Fog

Fog

Instant

Prevent all combat damage that would be dealt this turn.

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Legality

Format Legality
Oathbreaker Legal
Unformat Legal
1v1 Commander Legal
Duel Commander Legal
Commander / EDH Legal
Custom Legal
Pauper Legal
Limited Legal
Tiny Leaders Legal
Block Constructed Legal
Oldschool 93/94 Legal
Casual Legal
Highlander Legal
Vintage Legal
Modern Legal
Pauper EDH Legal
Pioneer Legal
Canadian Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal

Fog occurrence in decks from the last year

Latest Decks as Commander

Fog Discussion

legendofa on Card creation challenge

1 week ago

Many Hands

Enchantment

Creatures you control get +1/+1.

Formidable - : Target creature you control must be blocked this turn if able. Activate this ability only if creatures you control have total power 8 or greater.


Create a multicolor Fog card.

Simerix on Big Butt Big Mana

1 week ago

Cards to remove: Altered Ego, Horizon Chimera, Vastwood Hydra, Elixir of Immortality, Otherworld Atlas, Fog, Haze of Pollen, Respite, Kiora, Behemoth Beckoner, Prosperity, Wildest Dreams, Thryx, the Sudden Storm

Meh cards: Folio of Fancies, Beanstalk Giant, Hydra Broodmaster

Be carful with cards like Prosperity because you give your opponents a lot of cards. You pay a lot of mana for them to draw a lot of cards.

Your lands suck. I can help you find better lands to use if you would like. You will be fine if you don't change them, but better lands go a long way.

Thryx, the Sudden Storm is a decent card, but look at your mana curve. You don't have many cards over 5 cmc. In other words, he doesn't reduce the cost of many spells.

Cards like Fog don't work well in commander. When life totals are so high, you don't care about one individual combat, but gaining large long term value. This is a single use card. It will also likely sit in your hand as a dead card most of the game. Compare Fog to a card like Propaganda

Mcat1999 on Arch of Orazca

2 weeks ago

I can say from my own experience that I've had some games end on turn 7, some not end until like turn 13 - 15. One game went into the mid 20s. And yes by the game ending on turn 7 I do mean all three opponents have been taken out by then.

Sometimes your hand runs out of cards and you get into topdeck mode, and that's never fun. What's worse is when you have 8 or 10 cards that bolster your draw and somehow you've gotten none of them, or perhaps you've gotten one or two and they have been removed from play.

To me, having at least one utility land that draws is always a good idea, because it ensures some safety and padding later on. Sometimes you topdeck a land and you don't need more mana. There's no purpose in playing that land you drew, as the element of surprise and suspense can outweigh the value of the card on the battlefield. For example, perhaps I have 9 lands on the field already and zero cards in hand. I topdeck a Breeding Pool. Is there more value gained by me playing it and having 10 lands and 0 cards in hand, or holding onto it and leaving my 9 lands untapped and forcing my opponents to question if I just topdecked a Cyclonic Rift or a Counter spell or even a Fog?

That's where the game turns from chess into poker. That's something I've heard over the years is that Magic is like chess and poker combined. The poker aspect comes from knowing when to bluff, when to reveal, when to play, etc. I may not have a Cyclonic Rift in hand, but my opponents don't know that. They just see that I passed with a card in hand and have the mana open for it.

Now, come the end step of the opponent before my rotation, I can spend the mana and draw off a utility land. Now I enter my turn with 3 cards (after my draw step) which puts me in a far superior position.

I'd rather have that 3rd card in hand now, then a 10th land in play last turn and only 1 card in hand this time because I didn't draw off a utility land.

And suppose someone decides to call my bluff? Suppose they attack into me, wondering if I actually am holding up a Cyclonic Rift or a Fog. I do nothing and it goes through. Well, in response I can draw a card. Not using that mana for anything else, afterall. Might as well gain value.

The way I see it, SOME value is ALWAYS better than no value.

IKILLEVERYONE on Why is this Card Played …

4 weeks ago

I definitely use that. Along with Magosi, the Waterveil. Use cards like Fog Silence Cease-Fire. I think thats a reason why. Alot of people dont feel comfortable giving up a turn and letting the other player gather power. But not me!!! Silence!!!!

ellie-is on Ellie's Saprolings

2 months ago

HalbrechtHalbrecht: Thank you for the very detailed comment!!

Sprout is just sadly not good enough! I used to run it back when I also ran Parallel Lives and I think that's the only case where it's worth it - one mana for two creatures (making it slightly better than Tukatongue Thallid, which's that but over multiple turns). Otherwise, it's a 1/1 with flash and nothing else, which... Well, for comparison lets look at Spectral Sailor. It's blue, arguably the worst type for competitively costed creatures, and not only it has flash, but it also has flying, card draw, and two types with a lot of tribal support. And yet it's still a super cheap common that doesn't see play. So getting a card that does one third of that, in a green deck, not that great. If I'm making Saprolings I want to make more than one per card, so while Sprout is a nice card, it doesn't make the cut. (that said, I kinda wanna build a casual spirit deck with a playset of spectral sailor now)

You're right about Tukatongue Thallid's primary purpose, but it ended up not being relevant often enough to the point where I actually haven't missed it at all since I removed it! Which's why it's important that its replacement needed to be clearly doing more than it was.

I like Fists of Ironwood a lot, it's of course worse than Saproling Migration or even Krenko's Command, but it's what we have when we can get to make 2 Saprolings for 2 mana and have four migrations already, haha. Getting 2-for-1'd is definitely a risk, but I think it's worth it despite that, especially if I stick to my rule of never enchanting my own creature if I can help it. That said, as soon as they release something that can fulfill its purpose of getting as many Saprolings as possible out of a single card for a reasonable mana cost, I'll be sure to replace it.

I used to have Druid's Deliverance on the sideboard (and even the mainboard way back in the day), but it was just so rare for it to be giving me a significant enough advantage compared to other cards I could have. People tend to agree that Fogs aren't a good idea outside of casual environments and I have a hard time arguing with them (though I do love seeing a well played Fog in a kitchen table, lol). Populate is nice, but it ends up being a small bonus in a Saproling deck. You get a lot more out of it when you're doubling Rhinos or Wurms. (I do love that new art, though!)

Flash Foliage is a mix of Sprout and Druid's deliverance - but it's a weaker fog effect, and the saproling is almost always going to die. Drawing a card is nice, but the whole thing is a little too situational for me. Cards that require opponents to do a specific thing are a gamble, and they need a really good payoff to be worth it. And even if this let me make that Saproling and draw a card outside of combat, I'd probably not be sure about whether or not to run it, and that helps me realize that since it's worse than the hypothetical version I still might not run, I probably don't want to run it as it actually is.

Pallid Mycoderm is an interesting one! It's been so long since I gave spore counter fungus any consideration, that I hadn't thought about this particular card since before the deck was even white, haha. I'm going to do some serious thinking about it! I'm always wary of sacrificing tokens but it might be worth it.

Thanks again for everything! I'm always happy when people pay attention to my decks and look at them closely. And the world of Magic needs more unique builds, heh. Nothing wrong with wanting to win tournaments and play top tier decks, but... well, unique decks are a lot more fun!

Lanzo493 on Ruric Thar, the aggro stax

2 months ago

Quiero mencionar algo sobre la carta Primal Surge. Dice que "puedes ponerla en el campo de la batalla," o sea, puede terminarlo cuando quiera. No hay que usar todo el biblioteca y morir debido a Fog o Teferi's Protection.

Dijo que queria cartas que le dan cartas constantamente. Tengo experiencia con eso. No quiere usar cartas como Soul of the Harvest porque le mataria cuando usa Primal Surge. Pero si puede usar Beast Whisperer y Primordial Sage. Zendikar Resurgent hace la misma cosa, pero cuesta mas que Ruric Thar. Todavia vale la pena. Nikya of the Old Ways seria perfecto aqui.

TriusMalarky on Felidae Cult

2 months ago

9-lives In 60-card formats, you can just run 4-8 removal spells. Literally. You don't need obscure, bad Fogs, Tormod's Crypts and funky Naturalizes to deal with what most decks are doing.

4x Prison Realm would be fine.

I think you're a little confused when it comes to interaction -- what I've gotten from "you want to answer each threat with a good card for it" in the context of that post is that you're trying to wield silver bullets against specific archetypes -- and the archetypes you're trying to fight are really weird ones.

See, for the most part, you won't need to fight Graveyards, Artifacts or Enchantments, and you rarely need Fog effects or ways to make your creatures indestructible unless you're playing against very specific decks. Most of the time, you could run 4 Prison Realm and be totally fine. In fact, I recommend something like Prison Realm or Seal Away as removal to deal with whatever your opponent is doing. I always run at least 4-ish interaction maindeck in 60-card.

Also, you're confused on when and why you want hate cards against specific decks. Very few decks are actually going to be using artifacts or enchantments in a way that you're scared of them. And the ones that do, especially in Pioneer, are easily taken care of by Felidar Sovereign.

Graveyard decks are easily taken care of with Tormod's Crypt.

On drawing what you need.... just run enough. There's enough good creatures that you can win, there's enough white removal that you can draw it in time. Tutors are really only good when they draw you multiple cards or tutor up a combo piece. They're just slow and a bit clunky.

I mean, unless you have 3+ mana, are using cards like Swords to Plowshares and Path to Exile, and tutor stuff up with Demonic Tutor... which still sucks in most formats.... you're spending too much mana for too little cost.

MagicMarc on Feelings On Fogs?

3 months ago

I personally think Fog effects even if repeatable are losing by design. And quite overrated especially in EDH.

What is the design goal of using them? I think not losing is better than winning?

Outside of very narrow archetypes, fog just does not win games. The last time I saw a decent turbo fog was like the end of 2018 maybe. And that was in a 60 card format. I have never seen an EDH deck built around fog win a 4 player or more game of EDH.

Given, there are fun fog cards and fun niche moments where you can turn the tables on someone but that does not make them consistant or reliable as a strategy.

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