Fog Bank

Fog Bank

Creature — Wall

Defender, flying

Prevent all combat damage that would be dealt to and dealt by Fog Bank.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Battlebond (BBD) Uncommon
Iconic Masters (IMA) Uncommon
Commander 2014 (C14) Uncommon
Commander 2013 (C13) Uncommon
Magic 2013 (M13) Uncommon
MTG: Commander (CMD) Uncommon
Urza's Saga (USG) Uncommon

Combos Browse all

Legality

Format Legality
Modern Legal
Noble Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
Penny Dreadful Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Fog Bank occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Fog Bank Discussion

Ajsmithhisler on The Black Horde

2 weeks ago

Hi FounderX, I have considered Wonder and is actually in my unlisted maybe pile because of how easy it will be to place into my graveyard. I don't think Fog Bank bank is a good fit for the deck because of how much I mill myself and how likely it is to end up as a dead card in my graveyard.
Ashes of the Fallen is a fun card card and a great way to recur some non-zombies. I will have to consider it. Thanks for the suggestions and upvote! Cheers

FounderX on The Black Horde

2 weeks ago

Wonder, though not a zombie still a good card to have in your yard against flyers. A Fog Bank can also be handy against a big flyer. Or use some non-zombie flyers and use Ashes of the Fallen to fetch non-zombies back.

Azeworai on Life Drain - EDH

3 weeks ago

Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.

So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.

Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.

So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.

Alright, same drill but I wish to offer some substantiation afore I denunciate these.

  1. Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.

  2. Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.

  3. Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.

  4. I have never seen Dramatic Rescue ere now, but I know not why it would be run. Just put in a Swords.

  5. Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.

Lovely! Now upon what I would add.

Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.

Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.

Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.

I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.

Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.

As options for better counterspells, Absorb, Counterspell, Negate, Countersquall, and Dovin's Veto are all cheap whiles bearing value at all moments in the game.

Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.

That's all from me! Have a lovely day.

Oh, and I suppose I'll put a deck of my own here. Let the Nightmare Go On.. is a constant favourite of mine and The Lands Restored offers commensurate enjoyment.

Thank you and farewell.

ShiltonCDXX on Build the Wall (need help)

1 month ago

Hey man Fog Bank is a great addition to any wall deck imo.

Kogarashi on Banding Mechanic

2 months ago

The important thing to note is that with a blocker with banding, you only get to assign the combat damage from the creature(s) that particular blocker is blocking.

Wall of Caltrops only gains blocking if at least one other Wall and no non-Walls block the same creature as the Wall of Caltrops. This means your Fog Bank and/or your Wall of Glare will have to block the same specific attacking creature as the Wall of Caltrops, or else the Wall of Caltrops won't gain banding.

If you do meet that condition, you only get to assign the damage from the creature they blocked. This means 14 other creatures (in your example attacking horde of 15) will still be assigned per their controller's preferences.

Reidzee757 on Banding Mechanic

2 months ago

If I were to block a large force, say 15 creatures/tokens (all able to be blocked, IE no flying), with Wall of Caltrops, Fog Bank and Wall of Glare, I would be able to to assign all the damage Wall of Glare took to Fog Bank due to Wall of Caltrops' ability, right? Furthermore, would it be counted as all three walls blocking as one, or would it be Wall of Caltrops blocks 1, Fog Bank blocks 1 and Wall of Glare blocks 13? Like if I wanted to add Wall of Frost to the original three walls, would its ability affect the attackers blocked by Wall of Glare as well?

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