitation and suffers the same issue. If you play these cards on the curve, so turn 4 or 5, they have no impact on the board that turn. You have spent a lot of mana for no immediate effect, this isn't a good thing.

You are looking to build a midrange style combo deck, Divine Visitation can only really work in a combo deck. To let you survive long enough to trigger Divine Visitation, you probably need Fog effects, Holy Day / Ethereal Haze or more hand disruption Thoughtseize and removal Fatal Push / Path to Exile.

The Modern meta is full of 1 mana enablers that fuel fast decks; Aether Vial , Ancient Stirrings , Faithless Looting and Noble Hierarch these cards define the format. It also has access to big mana Urza's Mine , Urza's Power Plant and Urza's Tower , which can play threats which wouldn't normally be seen; Karn Liberated , conveniently 7 mana is what the 3 Urza lands produce, if they are all in play. Which brings me to the last part of the modern meta, answers. Modern has some of the best answers you could want, you have a few of them in your deck already...

What the entire paragraph above was trying to say is, Modern can be very fast, if your win condition is 5 mana then you better either have ramp or a way to stall the board. You can stall a little with the removal and discard alongside creatures like Hunted Witness, but I'm not sure if that will be enough. The only way to know for sure is to play the deck, so I guess I'll wish you luck and I hope the above is helpful to you.

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