Fog

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan 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
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Magic 2014 (M14) Common
Magic 2013 (M13) Common
2012 Core Set (M12) Common
Masters Edition IV (ME4) Common
2011 Core Set (M11) Common
Archenemy (ARC) Common
2010 Core Set (M10) Common
Seventh Edition (7ED) Common
Beatdown Box Set (BTD) Common
Classic Sixth Edition (6ED) Common
Fifth Edition (5ED) Common
Mirage (MIR) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Fog

Instant

Prevent all combat damage that would be dealt this turn.

Price & Acquistion Set Price Alerts

EMA

M14

M13

Ebay

Fog Discussion

dragonforce60 on Copy Cat

2 days ago

If you replace rampant growth / Steve for stable copy-sources like Birds of Paradise , Llanowar Elves , or Elvish Mystic , you could probably cut to 22 lands * bites fist * off-the-charts total CMC but i'm still gonna say it!

Modern is fast... may need a healthy ammount of answers in the mainboard.. Mana Leak , Remand , Spell Snare , perhaps a white splash for cheap cards like x3 Path to Exile , or red for x3 Lightning Bolt , or black for x4 Inquisition of Kozilek .. could even try x2 Fog depending on who you are as a person... x2 Dismember ... 2 man-lands always helps Treetop Village etc.. That's such a cool combo though! Thing in the ice may work too hahah. Phantasmal Image is really expensive but iunno it does exist... In terms of sideboard you have access to stuff like: X2 Dispel , Negate , Tormod's Crypt , x3 Scavenging Ooze , Nature's Claim , x2 Ratchet Bomb , x2 Spellskite etc..

all the x2, x1 etc.. in this comment are actually popular #'s of the card from "commonly played cards in modern" on mtggoldfish (or my own research on how many to run).

Best of luck that is so cool

dragonforce60 on Gruul Balls to the Wall

2 days ago

2 Birds of Paradise would allow you to run 22 lands. I read a "commonly played cards in modern article" and it was 3 bolts average in the # played column (something to consider for any cuts). That other guy may be right about Scavenging Ooze , it saved me from 1 life twice in the same game last week. Vexing Devil is pricey but seems pretty amazing. 2 Dismember could add to your answer-game, so could a few Fog ...? maybe? I've seen Uktabi Drake as a 2-of in some pro tour decks... In terms of sideboard you have access to Smash to Smithereens , Rending Volley , Nature's Claim , Pyroclasm , Radiant Flames , Ratchet Bomb , Spellskite , Tormod's Crypt , Vines of Vastwood etc..

Mainly it's aggro and i'd say birds. Prolly modern ready hahah gotta playtest right

GoldenAgeBatman on Anointed Procession Deck with Cats

6 days ago

My girlfriend plays a cat tribal deck where she stalls with Fog imprinted on Isochron Scepter . It's hilarious watching her frustrate aggro players with it.

ClockworkSwordfish on Shadow folk

6 days ago

Since you're relying on all of your creatures being unblockable, you might appreciate Warriors' Lesson as a cheap way to draw some cards. Likewise, Phytoburst is probably more efficient than Giant Growth, since surprise value is kind of wasted on an unblockable attacker.

It might be need to run some fog effects - Fog and Holy Day are fine, but Tangle and Moment's Peace are ideal - since you can't block your opponent's creatures, either. That way you'll ensure you can win the damage race!

Darth_Savage on Anointed Procession Deck with Cats

1 week ago

This is what a deck built around Anointed Procession / Parallel Lives (and you need both to avoid extraction effects) would look like Anointed Procession - demo. You would use Fog or Ethereal Haze to stall your opponent and build counters on Luminarch Ascension or the planeswalkers Nissa, Voice of Zendikar and Gideon, Ally of Zendikar . You have cheap one drops that make tokens Doomed Traveler and Centaur's Herald . There is even a card that protects all your stuff Privileged Position and an incase of emergency Gather the Townsfolk . You have Adorned Pouncer and Honored Hydra in your sideboard because after the first game your opponent will remove any graveyard hate and add enchantment and planeswalker hate, what form this hate takes will depend on the deck you are playing against...

Decks which want to use tokens aren't tribal decks, in fact they rarely have creatures other than a few basics to keep them alive. My first demo deck, Procession of 9 Lives - Demo was essentially a tribal aggro deck, which is what your deck is at the moment. This new demo deck is an Anointed Procession deck, there isn't a cat to be seen in the main-deck and it plays very differently to your deck...

Apollo_Paladin on THE PETITIONS OF HILARITY

1 week ago
  • First of all, this deck should not have the Standard tag as it includes numerous cards illegal in the format, so I'm going to assume you meant it as a Legacy build.
  • I feel that Blossoming Defense is superior in pretty much every way to Dive Down for its offensive capability.
  • Also, if indeed this is a Legacy build and not Standard, you could upgrade Root Snare to Fog and save 1 mana to obtain the same effect.

cdkime on Pattern Recognition #95 - Slow ...

2 weeks ago

I find some of your "never awarded" points rather surprising. I am curious, was this league mostly casual, non-spike players? I do not mean that question derisively, it just seems that there is a lot of room to abuse these rules, and purposefully design your deck so it might not win every pod, but it will still receive points as if it did.

To provide an example, my immediate thought upon reading these rules was to spend a considerable number of substitutions on Fog effects. After all, if you use three Fog effects in a single game, even if you are the pod's loser, you've still come out with the same number of points as the winner. With a little bit of effort, you can durdle around until you are in second place, netting you more points than the pod's winner. That does not seem all that healthy from a tournament stance.


With regards to combos, rules punishing combos are probably the most commonly proposed ones I see whenever someone on this site asks "how do I structure tournament points." Simply put, these rules are selfish and unfair--you're basically saying "you are not allowed to play the game the way you enjoy because I don't like the way you play. You either will play my way, or you can suffer."

If you want to make combos harder, you can implement a league-specific banlist. Things like Paradox Engine, which enable a good deal of combo decks, might be prohibited. This allows players to still build and play infinite combos if they enjoy them, while also slowing down the combo-player, giving other archetypes some options.

With regards to time, we have Rule 702 allowing shortcuts and Rule 104.3a allowing players to concede. By all means, punish players who either (a) unreasonably withhold the allowance of shortcuts after a combo has been demonstrated to work and (b) players who refuse to concede the game, despite the fact it is demonstrated the combo will end the game and no player has the ability to stop the combo.

Then you are at least punishing the players who are slowing down the game or making it last indefinitely, not the person who legitimately deserves the win (unless they're the one unreasonably withholding the shortcut).


Perhaps it is the attorney in me, but the number of times you implied "the rules were arbitrary and could change on the fly" was extremely concerning. Rules are an important part of the game, and if they change mid-game, that's going to mean players designed their decks with incomplete information, resulting in sub-optimal choices they might regret.

One could always change the league rules in the next iteration, but the rules should be sacrosanct from start to finish of any given tournament.


Which, brings me to the Asshole Rule, which I inadvertently left off on my first post. This is an arbitrary rule, that allows the tournament overseer far too much leeway in application. Without set guidelines, this provides the overseer to effectively punish whatever persons or playstyles they find distasteful, based upon personal whims.

berryjon on Pattern Recognition #95 - Slow ...

2 weeks ago

cdkime: Having, you know, actually played with these rules, allow me to address with your concerns in order.

Dealing Combat Damage is, yes, a bonus for moving quickly, but in practice, it didn't really happen until turn 3 on average. I mean, on week four, I got it when I had a Scute Mob in my opening hand, but no one went out and aimed for this. It was a bonus of opportunity.

Lethal Commander Damage: Never happened. In 18 rounds, 3-4 tables each round, it never happened. Once again, it's a bonus, not a goal.

Casting Commander Multiple Times: This is a straight up Gimmick point that, from what I was told, was added because in a previous league, someone was desperate enough to pay for their Commander that many times, and was given an ad-hoc reward for their persistence which was later codified. It happened a couple times with some of the cheaper Commanders, but I never saw it at my table. Usually the game was over by the third casting.

Saving Another Player is definitely a social aspect. Are you keeping another player in the game? Have a point! And no, keeping a player in the game by not attacking their empty board with your horde of creatures didn't count. But casting Fog in response to when you as Player A is a bystander to when Player B tries to swamp Player C would count. It too is a point that was never handed out during the League.

Attacking Last Place: No, not life total. League Point Total. And it was only applied if that person was attacked first at the table. It encourages backing off from the player who is having a rough league in general. Or new players who are still learning the ropes of Commander and thus trend toward the bottom of the standings.

Killing Everyone at Once: This is a lesser version of the "Don't be an ass" rule that you had no problems with. It's meant to discourage players from waiting for one big blowout turn to show off how awesome their modified decks are. Now, it can be waived at the discretion of the table. The example cited was a player who once, seeing everyone stabilized, cast Earthquake for lethal on the entire board. That person didn't get penalized because they didn't win, they just ended the stalemate of a game.

Not Casting your Commander: Did your Commander enter the battlefield? No? Lose a point, sorry. Yes. I got hit with this a couple times over the League.

No Infinite Combos: You do know that Commander as a format defaults to Combo as the "proper" way to play the game, right? I did a whole article about this. You also know what ICs do? They stop the game as players take excessively long turns, or keep repeating turns. The player with the Saheeli deck got hit with this when he took a twenty minute turn because of all the moving parts in his deck. Because ICs are "I'm playing the Game, and You're Not" and it becomes a race to see who goes off first.

In motion, and practice, the points system is self-regulating, and can be adjusted on the fly by the consent of the table. It's not what you make it out to be.

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