Constant Mists

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Constant Mists

Instant

Buyback — Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)

Prevent all combat damage that would be dealt this turn.

Grind on Curiosity Fog (MOST FUN DECK YOULL PLAY))

3 weeks ago

cool deck! and nice usage of wild research, i like that card but never found something cool to do with it, looks like you did. Constant Mists is another option for the fog effects. Cheers!

griffstick on Ewwww Kros, infect

1 month ago

What about Constant Mists

Grind on Omnath Lord of The Land

1 month ago

Nice deck, looks fun!!
Some ideas- Nissa, Vital Force is relatively easy to get her ult 2nd turn, and she defends herself with the +1. Landfall cantrip is great!
Also, Greater Good can be good too.
I also like Perilous Forays.
Im not convinced on zuran orb- i would rather run Constant Mists or another ramp spell. Anyway just some thoughts, cheers and have fun!!!

Grind on Big Mana

2 months ago

Cool deck!!!
Given you have crucible of worlds, surprised not to see the Ramunap Excavator and like all lthe forest fetches, Verdant Catacombs, Prismatic Vista, etc.
Also, if helix is the win con, seems like you want Seedborn Muse and maybe a way to tutor helix. Maybe Planar Bridge or Planar Portal.
You might want Constant Mists or Moment's Peace in case someone tries to kill you!!
Also i feel like Worldly Tutor is an auto include to fetch that nyxbloom ancient.
Anyway awesome deck hope you like the suggestions cheers and have fun!!!

LandoLRodriguez on [Primer] The Windfall Crucible: A Gitrog Tale

10 months ago

Changes, 31Oct2021:

-1 Zendikar's Roil, +1 Scute Swarm. Roil may crank out larger tokens, but Swarm has a chance to get simply silly with the amount of tokens it makes, plus it's less expensive. With the biggest drawback being that the Swarm will be easier for opponents to get rid of, it's still a better card in this slot.

-1 Worm Harvest, +1 Phylath, World Sculptor. I'd been on the fence about including Phylath for a while. With a few other sources for plants as well as Doubling Season and Ancient Greenwarden now in the deck, Phylath is a very real threat. Only 1 CMC slot higher than Worm Harvest as well. While I'd love to include more retrace cards in this deck, Worm Harvest just costs too much for a card that will only be good situationally. Phylath should be good every time he makes it on the battlefield.

-1 Centaur Vinecrasher, +1 Wrenn and Seven. Vinecrasher is pretty underwhelming. W+7 does everything I want this deck to do. This was a super easy call.

-1 Walking Ballista, +1 Druid Class. As I mentioned before, I want to include every extra land drop card available. So I needed to find a slot for Druid Class. Walking Ballista is probably good in every deck that exists, but I mostly wanted it in here for the way it interacts with Retreat to Hagra. Any turn I can get a land drop with RtH out, Ballista turns into a targeted removal machine at instant speed (especially fun during opponents' turns with a fetch land usage). I can get this same effect with Akoum Hellkite, however. So, while the Ballista will be missed, one more card that lets me drops more lands will win me more games in the end.

-1 Decimate, -1 Constant Mists, +1 Demonic Tutor, +1 Chord of Calling. Also as mentioned before, I wanted to find room for these tutors at some point. Thank you, Strixhaven Mystical Archives for providing me with a $4 Demonic Tutor. For this deck to really get going, it's imperative that I get both The Gitrog Monster and something with a Crucible of Worlds effect (also available on Ramunap Excavator and Ancient Greenwarden, of course) out there together. Adding these 2 along with the tutors I was already running should dramatically increase the number of games I can successfully get the engine humming. Plus they can help me pick and choose what else I might want from my landfall toolbox if I've already got things going. While it did pain me a bit to take out one of very few cards that can deal with enchantments in Decimate, its demanding targeting requirements and overall strategy of my deck made it expendable. Mists falls into the same boat strategy-wise; I love that I could keep it with a land sac (which itself can be very advantageous for me), but in a game with anything good happening for me, I should be able to deal with combat damage other ways, so Mists went on the block.

Grasshoppeh1 on Lost and Afraid

11 months ago

I honestly agree, trying to find out how to fit it. Been playing solitaire all night trying to figure it out. Deck is getting really tight right now Profet93.

Going to take my deck apart in split it up by

  • synergy, seeing what likes to interact with what. See if there is anything hanging.
  • Repeated effects, see if there is any overlap I don't need
  • Types of cards, Which in azusa can be thought as Resource, draw, avoid losing, kill. Then if anything feels out I might take it.

My local playgroup is dictating at this point that Constant Mists is a must right. They've begun playing "Archenemy" against me trying to stop me early.

griffstick on What's the minimal number of …

1 year ago

I feel in most games being able to fog when it matters most, one time is good enough. But the most I've had to fog for the win was 6 times. I have been playing with Constant Mists, and Sunstone for a while now and I find that 2 to 3 fogs are all you need to swing the game. I think knowing how many times you'll need to fog I a game will tell you how many snow lands you'll need. I think if you are mono red then all the basics should be snow. If you are 2 colors or more I suggest at least 10 snow covered mountains

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