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Prevent all combat damage that would be dealt this turn.

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Fog Discussion

devondoyle on Urza Eldrazi Green

7 hours ago

NoPantsParade I'm planning on taking Blinding Souleater out to replace with 3 Spellskite I just haven't gotten around to acquiring them yet. Fog has saved me so many times it's too useful to remove. I did follow your advice on removing several other cards though and it definitely helped me at fnm. Most people at the fnm I go to run some version of token decks that's why I originally included Nylea, God of the Hunt I think I'm going to sideboard Rancor for trample. Thanks for the help!

TheEsperHegemon on One Does Not Simply...

1 day ago

Thanks again! I thought about fetches but they don't really do much because the deck is primarily in 2 colors so they seem like a waste of money. Celestial Colonade isn't my favorite because it cost a lot of mana to animate him and I'd rather pump that into Helix Pinnacle. Faerie Conclave does blocking just fine. If you like turboFog decks why didn't you just up vote mine! JKLOL

pskinn01 on Command the Hull Clade

2 days ago

some suggested cards to add (cards range from very cheap to fairly expensive, but 16 of these are under $3 as this is marked as budget, but just mentioning the others):
Asceticism - gives your creatures hexproof, and you can regenerate them.
Cyclonic Rift - one sided board wipe(although it only puts them back to their hands, but late game its good.
Thousand-Year Elixir - reuse creature abilities like your commander
Ring of Three Wishes - reusable tutor - you can just put more counters on it
Magistrate's Scepter - get it to 3 counters, double them, take another turn, repeat till win.
Lux Cannon - repeatable permanent destruction is good, being able to get it use it once a turn is great.
Everflowing Chalice - good ramp with this commander.
Eternity Vessel - double the counters, play land, double life, or just play land reset life.
Bow of Nylea - easy way to put counters on creatures.
Astral Cornucopia - another good ramp card for this commander.
Rite of Replication - there are so many good targets for this card in this deck
Sapphire Drake - giving almost everything you control fling is great
Prophet of Kruphix - being able to reuse your commander on each of your opponents turns is great.
Murkfiend Liege - same as above, but doesn't untap lands
Lighthouse Chronologist - extra turns after each opponents turn is good too.
Kalonian Hydra - doubling all creatures counters on attack is good also.
Gyre Sage - ramp is good with this commander right.
Crowned Ceratok - what's the point of having really big creatures, if they can just block it with a 1/1
Spike Weaver - Fog for days in this deck, and another way to put counters on creatures without any.
Seedborn Muse - again, untapping and reusing your commander is good
Primal Vigor - doubling the counters added is great, but be careful of how your opponents will benefit.
Doubling Season - great for this deck, but my most expensive suggestion.
Sol Ring - best commander ramp, should be in any deck that is mana intensive (such as your commander is).
Evolution Vat - easy way to get counters on things that don't have them like the commander of the Master Biomancer

Triforce-Finder on Piles of Counters

3 days ago

You picked some nice cards there. I've been out of the game for a while, so I am having trouble thinking of all the good cards for your deck. I do remember a few though: Ooze Flux, Feed the Pack, Bioshift, Throne of Geth.
A card that deserves special attention is Bow of Nylea. It is very variable, gives deathtouch, which goes well with trample, produces counters, deals with fliers, and can even recover your health or your deck. It's a one-card toolbox.

A simple set of Fog might be a better choice for the early game protection. Dawnstrider will not only cost you a card each time you use it, it will also not work before turn 3. Cast in turn two, summoning sickness, first possible use in opponents turn 3. Cards like Spark Elemental will not be waiting for that.

Slumbering Dragon is great in a counter deck, but I think that adding red to your mana base is destabilizing it too much for those lonely three creatures to be worth it. I would either expand on red cards, maybe by adding cards with hybrid costs (like Pit Fight to deal with fliers) or remove it from this deck.

The same can be said of black. Corpsejack Menace is a vital card in the deck, but maybe some cards like Deathrite Shaman, Slitherhead or Rendclaw Trow might help you get more value out of your black mana. As an alternative, you could get some Doubling Season and just run mono-green.

Strionic Resonator copies triggered effects. Please note that the effects of Corpsejack Menace and Vigor are not triggered effects, but replacement effects. It will work just fine with Kalonian Hydra, Fungal Behemoth, Slumbering Dragon and Death's Presence though.

About mana base design:

  • In low-level casual play, you can often get away with playing the cheapest taplands like Golgari Guildgate. Some others like Temple of Malady will grant additional effects.
  • The next step up would be adding check lands like Woodland Cemetery, but with a sufficient number basic lands to let them enter untapped.
  • You could also use slower fetches like Evolving Wilds or Terramorphic Expanse.
  • When you're starting to get serious, you can go for shock lands like Overgrown Tomb. Note that those have basic land types like the old dual lands, but are not basic lands. That allows them to be searched with cards like Treefolk Harbinger or some fetches.
  • Finally, you can get fetches like Verdant Catacombs. Those can dig any basic land or shock land out of your library with no delay. However, at this point the prices will probably begin to hurt badly. Not worth it for casual play IMO.-there's a few other kinds of lands, like animated lands, pain lands, bounce lands etc. More info here.

Hope that helps you a bit.

buildingadeck on The Smooze at the Grand Galloping Gala

1 week ago

For Modern, I would definitely recommend Scavenging Ooze as a four-of. It helps keep graveyards unthreatening, gains you life, and grows as the game goes on. I also think Griselbrand comes in too late to have a great effect. Same with Geth. I would prefer to see 3 Lotleth Troll in their stead as a way to deal damage faster. Remember that Modern is a T4 format.

I would recommend taking out 2 Fog and 2 Ranger's Guile for the Oozes. I hope this is helpful.

Viral_Assassin on Making do with what we have

1 week ago

Pretty good starting point. The deck seems to go all over the place a bit but that's alright. One thing I'd really suggest is try to bring the amount of cards in the deck down to 60 just for more consistency. At the same time I would also to try and bump your land up count up to 23x - 25x Forest. Again this will help with consistency and make sure you get the cards at better and opprutune times.

To maybe help narrow down an idea for the deck (also helps bring the number of cards in deck) I noticed you had some pretty good creatures that would give you Green Devotion really well. If you have more cards like that around I'd try them out and see how that goes.

Suggestion for maybe a card or two to cut from the list if you wanted to adjust the number of cards in deck. I would cut the 3x Defend the Hearth because you already have Fog In here. I would also cut 3x Feral Invocation As the creatures you have are actually fairly strong for the mana cost you pay for. Insyead of that maybe look for more cards that give trample instead. I hope these suggestions help. Best of luck!

AngelOfDivinity on Riddle of the Sphinx

1 week ago

Oh my god...

I love this deck.

Here's my advice: I used to run TurboFog in standard a few months ago, and its cool & fun but I think you might want to cut it here. Here's why I think that:

*First and foremost, no need for taplands or painlands and zero chance of colorscrew. Would also make it easier to justify running 1 or 2 nykthos.

*On one hand, its a no brainer that Winds of Qal Sisma is better than Reality Shift since it gets around hexproof & effects their entire field. But What if they have a threatening creature for reasons other than attacking? That's where the exile is better than either Fog effects or Whelming Wave.

*Seeing as Feed the Pack isn't standard and I have no idea why it's in this deck, you have green in this deck solely for Fog effects.

Also, seeing as much of your deck is non-permanent and you have no token producers, I'd say drop the Altar of the Brood for Grindclock.

So all together here's my advice:-4 Altar of the Brood-4 Defend the Hearth-2 Winds of Qal Sisma+4 Reality Shift+3 Grindclock+1 Sphinx's Tutelage+2 Monastery Siege

And replace all your green-producing lands with Islands, then drop a couple Islands for Nykthos, Shrine to Nyx.

6tennis on 2015-06-08 update of First EDH: ...

1 week ago



Color(s) Green
Cost G
Converted cost 1
Avg. draft pick 9.25
Avg. cube pick 13.51


Format Legality
Heirloom Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
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

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