Fog

Legality

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

Fog

Instant

Prevent all combat damage that would be dealt this turn.

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Fog Discussion

Teeps on Oath of Abzan

16 hours ago

Solid deck. I've been toying around with a PW tokens build as well; here are some changes I'd recommend.

-Swap Garruk Wildspeaker for Garruk, Primal Hunter. Wildspeaker is great for ramp/devotion decks, but he lacks quality for token builds. In order to get the most out of him, you'd have to completely change your mana base to incorporate cards like Nykthos, Shrine to Nyx, as well as enchantments like Utopia Sprawl. The other Garruk will +1 for a 3/3 token instead of ticking down, in addition to granting card advantage. Not to mention his ultimate is completely insane...

-If you run into trouble drawing lands, consider adding a copy or two of Nissa, Vastwood Seer  Flip. Her creature ability will help speed your deck up, and provide decent coverage when she flips into Nissa, Sage Animist  Flip.

-Maybe consider Ajani, Mentor of Heroes. His ultimate is super gimicky, but both of his +1's are relevant here. He functions as another Oath of Nissa to fetch your walkers, whilst bolstering your tokens.

-I personally prefer Sorin, Lord of Innistrad over Sorin, Solemn Visitor. I find more value in his +1 for a 1/1 with lifelink over a -2 for a plain 2/2. Plus, Sorin, Lord of Innistrad can -2 for an emblem.

-Drop Oath of Gideon for an additional copy of Oath of Nissa and Oath of Liliana. Since you're running Doubling Season, there's no need to run Gideon for the extra loyalty. Yeah it's nice to have, but you're basically paying 3 mana for a single 2/2 token. I think you're better off running the playset of Oath of Nissa because at the very least, it's a 1 mana enchantment that will cycle through your deck. And the additional Oath of Liliana can serve as another removal spell.

-As for your side board, consider adding cards like Ghostly Prison, Leyline of Sanctity, Stony Silence, Worship, Creeping Corrosion, Fog, Nature's Claim and/or Relic of Progenitus. They'll help you deal with some of the bigger decks in the format.

Wahrghoul84 on Stompy

4 days ago

Collected Company could be replaced by Oath of Nissa. It has benefits like adding to devotion for the aspects and helps keep the gas going. Another choice could be Rancor. As for the sideboard cards, the match ups they help with are very difficult without them. Specifically infect and boggles. Possible replacements for those match ups could be to add 3 Fog and 1 Back to Nature.

Wilhelm_Screamer on Trostani Tokens

1 week ago

I'd replace Fog with Arachnogenesis. Advances the game plan while also fogging them out.

DeathChant17 on Bant Spellslinger?

1 week ago

Turnabout seems cool to me, just not as cool as Wash Out or Cyclonic Rift. If you wanna run it, do so. If you don't like it later, take it out.

If you are worried about cards in graveyards, Rest in Peace fixes that. Paired with Energy Field you take no damage from anything.

You're wanting to play bant, but we haven't really touched on the green much. Cards that help make more tokens in green are Doubling Season and Primal Vigor. Primal Vigor helps the whole table though. Then if you get tokens for slinging spells, put those tokens to work with Triumph of the Hordes and Overrun.

Also in line with your commander's ability, you could always put Fog on Isochron Scepter.

Is populate gonna be a main mechanic? Or are these tokens you are getting simply byproduct of casting spells that you can use for swinging or blocking?

Caes on Eldritch Obliterator Ooze

1 week ago

Wrighter, Some more fine points! Let's dive in:

  • Regarding Dredge, I believe I have relatively positive match-up against this deck already, especially against versions running Bridge from Below. Devoted Druid, Evolutionary Leap, Eldritch Evolution, and any of my kill spells all allow me to exile any bridges my opponent has in their graveyard and this greatly reduces the speed of their deck. Mainboard Scavenging Oozes also do great work against both versions, but the Conflagrate version in particular; eating the namesake spell and their Bloodghasts and amalgams. Not to mention Languish and Maelstrom Pulse acting as Fogs to buy time to combo off and the Devoted Druid + Grim Poppet combo completely shuts down their deck. I am, however, strongly considering adding a Nihil Spellbomb to my sideboard to fight other graveyard decks and enable delirium. The fact that it replaces itself is also nice.

  • Regarding Fauna Shaman and Grim Flayer: On its own, Fauna Shaman is remarkably slow and fragile. The greatest value that comes out of Fauna Shaman is using her ability in combination with Devoted Druid's abilities with Necrotic Ooze in order to put a sequence of creatures into the graveyard in one fell swoop, usually winning in that turn. To this end, I found 4 was way too many, but I now also believe 1 is too few. I'm going to try slotting in a second one in place of a Grisly Salvage. Grim Flayer gets the nod over Tarmogoyf in this deck due to its ability to encompass everything I am trying to do. Whether I am on the combo plan or the midrange plan, I am always happy to see it. Think of it as a jack-of-all-trades, master-of-none kind of deal. It is outclassed in combat by Tarmogoyf and outclassed in filtering by Grisly Salvage, but the fact that I need both of those aspects in this deck and it can do both of those things in an above average way is the reason I run it. Even if I didn't have the delirium component in the deck, the filtering ability of the flayer is so useful for setting up both my future draws and the graveyard combo. I almost never top deck useless lands in the late game when I have an active flayer.

  • Finally, regarding Treetop Village: I used to run two before I swapped over to the Phyrexian Obliterator sideboard plan. When I adopted the Obliterators, I had to start running 2-3 Urborg, Tomb of Yawgmoth to consistently hit mana symbol bmana symbol bmana symbol bmana symbol b on turn 4. Then Hissing Quagmire was released and I cut back on the Urborgs and swapped the two villages for quagmires. After that Traverse the Ulvenwald was released and I cut back on a land to run a couple. With only 22 lands, the frequency of the Hissing Quagmires to set me back a turn by ETB tapped increased to the point where I chose to cut one when I added Grier Reach Sanitarium. Long story short, entering tapped is to much of a drawback with only 22 lands to be worth the extra aggressiveness Treetop Village would add.

With all of that in mind, I believe the changes I would like to test next are:

-3 Grisly Salvage

+1 Fauna Shaman

+1 Traverse the Ulvenwald

+1 Liliana, the Last Hope

Thank you very much for the input you've given! I've really had to think deep to answer some of your questions about my card choices for this deck, which has in turn increased my own understanding of how it works. I'd love to hear your thoughts on the planned changes.

Enral on Meren's Mayhem

1 week ago

I like your curve. Having a 3-ish curve in Meren is hard to come by (most I've come across are around 3.6) and is generally more competitive. Honestly, I'm not a big fan of Triskelion and find it pretty clunky other than only serving as a combo piece. I would recommend the following:

This is my version, feel free to take a look for ideas and feedbacks/suggestions are appreciated!

Gates88 on [List - Multiplayer] EDH Generals by Tier

1 week ago

I don't usually talk too much about rearranging the lower tiers because who cares, but I think that Rayne, Academy Chancellor could potentially move up to Tier 4. Before I explain why, I want to point out the assumption I'm making: That any mono-blue general in tier 4 is going to basically be a combo/control deck that aims to deal with early threats until it assembles enough combo pieces to go off with an infinite combo (Palinchron+Deadeye Navigator, Metalworker+Staff of Domination, Future Sight+Helm of Awakening+Sensei's Divining Top, etc.). I feel that this would be the best strategy overall for this archetype, even though you could go different directions with some other generals (Tromokratis voltron, Sun Quan, Lord of Wu midrange, that one Kaho, Minamo Historian+Mana Severance deck with a million upvotes, etc.). With that in mind, let's look at Rayne and the tier 4 generals and see which of them lend themselves well to that strategy.

  • Rayne, Academy Chancellor - Being able to draw a card whenever one of your permanents is targets is a very good effect. This helps out a lot in the early/mid game when you have effects like Rhystic Study or Back to Basics that your opponents will want to deal with and it protects your mana rocks from spot removal. It also helps on the combo turn - if one of your combo pieces is targeted by instant speed removal, you can potentially draw into a counterspell. The downside to this is that the format naturally favors mass removal, but if every list is optimized then spot removal will likely be more common since it's more mana efficient. There's also the relatively minor issue that you'll almost never draw 2 cards off her ability, but if you really want to then you can run Diplomatic Immunity.
  • Aboshan, Cephalid Emperor - Aboshan is a card that's at odds with itself. He wants to be a stax general, but he costs 6 mana and doesn't do much to help you ignore your own stax effects. He also has no utility for your combo win condition, and his second ability is basically just a glorified Fog. I'd say Rayne is better.
  • Alhammarret, High Arbiter - 7 mana Meddling Mage. Rayne is better.
  • Ambassador Laquatus - Of all the mono-blue generals, Laquatus lends himself to the combo/control strategy better than most of the others on this list because he's an infinite combo outlet. I know people are going to talk about how mill is weak, so let me pre-empt those comments by saying that the win condition for Laquatus is not to mill your opponents but to mill yourself and then play Laboratory Maniac. I'm hesitant to say that he's better than Rayne because they both serve different purposes, but I'd say they're about equal.
  • Barrin, Master Wizard - His ability is too narrow to do a whole lot. He does go infinite with Palinchron+Genesis Chamber but overall I just think Rayne is better.
  • Braids, Conjurer Adept - Braids doesn't really lend herself well to the combo/control archetype. She's more of a midrange general who wants to drop eldrazi into play, and she's quite good at it. Because the symmetry can backfire, I'm still going to say that Rayne is better, if only slightly.
  • Empress Galina - Stealing Gaea's Cradle is great, but overall I think she's just too slow. Rayne is better.
  • Ertai, Wizard Adept - In my opinion, having a draw engine is better than having a repeatable way to counter spells. Although you could argue otherwise, I'd say Rayne is better.
  • Hisoka, Minamo Sensei - See above, only even more so since Hisoka requires a way to keep his hand full to be viable. Rayne is better.
  • Jin-Gitaxias, Core Augur - The most powerful effect of any mono-blue commander in tier 4 is attached to the highest mana cost of any blue legendary. This might be a controversial statement, but I would say that Rayne is as good if not better than Jin-Gitaxias, if only because she can come down much, much earlier.
  • Kaho, Minamo Historian - Yes, yes, we all know about the Mana Severance deck, but that deck is extremely vulnerable to hate and will likely only work on opponents once. It's like Sidisi Ad Nauseam with no backup plan. I'd say that Rayne is better.
  • Keiga, the Tide Star - As much as I love this guy, he costs too much mana and the effect is relatively weak in a multiplayer setting. I think Rayne is better.
  • Lorthos, the Tidemaker - I feel like the only reason this guy isn't tier 5 is because he can 3-shot people with commander damage. Rayne is better for obvious reasons.
  • Lu Xun, Scholar General - 4 mana Shadowmage Infiltrator. Actually, Shadowmage Infiltrator would be a better general simply because it would give you access to black. Anyway, this is kind of simiar to Rayne but it's inferior because it's slower and only draws you one card at a time.
  • Patron of the Moon - Goes infinite with Amulet of Vigor but requires you to run a bunch of moonfolk if you want to cast it for a reasonable mana cost, none of which are particularly good except maybe Oboro Breezecaller. Still, I think that this is one of the few mono-blue commanders in tier 4 that is even or better with Rayne.
  • Sun Quan, Lord of Wu - On the one hand, Horsemanship is an ability that is almost impossible for most decks to deal with and effectively makes all your creatures unblockable. On the other hand, 6 mana is pricey and swinging with creatures is generally not the most efficient way to win in a multiplayer setting unless you have access to Craterhoof Behemoth. Rayne is better.
  • Tomorrow, Azami's Familiar - Very cool effect, but 6 mana is a lot and since your draws will be replaced it means you can't win with Laboratory Maniac. I'd say Rayne is better.
  • Tromokratis - see Lorthos, the Tidemaker. Seriously, what are these guys doing outside of tier 5? They're not playable in any constructed format and they're barely playable in limited.
  • Uyo, Silent Prophet - I hate to sound like a broken record, but 6 mana with a weak effect is just not good. Rayne is better.
  • Vendilion Clique - The best card on this list outside of a multiplayer format. Very low impact in multiplayer though. Rayne just does more for you.
  • Zhuge Jin, Wu Strategist - Sun Quan is better, and Rayne is better than both of them.

So to sum up, although there are some mono-blue commanders in tier 4 than Rayne, she is better than a large majority of them. For this reason, I believe Rayne should be tier 4 instead of tier 5.

verynice47 on It's time to stop.

2 weeks ago

One point to consider would be the mana curve. You have many two mana spells, but very few three mana. The populate on Druid's Deliverance is irrelevant; its basically a two mana Fog. I think it is worth playing Spore Cloud over Druid's Deliverance because of the curve. Not great reasoning, but I'm tired :)

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