After cube on Monday night my buddy and I got to discussing cube in general. He specifically brought up fog effects and how he thought it would be an interesting dynamic to have in the cube. He insists that the effect, when timed correctly, can be a serious blowout. He also thinks just by having these effects in the cube, it changes some of the thought processes when involved in combat.
Obviously, I am reluctant to try these effects since I don't think they are good enough, but I never had any experience with them.
I was curious what you all thought of fog effects, whether in white or green or both and if it would ever be worth reserving a spot for it.
I generally don't think they're wprth it tbh. I do run Arachnogenesis, but thats because the card is good when not timed optimally, and absolutely backbreaking when timed correctly. Also it's a very fun card to play.
I have Ætherize because it kills tokens and is a huge tempo swing.
Tangle looks like it could be strong enough being a huge tempo swing but straight fog I don't think it is good enough.
Fog effects will always be niche, if you have a free green slot, I think I agree with your friend that it is a meta mind game and it is much better if you are typically playing with the same group of people even if it is not optimal.
isn't moment's peace cubed a decent amount? the only fogs i would ever consider cubing are that, constand mists, and maybe something like a cheaper Encircling Fissure. Basically, multi use, lockout, or 2 for 1 potential. I guess if there was one that cantripped I might want to consider it.
If you run a cube that goes deep on token makers, especially bigger tokens, Druid's Deliverance can be excellent because it can flash in a pretty big creature for 1g, and Fog is an additional mode for it.
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Moment's Peace is in my cube, and good enough. It goes into 2 decks: grindy graveyard based G/x (mostly B or U), where every card that has a decent function out of the graveyard is playable, and X/(X/)g control decks. My control decks are often slightly more on the 'real control' spectrum than most peasant cubes offer. Enchantment based boardlock style, draw-go, Psychic Spiral etc. Moment's Peace is good because it blanks 2 (non-consecutive) attacks and gives a lot of time to set up.
Constant Mists has been in my cube for a long time, years ago, but I cut it for Moment's Peace and its graveyard synergy. That said, Mists is very good in the right deck. If you have any way to take advantage of the bought time, or can sustain landdrops, the card is basically unbeatable because it's so hard to interact with. That's also the biggest problem the card has: when it's good, it's maybe a little too good. There's burn, discard and counterspells, but that's it. Green and white have no way to deal with it outside of hoping the other player runs out of lands or screws up. And, when it's NOT good (or not played well), it prolongs games unneccessarily when both players wait for the fogs to end so the last attack can kill the opponent. It's basically like Propaganda in that regard. It's a good card, but use only if you're fine running card like it.
I've never gotten around to try Tangle, but it looks very playable. Locking up the attackers gives you a lot of time to turn he game around.
In general, fogs are in a bit of a weird spot. Fogs are defensive in nature, but work best when your wincondition is already in place (or incoming) to make sure your opponent can't race you. Or to buy time to cast that backbreaking spell. You have to back up your fog. Just playing a fog to 'not die' basically turns it into a lifegain spell that has a timing restriction on it and can't save you from burn. If you're swinging with a dragon against an army of grounded tokens, or you need a turn to find a combo piece, a fog can feel like an instant speed Time Walk. The former is a card we wouldn't ever out in our cubes, while the latter would be a windmill slam include.
I think it's fun and good to run up to a couple of fogs, just like I enjoy running a couple combat tricks. But, just like with combat tricks, you want to play the ones that either have such a high upside that the downsides are something you can live with (Constant Mists?), or have a reasonable floor. Both Moment's Peace and Tangle -when they're in lifegain spell form- at least can gain you a good amount of life.
What I wouldn't do is include fogs for the blow-out potential. I think I can count the 'gotcha' moments a fog created in the last 5 years of cubing on 1 hand. But, we've had enough times where a fog was able to stall the game a couple of turns and gain some time to stabilize and turn the game around.
Lull can be cycled when not needed which is quite useful for such a situational effect, but there have been more interesting suggestions already. Moment's Peace can be used twice and also supports graveyard themes.
I'm not sure if you are looking for a serious answer, but Arachnogenesis specifically was released as a uncommon on Magic Online, but not even in a normal Magic Online booster release (like for Vintage Masters, Master's Editions I/II/III/IV or Tempest Remastered). I think it was in a... treasure chest or something like that? Even though I draft on Magic Online quite a bit, I eventually lost track of the different points and prizes that got offered.