Prevent all combat damage that would be dealt this turn except
combat damage that would be dealt by enchanted creatures and enchantment creatures.
Scry 2.
Good, good, in addition to one sided Fog you get to scry two. The cost would prohibit it from being played from enchantment-lite decks of course, but a minor weakness.
Love me fogs that you can use as an offense trick.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Fog should be like a timewalk, it's only good if you are doing other things with your turn as well as fogging. I guess while Wilderness Reclamation is in standard there might be some value to it because in effect you do get to play it the turn you drop the Reclamation.
Fog should be like a timewalk, it's only good if you are doing other things with your turn as well as fogging. I guess while Wilderness Reclamation is in standard there might be some value to it because in effect you do get to play it the turn you drop the Reclamation.
That’s... honestly a pretty absurd comparison. If you turn 5 a Time Warp, it may not be the best thing you could do with that card but at least you’re pulling ahead by ramping by one and drawing an extra card before your opponent gets to do anything more. A fog doesn’t prevent your opponent from developing a board, from drawing more cards, any of that. Fog is reactive, Time Warp is proactive.
A 4 mana fog is bad for the same reasons a 4 mana counterspell is bad.
I think the idea here is you assign your enchantment/enchanted creatures as blockers and then hit this to take them out and keep your creatures. It's not really a fog, but I guess it can also be a fog if you absolutely need it to be.
Meh. In Limited, if playing green I will pick this up so I can give myself a turn of breathing room in case I need it. Otherwise, we have Pause (which can essentially be free with 3 creatures) or Snare in Standard then good old-fashioned Fog in Pioneer. Actually, in some decks I did use Winds of Qal Sisma because it is trivial to trigger ferocious.
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Inspire Fear 3G
Instant Common
Prevent all combat damage that would be dealt this turn except
combat damage that would be dealt by enchanted creatures and enchantment creatures.
Scry 2.
Nylea appeared in the howl of a hundred beasts.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
"You can tell how dumb someone is by how they use Mary Sue"
Fog should be like a timewalk, it's only good if you are doing other things with your turn as well as fogging. I guess while Wilderness Reclamation is in standard there might be some value to it because in effect you do get to play it the turn you drop the Reclamation.
That’s... honestly a pretty absurd comparison. If you turn 5 a Time Warp, it may not be the best thing you could do with that card but at least you’re pulling ahead by ramping by one and drawing an extra card before your opponent gets to do anything more. A fog doesn’t prevent your opponent from developing a board, from drawing more cards, any of that. Fog is reactive, Time Warp is proactive.
A 4 mana fog is bad for the same reasons a 4 mana counterspell is bad.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||