![Fog Fog](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/eternal-masters/fog/mtg-cards/_user-added/ender666666-fog-14644476090-cropped.jpg)
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fog
Instant
Prevent all combat damage that would be dealt this turn.
![Kudo, King Among Bears feature for We Bare Bears](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/MH3/kudo-king-among-bears/regular-1714533539.png)
![Omnath, Locus of Mana feature for Omnath, Locus of Mana](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/commander-collection-green/omnath-locus-of-mana/mtg-cards/_user-added/femme_fatale-omnath-locus-of-mana-cc1-15981343460.png)
![Tempting Wurm feature for radagast mono green group hug](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/onslaught/tempting-wurm/tempting-wurm-cropped.jpg)
![Tendershoot Dryad feature for Midsummer night's dream](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/rivals-of-ixalan/tendershoot-dryad/mtg-cards/_user-added/gulaghar-tendershoot_dryad_rix-15201970060.png)
![Merrow Reejerey feature for Hot Merbois in Your Area](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/jumpstart-2022/merrow-reejerey/femme_fatale-merrow-reejerey-j22-16697017220.png)
![Fangorn, Tree Shepherd feature for Treebeard Speaks for the Trees](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/the-lord-of-the-rings-tales-of-middle-earth/fangorn-tree-shepherd/femme-fata_n4zsOaA.png)
![Sulfurous Blast feature for fart tribal](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/CMM/sulfurous-blast/regular-1690081833-sf-1689998244.jpg)
![No Mercy feature for Queen Tribal](https://cdn.statically.io/img/static.tappedout.net/mtg-cards-2/promo-set/no-mercy/femme_fatale-no-mercy-000-16454020600.jpg)
DemonDragonJ on How Are Red, Black, and …
2 weeks ago
Coward_Token, why does Mark Rosewater believe that white does not need Fog/Holy Day effects?
DemonDragonJ on How Are Red, Black, and …
2 weeks ago
Coward_Token, I feel that Holy Day makes more sense than does Fog, so I am rather displeased that WotC has not reprinted that card nearly as often as they have reprinted Fog; is not white supposed to be the best color at healing and protection?
Coward_Token on How Are Red, Black, and …
2 weeks ago
Green getting Stifle-type effects is actually a pet peeve of mine. It's too subtle and I feel it doesn't really fill a necessary role in the color's strength the same way Fog effects do. Really should go to white as a secondary ability, the non-lethal flavor is fitting and its similar to the color's existing mechanical ability of tapping things down
Elhoggerino on
Blood Blatter Beast of Bhaal
2 months ago
I also don't really understand Fog or Spore Frog but I know you like politics so maybe they'll be fun in order to get favours from people. Loads of card draw which is nice but again I can see you running out of creatures to sac for Village Rites and Deadly Dispute type cards. You generally need to draw cards while behind and while behind you might be suffering from graveyard hate agaist your skeletons or other effects - just something to consider. Also Damnation might be something to consider switching for a different boardwioe if you are gonna put some regenerate creatures in (Toxic Deluge turns off regenerate aswell - but it's such a good card it's probably worth it)
In terms of cuts to make to make space for more dummies, Shadow in the Warp doesn't really fit much in the deck - you have so many cheap creatures that you'll probably be casting more than one a turn and it will rarely help that much - and the 2 damage is pretty insignificant compared to your other effects. I would favour Llanowar Elves type cards over Fertile Ground as again, creatures are what you want and they give you the oppurtunity to sac them if you need.
Some good cards to consider:
Victimize - brings back your Sakura-Tribe Elder type cards and is a sac outlet at the same time
Kroxa, Titan of Death's Hunger - just great value aswell as triggering Bhaal. A good reanimator target aswell.
Recurring Nightmares - Reanimator + sac outlet + it doesn't die? This card's great.
Dread Wanderer? Not the best but helps you out in a pinch if you have a Village Rites and nothing else
Nether Traitor - I don't know why this isn't in there already
Crow_Umbra on
Petrified by the Gorgussy [Primer]
2 months ago
Thank you for taking the time to offer your feedback, and for reading through the primer Profet93, I appreciate it.
I like what you've suggested and wanted to offer my thoughts in turn:
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Skullclamp - A great card draw staple. I think I didn't initially consider this one mostly because I currently have ~8 creatures with 1 toughness, & don't really make small 1/1 tokens besides Preacher of the Schism. High likelihood for revisiting & inclusion.
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Sakura-Tribe Elder/Rampant Growth - I could see Steve slotting in over Farseek. I have Farseek in here as a means of grabbing Overgrown Tomb for quick fixing.
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Viridian Longbow - This was also suggested by UltimateRoxas40. Definitely a kind of cheeky include. I used to run it in an early version of my Prosper, Tome-Bound deck. The higher concentration of Deathtouch in this deck raises its ceiling. I don't play with equipment much beyond Skullclamp, Lightning Greaves, & Swiftfoot Boots, but might consider swapping one of the instant/sorcery removal spells depending on how first irl playthroughs go.
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Academy Manufactor - I considered this for the deck initially, but it turns out it would be a non-bo with Vraska, the Silencer. Her wording reads "Whenever a nontoken creature an opponent controls dies, you may pay . If you do, return that card to the battlefield tapped under your control. It's a Treasure artifact" Manufactor only makes its plethora of tokens whenever an effect creates a Treasure, Food, or Clue token. Currently, Deadly Dispute, Tireless Provisioner, & Revel in Riches are my only cards that make treasure tokens.
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Mastermind Plum - He has replaced Preacher of the Schism in a couple of my other decks already, so I guess I might as well continue the trend. I think I picked Preacher mostly because I have copies on hand, & my Mastermind Plum is already in another deck.
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Infectious Bite - Forgot about this card & must have overlooked it in my initial brewing. Will likely swap out with Bite Down.
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Bootleggers' Stash/Parallel Lives - Ehhhhh, I kinda like Revel in Riches as my awkward value 5 drop more than Bootlegger's Stash. I don't think I'd consider Parallel Lives for similar reasons listed as Academy Manufactor.
Regarding all the anti-token stuff you mentioned, I agree that Pernicious Deed is what I'm most likely to include. I had it in the initial draft of this deck, but swapped it for some other removal.
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Liquimetal Torque - Definitely a case of "I know I have this on hand". I was also considering Fellwar Stone for this slot. As cool as Jet & Emerald Medallion are, I don't have a copy of either yet. I usually try to focus on what I have initially, then save stuff like the medallions for future upgrades if I like a deck enough to continue investing in it.
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Kura, the Boundless Sky - I typically play against a Kangee, Sky Warden deck quite frequently in my meta. My friend that pilots the deck will frequently go after decks that don't have flying defenses up, & tends to avoid swinging at boards that will stop the flyers. So Kura is here to play mind games with him & deter aggro as a deathtouch flyer, but also is just a bigger body that can help soar over defenses & chip people for 4 damage until they can do something about it. Once he does die, I will pick the land option.
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Saryth, the Viper's Fang - I feel like I tend to see 1-2 wipes per game, but much more targeted removal. Wipes are inevitable, so I don't really worry about them. I'd rather dissuade targeted removal, or at least speedbump folks by offering Saryth up as the bottleneck to the rest of my board without a wipe. If she is too redundant, this could be a potential swap out.
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Questing Beast - I like it for being a haste-y body that also blocks well against aggro crack back. More importantly it helps negate the occasional Fog effect. Because of my main meta being more aggro, I'd rather have bodies on board than to a certain extent than a higher volume of kill spells. The deck started off with more instant & sorcery speed removal, but felt anemic for board presence.
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Guardian Project - Don't think I've ever encountered anyone killing creatures in response to the trigger for denial. Maybe it's happened once or twice, but I don't think it's happened with any kind of consistency to make me worried about it.
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As for the 3 X finishers, this is definitely another case of "I have these on hand". Most of the time Damnable Pact will be a draw spell for myself, but does have that corner case potential to finish off someone that's low enough. I've seen Exsanguinate enough in my meta, & if it hasn't acted as a finisher, it helps its caster stabilize enough to attrition everyone else out. I think I'd rather include Rise of the Dark Realms over Finale, mostly for budget purposes.
Thank you for the questions and suggestions! Definitely a fun thought exercise to get my day started.
kamarupa on
Cloaked Whispers
2 months ago
I love the concept of this deck, but it is def not going to be easy to make it work well. You have some obvious needs in 1) getting the combo pieces 2) having enough mana to cast them all before your opponent stops you 3) having room for defense and removal and 4) making sure your cloaked creatures die.
1) You not only need have some way of assembling your combo, you also need a way to put a spell on top of your library. I have to do this with my deck Cover Girl. The only spells I could find that made sense in that deck were: Jace, the Mind Sculptor, Brainstone, and Scheming Symmetry. I suggest running 2x of each of the first. Scheming Symmetry is a pretty big risk, so I advise against that here. The upshot of Jace is that you can cycle through your library 3 cards at a time, so you not only get to control your top card, you also get to filter for what you need.
2) Provided you employ some added filtering with Jace and Brainstone, I think you can remove some of your extra threats. This will allow for a little ramp. I guess I'd probably go with Birds of Paradise unless you're worried it will get bolted for being a bird. Then I'd probably go with a land enchantment like Fertile Ground. I think with the high-ish cost of your combo pieces, a little ramp is going to be helpful in creating a consistency in speed. (not to be fast, just to be as fast as it can be more reliably)
3) It occurs to me that cloaked spells could be blockers IF you both don't have all the combo pieces in place AND you whiffed with Hide in Plain Sight. Those are somewhat narrow conditions, so it's probably best not rely on that. I see you have room for 35 more cards, approx 24 of which will probably be lands, so I'll have to wait and see how much room you have for more defense and removal, but I think you have to include Bone Splinters. It's not as fast as I'd like but it pulls double duty in kicking off the final step in your combo and it does it for 1 MV instead of 3 like Start / Finish. I'd probably throw in 1x Fog, too. And Assassin's Trophy and Abrupt Decay would be excellent additions to the mainboard and sideboard. I'd probably go 4xBone Splinters, 2xAssassin's Trophy, 1xAbrupt Decay in the main and then extra of the instants in the sideboard.
4) Bone Splinters helps make sure you creatures die, but a board wipe like Killing Wave would probably be useful as well late game.
wallisface on
Zombies of the Westvale Abbey
5 months ago
Your deck is lacking any real form of interaction… letting your opponent just do what they want is a really dangerous place to be! As both Read the Bones and Fog aren’t really doing anything for you here, i’d replace them both with killspells like Fatal Push Abrupt Decay, Assassin's Trophy, and/or Infernal Grasp.
Without any real graveyard shenanigans, Gravecrawler isn’t great here, and you’re probably better off with something like Shambling Ghast to provide some chump-blocking and potential ramp/removal.
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