Fog Bank

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Legality

Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Fog Bank

Creature — Wall

Defender, flying

Prevent all combat damage that would be dealt to and dealt by Fog Bank.

LeonSpires on Fun Wall it Lasts

6 days ago

Looks like a fun list. Here are a few suggestions.

I would consider cutting Fog Bank as it can't deal damage due to it's ability. I also think Charix, the Raging Isle doesn't belong here. Arcades only makes creatures with defender able to deal damage equal to their toughness. Charix doesn't have defender.

Because of Arcades ability to draw cards I think you will be disappointed by Ensnaring Bridge. I would also cut Commander's Sphere, Cultivate, and Kodama's Reach for a full set of Bant talismen or signets. Ghostly Prison seems unneeded as running a lot of low CMC walls tends to dissuade early attacks.

Finally I am unsure why you are running the original duals. I feel like you could slot them into a more competitive deck and get away with running basic lands instead. In the same vein I would up the land count. 30 lands is more for cEDH decks that have lower average CMC and run very low CMC ramp.

I hope this helps. Good luck!

Delphen7 on How damage prevention on cards …

3 months ago

Timing depends on the individual card.

Cards worded similarly to Fog Bank, with "prevent all damage", will continually prevent damage.

In the case of Martyr's Cause, you are correct. If you activate it at any point before damage is dealt, it will prevent the next instance of damage during that turn, regardless of when it happens. In addition, since it says "The next time" (in its errata), you'll need to activate it again to prevent further damage.

wallisface on Blue/Black Mill

4 months ago

Some thoughts:

  • Cut Your Losses, Mind Funeral and Fraying Sanity are all really bad mill cards, and I'd suggest using better ones. Cut Your Losses just costs too much mana, and by the time you're on turn 6 the game should already be over, and this spell doesn't help actually end the game. Mind Funeral is just too unreliable for its mana cost and generally doesn't get a good-enough return for its cost. Fraying Sanity is a trap card in that the first copy is semi-playable, but drawing the second copy often leads to you losing the game... it plays a LOT weaker than it reads. I'd suggest considering better mill cards like Fractured Sanity, Glimpse the Unthinkable, and Tasha's Hideous Laughter.

  • I'd suggest considering Extirpate or the more expensive Surgical Extraction. These cards are pretty important for mill by being able to strip key-pieces from your opponents deck, taking away their ability to effectively combat you, as well as dealing with problem cards that might shuffle back into the opponents library.

  • While Fog Bank is a decent defender, it doesn't really help you win the game, as it often only buys you one extra turn, and playing it will usually cost you a turn. I'd suggest instead running mills premier creatures in Ruin Crab and/or Hedron Crab

Hastapasta on HELL MILL

9 months ago

It might be a good idea to add Mesmeric Orb. It's all about speed. Also, something on turn 2 would be nice, right? Fraying Sanity might not be the best idea because it is kind of too slow. It's all about SPEED!

I realized that most modern decks have self-search. So should I take out Scheming Symmetry?

Maybe Fraying Sanity is a poor option. Because it takes another turn. We have to mill quick. No time to waste! This means many other combos like Traumatize would go.

I looked through the Sword of Body and Mind combos. Looks too slow. I have to wait until turn 3, and that's not good enough.

In order to deal with damage, I think it's better to knock them out before they can do damage. Specialization, not generalization (jack of all trades, master of none!).

I already have removal with Assassin's Trophy. That's enough, I think. Is that right (do I need more removal)?

I decided to create a version without Fraying Sanity. Here: tappedout.net/mtg-decks/hell-mill-copy (SLUG is not working)

I put Thing in the Ice  Flip and Fog Bank because I have nothing else to put in. Maybe some counterspells? Doesn't fit the theme of the deck.

9-lives on HELL MILL

9 months ago

Hello, Hastapasta

.I wouldn't use Mission Briefing because that's 2 blue mana plus the mana of Archive Trap which is 3 generic and 2 blue. Total 7 MV. You would have to not only have four blue mana, but also 3 generic. This is one reason why I told you to go with Slither Blade, not only because you'll be guaranteed to hit the opponent player, but it also balances out your colors. I also wouldn't rely on Maddening Cacophony for halving decks unless you are in a long game. It is 1 generic and 1 blue plus kicker of three generic and one blue, making for 6 MV total. Very cost intensive. And Mind Funeral is pretty good... luck of the draw a lot of the time though, and most people are putting around 20 lands into 60 card decks, which makes for around 33% chance of drawing one. But not only would you be milling, you would be removing lands from his deck, which is spectacular. I'd keep Mind Funeral. Oh, and it would be good to have tokens, or aggro creatures, or simply counterspells. You can't be beaten to death by the opponent whenever you are milling. 4x Slither Blade would not only give you what you need for Sword of Body and Mind but also supply chump blockers. Walls would be very useful for this. Fog Bank is very useful against combat damage, and that's what you're basically against besides non-combat damage, which in that case the best card for that is The Wanderer. but the latter would be good for sideboard and the former for many kinds of battles. Vantress Gargoyle is great for doing whatever you want it to, but i would only use it to mitigate damage and destroy creatures; i wouldn't say you can win a game with it.

Epicurus on Awww Nuts!

1 year ago

Hello there!

I have a squirrel deck as well, which uses Mazirek, Kraul Death Priest as the commander, and it's terrifying. Not saying you should replace Chatterfang, but you should consider adding Mazirek to the 99. It really makes the deck sing. Plus, it goes infinite with Scurry Oak and a sac outlet.

Also, for Reznor31's question: I'm personally a big fan of Will-o'-the-Wisp. Including it in a deck is much like playing Fog Bank in a blue deck. There doesn't have to be a thematic reason for playing it, it's just a really good, cheap blocker. I don't want to speak for Dark-Tree, but figured that I would defend their choice.

Having said that, consider Spidersilk Armor as an alternative way to add flying defense, if you feel like you need that.

Cheers!

multimedia on Fort Burn

1 year ago

Hey, interesting budget version of Kykar.

Lots of burn here doesn't have enough oomph when each opponent will have 40 or more life. Glacial Ray, Magma Spray, Lightning Helix and other single effect burn spells like this are subpar in multiplayer Commander. Flame Rift doesn't do enough, hitting all players for 4 damage a single time is not worth a card. Even being able to flashback these spells with Backdraft Hellkite isn't good enough because they're only doing damage to one player. Some advice is research Torbran, Thane of Red Fell burn decks and mimic the burn strategy with Kykar?

Impact Tremors and Zo-Zu the Punisher are good, it's the kind of repeatable burn you want in multiplayer Commander. Consider more repeatable burn sources?

Barbs and Earth seem like very good repeatable burn sources with Kykar since have lots of mana rocks (could have more), Spirits can make red mana and playing lots of basic lands. Tremors and Goblin Bombardment want an infinite combo for they're burn that can create infinite tokens with Kykar or Saheeli, Sublime Artificer.

By adding this budget combo you add some more competitiveness to your deck and Guttersnipe is another burn win condition with the combo. You can't do this combo if you control Spellshock. But with Jeskai you have many options that can bounce/tuck/destroy an enchantment before comboing while still keeping it in your control to burn your opponents until you want to combo.


What Kykar provides for a burn strategy is extra damage from attacking with fliers, 1/1 Spirits and Kykar. Animosity can make Spirits more of attacking threats and with a lot of them a win condition. Consider increasing the fort with Obedience and Prison? Obedience can also be a nice source of repeatable life gain with extort since you gain life each time equal to the number of opponents you have.

Consider adding more draw as well as more mana efficient draw to expand on spellslinger?

Tandem Lookout when soulbond to a creature who can do damage to an opponent or all opponents you draw cards. Use this interaction with Guttersnipe since when he does damage you draw a number of cards equal to the number of opponents you have. Zo-Zu the Punisher is also good with Lookout because all players can play lands including yourself to draw. Lookout can change who it's soulbond to which is really helpful to first soulbond with flying Kykar or a Spirit and then change when a creature ETB who can do damage to opponents.


Some cards to consider cutting:

Good luck with your deck.

TotesMcGoats on Wizzardrix (Kwain, Itinerant Meddler)

1 year ago

[email protected]_only I did immediately think of this deck as soon as this guy got spoiled! I guess my only issue is that an 0/4 just isn't that big, so it doesn't work too well as a blocker, especially compared to the likes of Fog Bank or Guard Gomazoa.

The other issue is that even if we WANTED people to swing at it with a 1/1 or something just to draw a free card, we have so many pillowfort tax effects they'd have to pay 2 or more mana just to do it, which is probably just not worth it when we are already drawing them so many extra cards anyway.

The biggest upside would be that we also get to draw, so if each opponent just swings a 1/1 at it each turn, they'll each be drawing 1 card and we'll be drawing a total of 3, so there's that.

Its definitely a fun card to include and fits the friendly vibe of the deck so feel free to clude it in your lists! Just not sure its good enough for me for this list. :)

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