Format Legality
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
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



Prevent all combat damage that would be dealt this turn.

Price & Acquistion Set Price Alerts





Recent Decks

Fog Discussion

Kjartan on Control and stomp?

4 days ago

oki, Revealing Wind could also become Fogs

TypicalTimmy on Card creation challenge

1 week ago

Yi'Nactal, God of Sight

Legendary Creature - God

Indestructible, Shroud

When Yi'Nactal, God of Sight enters the battlefield, scry X where X is the number of mana symbols on permanents you control.

Pay 3 life: Draw a card.

Discard a land: You gain 3 life.


Choose any card in Pauper and upgrade it to Rare status with an appropriate increase in both mana cost and function. Keep the same name and put it in brackets so we can tell what card you upgraded.

For example:


Instant (Rare)

Remove all attacking creatures from combat. Prevent all non-combat damage dealt to you and permanents you control this turn.

The only thing more terrifying than the fog banks of Innistrad, are the horrors that lurk within.

Now it's your turn :)

TheRedGoat on Heaven & Earth

1 week ago

So how competitive are you really wanting your build to be? I mean, you've got some of the most powerful angels being used in your deck, but then you have Herald of the Host. A card that, while decent, tends not to be used outside of tribal/token shenanigan decks. And further in that regard, if you're wanting specifically a competitive angel tribal, then you're missing out on quite a few treasures out there.

From what I gather, angel tribal tends towards winning via an abundance of decent to powerful beaters that also defend you with soft anti-control abilities (like your commander's hexproofing), and prison effects (see Iona). Mono white for sure has to rely on this because forcing long games is how they draw cards. but you have green so really you can get away with playing full defense or full offense instead of trying to balance it out if you wanted to.

White in general tends to gain purely utility from adding green. Proper ramp cards, creature counting card draw, tutors for your creatures. That's the most important things, which you have covered for the most part, but you also gain access to Fog effects and hexproofing (there's equipment for that too but you probably know that anyway). If you're not running angel tribal specifically, then there's a lot of things you can play that will add to being a simple creatures matter build. Emphasizing those that have strong abilities as well as good bodies to fight with.

Anyway, I'll have to get back to you later for anything specific. If you could tell me what your playgroup tends to do I can be far less vague and offer much better advice.

cdkime on Simple translation question

3 weeks ago

To answer your first question, I think there are two problems in this rule as written.

First, it properly is two different rules combined into one, which is extremely poor (but quite common) statutory construction.

The first rule, on its face, seems easy--going infinite loses all your points. Unfortunately, it's not clear how that is done. Is simply activating the infinite combo enough, even if you do not carry through? Do you have to actually go infinite? From the text it is not exactly clear.

The second rule is a bit more complicated. Personally, I read it to mean you can't simultaneously have 3-4 interactions between multiple cards, based on interpreting "interaction" as how two cards trigger off one another, and the term "at once" to mean all these interactions must occur simultaneously. I read the rule as a method of cutting down on hard-to-explain combos with a considerable number of pieces.

But that's not a 100% perfect reading. You could count the entire combo involving 4-5 cards as a single "interaction." Personally, I don't think that's a correct reading, but I know there are plenty of people who do. Then, "at once" would not mean "while all these items are on the stack" but rather "one after another after another."

The entire thing is extremely vague, fails to define critical terms, and subject to multiple interpretations. Based on my experiences, whoever wrote this has a promising career in local government.

I would recommend determining what you want to prohibit, and then writing your own rules. When it comes to rules, more is more--trying to jam multiple rules into the same paragraph to save space ultimately ends up with unintended consequences.

I think your rule limiting the numbers of use of a combo would do as you intend, without overly limiting deckbuilding.

However, rather than punish someone for playing a deck they want, you can instead reward individuals for thinking outside the box. Since this is a point-based system with achievements, you can simply add some achievements for individuals to strive for, where the points for completing them might justify using a "worse" deck.

For some examples:

SirKnightDude on Grothama, All-Devouring, All-Drawing, All-Cheating

3 weeks ago

Remove anything that doesn't say, "you may draw a card when a creature enters" or you might just deck yourself with your all-cheating. Momentous Fall, Soul's Majesty, or Life's Legacy could probably draw much better than Elemental Bond. With all the card draw this deck does, some redundancy with maximum hand size helps a lot. Spellbook, Library of Leng, Thought Vessel

I'm thinking a Brass Squire would be a nice inclusion, especially with some of my suggestions, or just because you move a lot of equipment around. Helm of the Host, can let you copy Grothama and have it fight itself for 20 cards drawn.

There are two big glaring weaknesses of this deck: Flyers, and removal. For removal best to worst: Beast Within, Song of the Dryads, Karn Liberated, Argentum Armor, Steel Hellkite, Spine of Ish Sah remove anything. Reclamation Sage, Acidic Slime, Bramblecrush, Woodfall Primus can slow down your opponents while building your board.

Never go without graveyard interaction, Tormod's Crypt, Scavenging Ooze, or Relic of Progenitus will put an end to the Spore Frog + Meren of Clan Nel Toth combo, Archaeomancer + Time Warp, and other shenanigans

Multani, Yavimaya's Avatar and Ulvenwald Hydra are both giant reach creatures that hang back on D. They can fight Grothama and live too, just be sure to Fog so they don't go attacking with 10 damage marked on them. Tornado Elemental, Whirlwind, or Hurricane can deal with your archetypal Angel, Demon, or Dragon, tribal decks. Alternatively, Deadly Recluse or Hornet Queen will make no one want to attack you

Boza on How does Turn the Tables ...

3 weeks ago
  1. Combat damage is dealt at the same time (beginning of damage step), so there will 1 instance of 6 damage directed at one of the dinos. The other dino will modify that to 1 damage.

  2. Turn the Tables simply redirects the combat damage, it does not deal any damage itself, so the damage is still combat damage and Mark of Asylum will not be able to prevent it, but Fog will.

Goretast on GW Token Pump

3 weeks ago

Heliod, God of the Sun and Ant Queen are strong token generators. Mirari's Wake is a great anthem/mana doubler. Gavony Township is also good for heavy creature strategies like yours. You might also consider Craterhoof Behemoth as a finisher and Elesh Norn, Grand Cenobite. I'd also replace Fog with Constant Mists for a fog you can keep using.

AlphaAuthority on Competitive 5C Constellation

4 weeks ago

SynergyBuild I can't really see why you would go "full retard" on me now? You can't deny that the cards in mention are resource denial, taxing and disruption effects, aka stax cards.

My prison cards are the most iconic prison effects there is, aka prison effects.

It's hard to comit fully to one of the two, since theres alot of build around when it comes to apure stax or prison cEDH deck. My decklist could arguably be pillow forting as well, but pillow forting would in my sense of the decktype be running No Mercy, Forcefield, Solitary Confinement and Fog effects, hindering people attacking you or making is super inefficient to the point of losing the exchange in every way.

Don't be stupid, have a grown up discussion instead of using invalid and nonsense arguments.

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