Fog Bank

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fog Bank

Creature — Wall

Defender, flying

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

Juicy_J82 on Bruvac's Millibuster

3 weeks ago

This looks like a sweet deck to play, and I forgot completely about Terisian Mindbreaker--I will have to give that a spin in my Circu deck.

In your defensive card explanations, I wanted to clarify one rules piece before it would come up for you at a LGS or anything. Fog Bank's ability isn't able to stop all trample damage. For instance, if a 6/6 with flying and trample is blocked by Fog Bank, the trampler only needs to assign damage equal to Fog Bank's toughness and then the rest could hit a player or planeswalker.

It's probably too fringe, and I've never built with Persistent Petitioners myself, but I always wondered if Arcane Adaptation would be fun with something like that so that all your creatures were Advisors. Anyway, +1 and a nice build!

kamarupa on Cover Girl

1 month ago

This deck won 1 and lost 1 last night against Siege Rhino, which is not a great match up, as the Rhinos' trample goes through our Fog Banks and Guard Gomazoas and the flying Lingering Souls and Restoration Angel prevent my flying Vesuvan Colossus from hitting for lethal in a single strike. In the second match, I successfully cast Flood of Tears to cheat a Blightsteel Colossus into play for the win. Both matches were long grinds.

DreadKhan on Jinx Master of Chaos

5 months ago

I could be wrong, but I think part of your problem is that you can't run enough wipes to keep pressure down but also cannot run enough creatures to deal with aggro. Some stuff that can help with this include Propaganda, maybe War Tax do a good job at deterring early aggro. Callous Oppressor type cards are pretty powerful, creature theft effects allow you to keep up with aggressive decks running powerful creatures without having to run or cast them yourselves. There might be a couple useful token generators that might fit, Ophiomancer and Ogre Slumlord both provide endless Deathtouch blockers and can deter attacks. My final suggestion to help prevent losses is dedicated blockers, cards like Brash Taunter, this sweet blocker survives many wipes and can make brute force risky to use vs you. There are also cards like Fog Bank that can block fairly well, but remember that low toughness means you're vulnerable to Trample.

I would try out Rite of the Raging Storm, it puts a lot of pressure on the board for anyone but you who can't block a 5/1 trample. Mask of Griselbrand works really well with Rite, but it also works well with any other non-flyer you want to attack with, and helps incase you get wiped/targeted with removal since it can draw cards. The lifegain is a nice perk. Viashino Heretic is a way to blow up artifacts repeatedly that also can deal some damage, if people use large artifacts it can be a lot of damage for mana.

Balaam__ on Remand of the Second Sun

1 year ago

Thanks Barbarian_Sun_Pope, and I like the general feel of Fog Bank. I don’t recall if I ever saw that card before, but if I have I forgot all about it. I’ll add it to the Maybeboard for now in case it proves more valuable down the road for a future revision.

Barbarian_Sun_Pope on Remand of the Second Sun

1 year ago

I like this decklist you put together (+1). I am also seeing this combo for the first time =). Would you consider Fog Bank as a potential blocker. It's flavor text might as well be "Hope nobody has a Lightning Bolt", but it's a fairly good chump blocker.

amarthaler on EDH Arcades, the Strategist

1 year ago

Major update!

The deck has been running well when I draw the right cards, but stalls out or is clunky when I don't draw good cards. I think the best starting point to smooth the deck out is by reducing the amount of counterspells to open up room for smoother mana (in the form of mana rocks), spells that asymmetrically counteract something but benefit me, and some stronger walls that - although will cost more - will have better payoffs. That all being said, here's the ins/outs.

Out: An Offer You Can't Refuse... Wall of Vines... Stoneskin... Wall of Resistance... Treefolk Umbra... Mana Leak... Bane's Contingency... Wall of Stolen Identity... Vedalken Orrery... Wall of Ice... Render Silent

In: Heroic Intervention... Fog Bank... Snake Umbra... Wingmantle Chaplain... Brave the Sands... Talisman of Curiosity... Talisman of Unity... Talisman of Progress... Wall of Nets... Eerie Interlude... Champion's Helm

A lot of card swaps which we'll test out. Some may get reversed back in. That's the fun of developing a deck over time!

amarthaler on EDH Arcades, the Strategist

1 year ago

Updates!

Out: An Offer You Can't Refuse... Wall of Vines... Stoneskin... Wall of Resistance

In: Snake Umbra... Heroic Intervention... Fog Bank... Wingmantle Chaplain

Many games I find myself interacting with counter spells too often and its very taxing on my resources, so I removed 1 counter spell and replaced it with Heroic Intervention to allow a board wipe to happen, but not to me. I also like the Umbras a lot for protecting Arcades, and want to try Snake Umbra for that protection plus card draw. Lastly, I'd like to try Fog Bank and Wingmantle Chaplain so I added them.

LeonSpires on Fun Wall it Lasts

1 year ago

Looks like a fun list. Here are a few suggestions.

I would consider cutting Fog Bank as it can't deal damage due to it's ability. I also think Charix, the Raging Isle doesn't belong here. Arcades only makes creatures with defender able to deal damage equal to their toughness. Charix doesn't have defender.

Because of Arcades ability to draw cards I think you will be disappointed by Ensnaring Bridge. I would also cut Commander's Sphere, Cultivate, and Kodama's Reach for a full set of Bant talismen or signets. Ghostly Prison seems unneeded as running a lot of low CMC walls tends to dissuade early attacks.

Finally I am unsure why you are running the original duals. I feel like you could slot them into a more competitive deck and get away with running basic lands instead. In the same vein I would up the land count. 30 lands is more for cEDH decks that have lower average CMC and run very low CMC ramp.

I hope this helps. Good luck!

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