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MTG: 20 Protection Spells to Prevent Damage

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Have you ever nearly won a game, but then lost because of combat damage? In this article, we'll show you 20 fogs to prevent this as well as many other situations from happening!

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Traduit par Joey

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revu par Joey

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Introduction

How many times have you nearly won a game, but then lost to some unexpected aggro or burn damage?

Losing a game when you were "one turn away from victory" is, obviously, incredibly frustrating, as well as devastating. Well, what if you could prevent that from happening again, though?

Popularly known as "fogs" (after Fog), some Magic: The Gathering cards prevent damage and effectively buy you a turn. With these cards, you'll be able to prevent damage dealt by creatures, instants, and even sorceries.

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After a lot of research, we gathered 20 fogs you should get to know and start using. We can guarantee you'll be a lot happier, and your opponent a lot sadder, once you start playing the cards below.

Please note that this article is not a definitive ranking of the top 20 best fogs, but, instead, a list with some of the most popular fogs so you can add a few to your toolbox.

Honorable Mentions

There are a few protections you can use as fogs, even if they aren't exactly fogs.

Comparing them to the other cards in our list wouldn't be fair, so we decided to add them as honorable mentions.

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The One Ring is probably one of the most popular Magic: The Gathering cards right now. It didn't get this famous just because , supposedly, Post Malone bought the 001/001 The One Ring for US$2 millionlink outside website, but also because of everything this artifact actually does.

If protection from everything is not your cup of tea, the fact it is indestructible and draws cards definitely should make it at least a bit appealing. The One Ring protects you and gives you an edge with extra draws. What more could you possibly want?

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Teferi's Protection, in turn, is an old friend to many players. This card is extremely powerful, as it prevents anything and anyone from changing your life total until the next turn. It also protects your permanents, all at the same time.

You can use this instant in several decks and with various mechanics, but it is particularly efficient if you can protect it from a Counterspell. After introducing such a powerful effect into your game, you have to exile Teferi's Protection.

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In theory, Everybody Lives! is the card that makes sure "everybody lives" after your opponent finishes playing their explosive turn. However, in a few cases, this card only makes "everybody live" until the next upkeep.

According to the Magic: The Gathering rule booklink outside website:

  • 104.3j In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game.

    So, if one player is dealt 21 damage by the same commander on the turn Everybody Lives! was cast, they'll lose at the beginning of their next turn. This happens because this card doesn't prevent damage that "would be dealt", even though it is an excellent protection and will buy you a turn in many situations.

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    Just like Teferi's Protection, this card protects you and your board by phasing out all your permanents, preventing anything and anyone from changing your life total, and protecting you from everything.

    This spell costs a lot of mana, but, to use all of its effects, you'll have to gift an opponent an extra turn.

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    You can only cast Illusionist's Gambit when an opponent is declaring their blockers. This spell removes all creatures from combat, untaps them, and then starts an extra combat phase. Furthermore, creatures won't be able to attack you or your planeswalkers in this combat.

    20 Spells to Prevent Damage

    Fog, Holy Day, Ethereal Haze, and Darkness

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    Ok, we did add four cards to this section, but we have a good reason!

    Fog (yes, the one that named this entire section of spells), Holy Day, Ethereal Haze, and Darkness are all one-mana instants that prevent any combat damage that would be dealt in a turn. Apart from their color identities and Ethereal Haze's "Arcane", they're the same card.

    Does that make them weaker? Not at all!

    With these cards, even if you only have one mana left, you can escape a lethal attack.

    Spore Frog and Kami of False Hope

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    Spore Frog and Kami of False Hope are also the same card, but their color identities are different.

    As they're both creatures, finding a way to return them to your battlefield after they go to your graveyard won't be that hard.

    From personal experience, very few things are more annoying and tiresome than a Spore Frog in a Meren of Clan Nel Toth Commander deck.

    Arachnogenesis

    Just imagine it: it's the combat phase and your opponent has a board full of 1/1 Goblin tokens ready to attack you. Your life total is at risk, and everything you have to protect yourself is…

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    Yes, that's right! A fog that creates tokens!

    Arachnogenesis creates X Spider tokens with reach, where X is the number of creatures attacking you. It also prevents combat damage dealt by non-Spider creatures on that turn.

    Besides protecting you, this card refills your board and can remove resources from your opponents (in the example we listed above, your Spiders would kill those Goblin tokens).

    Druid's Deliverance

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    If you're playing a deck that creates tokens, this fog is perfect for you! Besides preventing damage, Druid's Deliverance creates a token that is a copy of a creature token under your control. For instance, if you have a 1/2 Spider token, you can target it and create another one.

    Fog of War

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    Fog of War is more situational than the other spells we commented so far, but it still stands out.

    This spell gives you life equal to the number of creatures on the battlefield, and prevents damage that would be dealt by creatures with 3 power or less.

    Inkshield

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    Inkshield is one of the most expensive spells in this article, but, when you cast it, you realize its effect is definitely worth it.

    Unlike Arachnogenesis, which considers the number of creatures attacking, this spell considers the amount of damage it prevented. You'll create a 2/1 Inkling token with flying for each point of damage prevented this way.

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    Obscuring Haze

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    Obscuring Haze, an honest option, is one of many spells that are better with your commander in play!link outside website

    If you control a commander, you can cast it for free to prevent any damage that would be dealt by enemy creatures that turn.

    This means you can use it to protect yourself or make sure your creatures will survive when they attack an opponent.

    Dawn Charm

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    Spells with multiple modes are always welcome in any deck!

    You can use Dawn Charm as a fog, but it is also an option if you want to regenerate a target creature or even counter a spell that is targeting you.

    Constant Mists

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    This spell's buyback is sacrificing a land when you cast it. If you do that, this card returns to your hand after it resolves.

    This recursion is quite interesting, but a bit expensive. I highly recommend you use Constant Mists in recursive decks with cards like Crucible of Worlds and Lumra, Bellow of the Woods.

    As you don't have to use its buyback, you can cast it for two mana and let it go to your graveyard after it resolves.

    Blessed Respite

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    What could be cooler than preventing combat damage?

    Simple, preventing combat damage and shuffling the cards in your graveyard back into your deck. Or, simply using this card to force your opponent to shuffle their graveyard into their deck, and this way disable their reanimate interactions.

    Riot Control

    Fog that works against burn? We have that too!

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    Riot Control prevents all damage that would be dealt to you that turn, regardless of which type of damage. Furthermore, this spell gives you 1 life for each creature your opponents control.

    Jaheira's Respite

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    At first, the idea of spending five mana to cast a fog definitely seems a bit inefficient. However, just like Inkshield, this fog has many benefits that make up for its cost.

    Jaheira's Respite prevents combat damage and lets you search and put in play as many basic lands as there are creatures attacking you.

    This instant could, potentially, fill your board with lands, and get you way more than what you used to cast it.

    Comeuppance

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    This is another card that prevents all damage that would be dealt, combat damage or not, and also protects your planeswalkers!

    Comeuppance is a fun option which could kill the creature that is attacking you, or simply ricocheting all the damage your opponent tried dealing to you that turn.

    Selfless Squire

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    Selfless Squire's ETB effect prevents all damage that would be dealt to you. Furthermore, it gains +1/+1 counters equal to the amount of damage that it prevented.

    Take the Bait

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    Preventing damage and getting an extra combat phase? We have that too!

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    You can only cast Take the Bait during your opponent's combat phase. With it, you'll prevent damage that would be dealt to your life total and your planeswalkers, untap attacking creatures, and goad them to attack again in an extra combat phase.

    Moment's Peace

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    Moment's Peace, possibly one of the most iconic fogs, has flashback, which means you can use it again when you cast it from your graveyard. Next, you have to exile it.

    Final Words

    See how many fogs you can play in MTG? And they come in all colors! We got a few of the coolest, funniest, and most popular fogs in this article, but, do you remember any others? Tell us which fog is your favorite in our comment section down below.

    Thank you for reading, and see you next time!