Fog

Fog

Instant

Prevent all combat damage that would be dealt this turn.

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EMA

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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

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Pauper EDH Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Oldschool 93/94 Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Fog occurrence in decks from the last year

Modern:

All decks: 0.03%

Commander / EDH:

All decks: 0.01%

Green: 0.12%

Fog Discussion

Suns_Champion on Wait for the kicker - Hallar, the Firefletcher

1 week ago

Okay buddy here we go!

I think we need to fix a lot of things here. Ramp is an easy fix, we'll get some more instant/sorceries that get lands because they are safest. Then we'll work on getting more counters on Hallar in more efficient ways. We'll also swap out some of your kicker spells for other kicker spells that do better things.

Cards to look at:

Cards to maybe cut

So with all that I hope you're mana will be more consistant and your draw will be more powerful, then you'll be able to dump more counters on Hallar and snipe some wins. If not, your kicker spells will have more impact because they'll draw or remove or ramp. Focus on the 2cmc ramp cards, then swap out the kicker spells, then get those draw cards in there.

Here's a Deck you can also look at

Kyle's Budget Hallar-Kicker in the Dick(er)

seshiro_of_the_orochi on Arasta the spider queen?

2 weeks ago

I'm running a 60-card casual spider tribal. For that deck, I'm heavily looking forward to Arasta. The finisher in my deck is definitely Ishkanah, Grafwidow , and I really think that she should be the spider commander as well. Arasta is the second enchantment creature spiders have, which makes triggering Ishkanah's delirium even easier. With her at the helm, you have access to the more powerful spiders, and you can even include Spider Spawning .

In this hypothetical list, Arasta could be a pseudo-stax-piece in that she makes removal spells a 1 for 0 for you opponent.

If you want to be a little fancier, you could instead play Thantis, the Warweaver as your commander and combine Arachnogenesis , more Fog spells, a Seasons Past recursion package and cards like Warstorm Surge and Impact Tremors for one hell of a spider deck. This way, Arasta's ability matters more in that your opponents have to consider if their next spell is woth the damage.

That actually sounds pretty cool...I gotta remember this for the future.

Rorolith on MAXIMUM FOG!!

1 month ago

Maximum Fog is 4 copies

swaretappedout on Dinosaurs

1 month ago

I saw your list and there is a similar deck in my playgroup that has frequently ended games quickly. From looking over your list, I have the following suggestions, that you can take with a grain of salt.

First off, I think that for explosive, fast games with Dinosaur tribal, Gishath, Sun's Avatar is a better fit as the commander. While Zacama, Primal Calamity is a great commander with toolbox removal stamped on it, I think it is most effective as commander in a deck that wants to mess around with casting it, un-tapping your lands, re-casting it, and abusing the mana you get. Something for you to think about.

Your ramp is mainly a mix of creatures that reduce Dinosaur costs like Knight of the Stampede and artifacts like Chromatic Lantern . My suggestion is that you replace some of your colorless ramp artifacts like Worn Powerstone or Fountain of Ichor with cards like Rampant Growth and/or Farseek , 2 CMC land-based ramp will speed up how quickly you can cast your commander, and will be better abused with Zacama's untap ability. Cultivate , Kodama's Reach , Explosive Vegetation all will help accelerate you into your commander, and are all fairly budget friendly options. Skyshroud Claim is great as it can grab 2 Forests which come into play untapped, which is often overlooked. If creature based ramp is more your thing, Llanowar Elves or Birds of Paradise are solid turn one plays. Also your land-count is on the low side, and I personally try to run between 36-38 lands in most of my EDH decks.

The card draw seems a little light as well, which can be an issue when you run out your whole hand. This being an aggro deck, that tends to happen quite often. Some good options are Soul's Majesty , Harmonize , and Rishkar's Expertise . 2 more cards that will be better than they look at face value are Lifecrafter's Bestiary and Runic Armasaur , the latter being a dinosaur which fits your theme!

Because you are likely going to be the threat at the table, I would look at cutting Fog and replacing it with some protection for your big beaters. Lightning Greaves , or Swiftfoot Boots do double duty of protection and granting your creatures haste, letting you swing the turn you cast them. Safe Passage is strictly worse then Make a Stand , so I would swap that out, as it can save your creatures from a "destroy-all" kind of board-wipe. Some cuts you could consider are as follows

Imperial Ceratops cut for Soul's Majesty

Fog cut for Lightning Greaves

Huatli, Dinosaur Knight cut for Lifecrafter's Bestiary

Imperial Ceratops cut for Harmonize

Fungusaur cut for Rhythm of the Wild (This one is a great card, as it shuts down counterspells nicely while also giving you the option of haste or pumping your creatures).

Overall your list looks like a fun deck to pilot, and I hope some of my suggestions were helpful. Happy brewing!

Rorolith on Nub’s Eldrazi

1 month ago

A better alternative to Root Snare is Fog . I also recommend Leyline of Abundance for your ramp. I would also recommend more eldrazi, or just a way to search them out, because right now you don't have a very good chance of getting them. I would bump it up to 4x Llanowar Elves and cut 2x Elfhame Druid . Replace the last Elfhame Druid with another eldrazi (You will still need more). A better alternative to Naturalize is Return to Nature . Plummet should not be in the main board. Druid of the Cowl should be replaced by Elvish Mystic . Even tough it has less toughness it can start producing mana on turn 2 rather than 3. As for the buff spells, most eldrazi decks wont have those because eldrazi are already so big. The reason i gave better alternatives for Root Snare and Naturalize is because i don't know what to replace them with other than a better version, but there is probably something better.

HalbrechtHalbrecht on Anointed Procession Cats

1 month ago

I'm not sure what happened with my above comment. The "spoiler" buttons don't seem to work anymore, even though they worked fine when I was posting it. :\ Must be a T/O bug. In any case, here's the same comment as above, but with accordions, which still seem to work.


You're actually fine using a Protection card that targets only one creature, because all you have to do is play it in response to the Declaration, targeting the same creature that the Declaration player targeted, and then Declaration will have an illegal target, causing the entire spell to fizzle. But that said, single-target Protection doesn't help against burn. I'd suggest Heroic Intervention to protect against both threats — and bonus points, it has a CAT in the art! XD


Before talking about this card specifically, first a quick note regarding "fog" effects: Some people actually feel similarly about "fog" effects as they do about lifegain — it doesn't deserve an entire card slot to itself. The rationale behind this is the same as with lifegain — a Fog neither develops your board, removes threats, nor decreases your opponent's life total. It essentially amounts to a lifegain spell that gains you the same amount of life as you were dealt in combat. That said, if you can find a Fog that does allow you to have an effect on the game, they can be great.

Alright, so on to your card choices. Unless you really care about the cycling, I'd actually choose a different Fog effect in its place, as both the CMC of Haze (2) as well as its cycling cost (3) are over-costed ( Fog costs 1 and cycling is usually 2). In its place, I recommend one of the following:

  • Druid's Deliverance — Since you have a lot of token generation, you'll almost always benefit from Populate. Note also that it doesn't prevent damage to creatures, so it gives you the option of not blocking at all to save your creatures, or choosing to block in order to remove threats as well as gain life and/or put your Pouncers and Sacred Cats into the graveyard. So this Fog does develop your board a little, and allows for the possibility of removing threats.
  • Encircling Fissure — This costs 3, but it has a couple benefits. Unlike Druid's Deliverance, this allows you to freely block any way you want, more easily allowing you to kill threats while benefiting from Lifelink, since your creatures still get to deal damage. The second benefit is that, late game, the Awaken option adds a little more power to your board, which could be the little extra you needed to turn the tide.
  • Heroic Intervention — Already mentioned above and not technically a Fog, but since you will in general have so many blockers, it effectively becomes a Fog if you can block all the damage from getting to you (obviously won't work against evasion like Trample or Flying). As with Encircling Fissure, it has the added benefit of allowing you to stack-block creatures to remove threats, as well as allowing you to benefit from Lifelink.
  • Winds of Qal Sisma — It is so easy for you to control a creature with power 4+, between Pridemate, Sovereign, and an eternalized Pouncer. And if you do, then this becomes an Encircling Fissure for 1 less mana.

Of them, my favorites are Druid's Deliverance and Heroic Intervention.


Like I said before, I already feel like you DO have heavy-hitters (Pridemate, Sovereign, an eternalized Pouncer). The only thing Oketra has that they don't is indestructible (and a high-costed token producing ability). But Oketra also has the drawback of potentially being useless, as well as having no synergy with Sovereign or Regal Caracal.

That said, if you really want the Indestructible (and temporary Indestructible from instants like Valorous Stance or Heroic Intervention aren't good enough), then I recommend Fleecemane Lion — an efficiently-costed early threat that later becomes an Indestructible, Hexproof 4/4 — or Temur Sabertooth , who has a repeatable Valorous Stance ability that actually combos nicely with both Regal Caracal (creating more cat tokens after re-casting) and Pride Sovereign (who can be Exerted, returned with Sabertooth, then re-casted next turn untapped and ready to block).

Sadly, neither of them benefit from the Monument's mana reduction.... but honestly, I don't think that's the most important element of your deck to be building around. Monument is a nice "extra" if you happen to draw it and have high-CMC white creatures, but it's not a necessity for the deck to function well, IMO.

HalbrechtHalbrecht on Anointed Procession Cats

1 month ago

RE: Declaration in Stone Show


RE: Haze of Pollen Show


RE: Oketra the True Show

Magnanimous on Kiora: Cruelty Without End

1 month ago

Hey, I was working on a Field of the Dead deck in Pioneer and found that Kiora, the Crashing Wave fit absolutely perfectly. You could try it in Pioneer if you wanted (here's my start: https://tappedout.net/mtg-decks/fog-of-the-dead/?cb=1574915555), or you could continue in Modern.

The idea is to delay the game with Fog , Spell Pierce , etc. while ramping up to seven lands for Field of the Dead . Kiora ramps, stalls, draws cards, and acts as a secondary win-con.

If you continued in Modern, the mana would be difficult and I actually think going three or four color could work given the constraints for Field of the Dead . White for Holy Day / Dawn Charm or black for Darkness / Abrupt Decay / Painful Truths are both good options. You could go up to crazy numbers of lands and play any of Arboreal Grazer , Explore , Courser of Kruphix , and Growth Spiral instead of your current creatures to ramp every turn so you can get the combo up and running by turn 5. Alternatively you could go for control instead of ramp with Thoughtseize , Abrupt Decay , Spell Pierce , Mana Leak , etc.

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