Prevent all combat damage that would be dealt this turn.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 month ago
Thanks reddeath68. I actually run Mages' Contest in my chaos deck, Sucker Punch Party and it is hilarious to see how much life some people are willing to spend. Darkness is another one I run in my ninja deck Agents of Darkness which is great as well. I like King Macar, the Gold-Cursed's ability, but with the creature being exiled it sorta screws with my deck abilities since they need the creature to actually die to get buffed. It has "may" in the ability so I at least get a choice, so I'll do some testing and see what comes of it. Thanks for the vote and suggestions.
3 months ago
TL;DR: I want to make Turbo Fog better, but I'm not sure how.
I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.
Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.
Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.
Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.
For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.
Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.
I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?
6 months ago
You could use Defile as an alternate to Go for the Throat /Doomblade. Mire's Toll would be better than Thoughtseize in mid/late game. Torment of Hailfire is a great mana sink wincon that is still useable in the mid game in a pinch. With the big gap in mana cost between your instants/sorceries and your creatures the biggest threat to you is getting chipped down before you can swing. Darkness can help address that, or you can pick your favorite zombie swarm strat to keep blockers on field while you're building up.
7 months ago
Nice Deck and i love this spooky Theme! :)
Maybe Iname, Death Aspect would be a good include.
I just drop a List of creepy Cards i found, maybe you can use some of them:
Thief of Hope not that scary, but would fit in with the spirit theme.
9 months ago
You caught me at a good time.
Rereading my suggestions, some of them are a little higher budget than I remember, so skip over those. Also, I glossed over Thwart the Enemy preventing noncombat damage, but I still suggest taking it out. I'm changing my recommendation there to Riot Control .
The biggest advantage of Leyline of Sanctity is its turn zero play. If you just want 1-2, or plan on pulling it mostly with Mastermind's Acquisition from the sideboard, Witchbane Orb is a pretty safe replacement, especially in three colors with a good chunk of basics.
How did Rampant Growth end up so expensive? It's had a million prints, it's a Core Set common, and it's been in a ton of Commander sets. Anyway, maybe a couple of those to help you get up to the critical 5-7 mana.
10 months ago
11 months ago
I love me some Dauthi, but it seems a little limited running nothing but creatures and lands. The Dauthi Trapper + Dauthi Cutthroat combo is solid once it gets going, but you might appreciate having more on-demand ways to deal with your opponent's cards.
Since chances are your opponent will never be able to block any of your creatures, you could take advantage of that fact with equipment like Mask of Memory , Dowsing Dagger Flip, Specter's Shroud , Bloodforged Battle-Axe or Whispersteel Dagger . Something like Nightmare Lash will also help ensure your creatures can deal that 20 crucial damage in a hurry.
That said, chances are you'll never be able to block, either, so a card like Darkness can tip the balance by preventing your opponent from counterattacking every time. Revenge of Ravens can also serve as a disincentive, helping ensure your opponent runs out of life before you do.