Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Eternal Masters Common
Magic 2014 Common
Magic 2013 Common
2012 Core Set Common
Masters Edition IV Common
2011 Core Set Common
Archenemy Common
2010 Core Set Common
Seventh Edition Common
Beatdown Box Set Common
Classic Sixth Edition Common
Fifth Edition Common
Mirage Common
Fourth Edition Common
Revised Edition Common
Unlimited Edition Common
Collector's Edition Common
International Collector's Edition Common
Limited Edition Beta Common
Limited Edition Alpha Common

Combos Browse all



Prevent all combat damage that would be dealt this turn.

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0.04 TIX $0.04 Foil


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Fog Discussion

Primusfan42 on Laboratory Maniac Control

13 hours ago

Okay, that makes sense. Most people use fetch lands such as Windswept Heath and Flooded Strand paired with shock lands like Breeding Pool, Hallowed Fountain and Temple Garden. I have had pretty consistent mana ratios with 4 of each of the relatively cheap fetch lands (the two that I mentioned--Misty Rainforest is way outside of my budget margin) and 1 of each shock land and filling the rest with basics. Yours might need the cards like Seaside Citadel because Plasm Capture is such a key card, and it is not easy to get four specific symbols without more non-basics. However, entering the battlefield untapped is a huge deal. Something like Glacial Fortress might be better. Can you please sort the cards in your deck by type so that it is easier to analyze? You could try playing a few planeswalkers. I like the cheap ones: Jace, Architect of Thought and Jace, the Living Guildpact both fit a tight budget and help filter through your library to find the cards that you need. The former has the advantage that his plus ability allows him to protect himself, and the latter is nice because his plus ability digs. You could try a mix of them and see which one you prefer. Garruk Wildspeaker is also a strong choice because you can immediately untap your land to cast counterspells. Pumping out beasts isn't as valuable for you as sifting through your deck, but untapping the land can help you cast the big spells like Tooth and Nail. I don't know how much value spot removal will have for you. It might be better to use the spells like Silence and Fog that can shut down an entire turn for most opponents. Basically, I am saying that the Oblivion Ring may need to come out of the deck and sit in the Sideboard for awhile. It is very solid, but you will probably feel happier with it there so that you can swap it in when it is worth playing. Against most of the quicker decks, you will see huge armies of goblins or tokens instead of single threats to remove. If you want, you can throw your Maybeboard cards and those that I have mentioned that piqued your interest into the deck, so we can see where it stands and decide which cards to cut. Usually when I build a new deck, I begin with a huge pool of cards and examine all of the possible interactions, then cut everything that seems out-of-place. Hope this helps.

WumpaWolfy on GW Boardwipe

1 day ago

Wow, what a blast from the past! I almost don't want to offer to many suggestions because this deck is such a classic but I do have some questions about some of your choices:

Angelic Wall: What is the primary purpose of this card? I feel like you can do much better for this slot! If you love your battlements for ramp they block and accelerate, but if you want just the defensive aspect something as simple as wall of blossoms at least replaces itself. Flying isn't worth the slot! A cool blink alternative is Kor Skyfisher. Early game it shuts down a lot of aggro (at the cost of some tempo) and packs a punch as well. Later on it can bounce your undying creatures to remove counters or abuse Thragtusk. Although tbh I'm not sure any of the cards mentioned in this paragraph have a place in a boardwipe centric deck.

Avacyn's Pilgrim: Great card but after you board wipe you lose your ramp...there are a few ways around this however. Enchantment ramp such as Abundant Growth works fantastically, as does artifact based ramp such as Selesnya Signet or Talisman of Unity. There is a deck archetype very similar to yours called Wildfire that centers around making Wildfire as asymmetrical as possible through artifact mana, planeswalkers, and creatures that can survive it such as those with 5 toughness. You have your undying creatures that do this but not much else! In matchups with lots of board wipes recursion is very important, and I'd recommend some combination of Eternal Witness, Reveillark, and Greenwarden of Murasa.

Predator Ooze: This is going to probably seem strange to you but I don't think my boy ooze is a good fit in your current build! The ooze is great if you can cast it turn 2 which you can only do with your one Birds of Paradise...your pilgrim and battlements do not accelerate it out. It is indestructible which is nice in this deck, but without ways of making it more aggressive (such as Rancor or Ulvenwald Tracker) it represents a very slow clock.

Twilight Shepherd: This card offers some recursion but it's incredibly limited in this deck! You would have to board wipe then cast it (requiring 10 mana!). Yes you can play it after combat, but the idea is that you don't really want your creatures dying, do you? I get that it's your favourite card, but you really don't want a whole playset of them in here (or of any 6 drop for that matter). Something like Sun Titan, Greenwarden of Murasa, Elspeth, Sun's Champion, or Angel of Serenity would be better curve toppers. You could get away with keeping one copy but please don't keep four in!

Vorapede: No problems here although I'd test a 2/2 split between it and Thragtusk to see which you prefer.

guttergrime: Very slow, I'd replace it with a more reliable source of toke generation such as Garruk Wildspeaker, Garruk Relentless  Flip, or Elspeth, Knight-Errant.

Cloudshift/Fog/Holy Day: These are all highly contextual spells, and while Cloudshift has some cool combat applications and synergy with etb and undying creatures I don't feel like they have room atm when you have zero spot removal or card draw. A playset of Path to Exile would be ideal, but if budget is an issue then Swords to Plowshares, Condemn, Declaration in Stone, or Oblivion Ring are great substitutes. Valorous Stance is both cheap removal and gives indestructible!

Concluding: Assuming you want Day of Judgment to be the all-star I'd build in one of two ways. The first would be a more controlling build (which might be better off dropping green) that focuses on ramping into your wraths earlier with 2 Elspeth, Sun's Champion for redundancy and a finisher. Some defensive creatures would be helpful such as Wall of Omens/Wall of Blossoms and strong versatile 3 drops such as Blade Splicer. 4 drop slot put in your choice of walkers to compliment your wraths, 5 drops Thragtusk to stabilize. The second build would be all about value and resilient creatures. Your undying suite would be paired with Eternal Witness, Kitchen Finks, and most importantly, Reveillark to both make it easy to re-establish your board and survive your opponent's board wipes. I'd likely compliment the removal suite a powerful sacrifice outlet like Eldritch Evolution, Birthing Pod, or Evolutionary Leap. Parallax Wave could be a really cool effect if you want a Cloudshift replacement, just bounce your creatures, wipe the board, then when the last fade counter goes away you get all your creatures back (and without plus 1 counters!). Some land matters cards could work really well! Manlands like Treetop Village would be fantastic, and to a lesser extent Stirring Wildwood could work too. Sylvan Advocate works great as an early game wall and late-game bomb to compliment them even though he doesn't have much other synergy in the deck. And lastly, Tireless Tracker and Harmonize provide some great card draw in green. Anyways I hope my suggestions helped!

seuvius on MODERN SUPER FRIENDS! (Opinions please)

3 days ago

The thing is that this deck has ways to delay with Remands, Fogs, some of the planeswalkers,etc. Plus it doesnt actually need to get to 6 mana unlike amulet bloom. It is slower but has more of an early game.

Ryjo on Top 10 best cards to ...

3 days ago

Isochron Scepter only works with instants. I think Fog is pretty good with the Scepter.

Aggro-Blaster on Welcome to My kind of Tribe

6 days ago

I'm a numbers kind of guy, so I'm going to try and sway you to at least switch Life's Legacy in too.

Tormenting Voice adds no real card advantage. The card forces you to discard one and use it for two cards. It's more of a cantrip type effect than anything else. You are not really drawing cards, but rather looting. It's a two drop sorcery that does not net you any cards. Whereas Life's Legacy (also a two drop sorcery) has potential to net you a potential of twenty cards (some of the eldrazis are 10/something, then plus Xenagod).

In terms of Greater Good, I understand why you may not run it (it's a little pricey) but if your other "draw" options make you discard, why not switch one of those for this. Plus it's repeatable.

Fog type effects would suck with Hunter's Insight. So it's understandable. But I also want to point out it's instant speed. So if you have 20+ damage punching through and no one fogs, chances are they may not have a fog in hand. It would sting though to have the Hunter's Insight be fogged out.

Just my two cents. Good luck with the deck! How are the werewolves doing? I was interested in a werewolf tribal deck, but it never panned out...

Liscom on Do you want your LORE SCALING in size quickly?

6 days ago

the classical card is Fog i guess. Hindervines might also work, but comes a bit late.

PaladinOfSix on Involuntary Aneurysm

1 week ago

@Dredge4life sure thing. I don't get to FNM much because the closest one to me is 80 miles away. However, I did get to take this deck to one back on July 1st. The first match I went 0-2 due to some mana issues and some timely top decking of my opponent. I do feel that without the mana-screws I could've won that match. The second match I went 2-0 against a red/green creature based deck with a touch of burn. The Fertilid left my opponent shaking his head after losing the second game because he didn't anticipate me targeting him with the search ability. The third match I lost the first game and then took the remaining two thanks to sideboarding in some countermagic. That match went to turns and had a judge watching us at the end. The best moment was when I activated the Fertilid and my opponent asked the judge if he could opt not to search his library for land. The judge read my card and advised him that he must search which, of course, lost him the game. The fourth match was against a red aggro rush deck which I won 2-1 thanks to some timely Fogs. So overall it had a 3-1 record. Not bad considering it was my second competitive play after a 10+ year hiatus from the game.

SandyDufresne on Lots of damage

1 week ago

So, I was slinging spells with some friend over the weekend and in a game of commander using my Elfless green (well, maybe one elf) deck, I was generating over 250 green mana each turn. I had an Overwhelming Stampede in my hand and drew into a Chameleon Colossus. After casting the colossus and a couple of other things, I proceeded to double colossus 55 times and then casting Overwhelming Stampede. I believe that I had 18 other creatures that could attack. by my calculations, I did over 5 quintillion (!!) trample damage.

Good thing my opponents didn't have a Fog handy.

It's the most damage I have ever done.

So, my question is: other than infinite combos, what is the most damage you have calculated?

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