Singleton Shmingleton - Fog
September 18, 2023
Jesse walks us through the Fog to show us the many faces and uses of Magic's most well-known combat trick.

| Art by Jaime Jones
Can't Even See My Own Hand
Hello, and welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. Today, I'm taking on one of the original "critical mass" build-arounds, . For just a single mana, promises to keep its caster alive for another turn, an effect that is too temptingly close to for players to forget. Well before I started playing the game, players have been trying to win by simply preventing their opponents from killing them, and the strategy has almost never paid off. It had its time to shine in Pauper with loops, and even found some Standard success in a broken and shell, but has spent most of its tenure as the last pick in a booster draft.
There are several reasons why "turbo-" has generally failed. First, committing one card and a couple mana per turn towards not dying means very few extra resources to advance your own gameplan. Second, no matter how many s you draw, it only takes one turn of not drawing one to lose. And third, the strategy gives your opponent all the time in the world to dig for whatever they have that can get around your plan, from to to . In Commander, there is an additional problem: with multiple opponents, you need multiple s per turn cycle to survive everyone's aggression.
But true brewers see weaknesses such as these as merely challenges, and remains a cult classic. And because of this, there have been countless iterations on the effect (and when I say countless, I really mean 57). But many of these effects prevent damage either to you or to your creatures, not to both. Of the "true" s that do both, there are 43.
That's a lot of draft chaff indeed. The most played of these cards is , in 283,250 decks. It is the best spell ever printed that lets you dodge any shenanigans your opponents might be trying to pull on you. ranks fourth on the list with 32,170 decks, with (43,324 decks) taking second and (41,690 decks) hot on its heels. The least played card on this list, besides , is . Gosh, what a stinker! Five mana for a one-sided , I'm surprised it's even in the 122 decks that include it at all.
These cards all do almost exactly the same thing, but what is surprising is how many different ways they go about it. Every year brings a with a new twist, from being able to ignore red creatures to only affecting opponents' creatures. Each new one of these cards presents a challenge: in general, s serve only a very small group of players. They're usually Limited duds, and almost never see any competitive play. Unless they fit into a Limited environment really well, these cards are only for a tiny subset of casual brewers. And so we have cards like and that attempt (and usually fail) to make a that's playable in Limited.
The goal of these weird variants is to make a card that can prevent damage one-sidedly. In recent years, cards like and have removed the conditions you have to meet to get such a combat trick, and they are better than the average in Limited. If we want to build a Commander deck that can actually win, we need to be proactive, and the simplest way to use s proactively is to find a way for them all to be one-sided. Enter . Amid the mountain of text on this animal are some words relevant to our brew. The first is "Legendary," which I didn't realize until I found it under the Top Commanders page for (it doesn't even have a name!), and the second pertinent parcel reads "Combat damage that would be dealt by creatures you control can't be prevented." So there we go! Our s are now much better.
Does That Actually Make Good?
The problem with our combo is that it doesn't really solve the problem with . Instead of having a deck full of cards that save us for a turn, we now have a deck full of cards that save us for a turn and let us win a combat sometimes. That's better, but it's not great. People don't play many combat tricks in Commander, because winning combat one turn at a time just isn't as powerful as what everyone else has going on.
But we've dug our own little hole, and now we're going to make the best of it. The creatures that benefit the most from having damage prevented are ones with high power and low toughness. If we can get some high-power beaters out for cheap, then they can punch damage through without worrying about getting blocked or beaten up. And if we do fall behind, we can while picking off some attacking creatures. Green has some extremely powerful cards, so hopefully our plan has enough backup to carry it over the finish line.
Finally, an excuse to play . This card has always intrigued me, and this is absolutely the perfect deck for it. With our commander out, it's virtually unblockable, since a block would turn off all blocking creatures' damage without us even having to use one of our s. finally gets its time to shine, as do and . Most of our beaters are fairly high on the mana curve, but thankfully green provides nearly unlimited ramp. The package is explosive enough that our five drops can still catch opponents in the development stage, and our s actually allow the deck to take a little more time than other aggressive decks. Powerful green draw engines can keep our hand full, and itself is quite the card, playing offense and defense and threatening to kill anything in its way.
More Card Spotlights
: a classic combo, this artifact lets us invest two cards in the opportunity to always have at our fingertips.
: This one is a gamble. If we play it wrong, it can give our opponents massive numbers of cards, but it's huge, and we can always kill it ourselves. It doesn't combine with most of our s, since most only prevent combat damage, but and will let it survive any fight as well.
: Another huge beater that can backfire! This one nearly guarantees that the defending player will draw a ton of cards, but it also guarantees that our other creatures will get through unblocked. Who cares how many cards they have when they're dead? works great as either a game-ender or to stir up some chaos.
The Decklist
This deck is good, clean fun. It reminds me of in that it takes bad creatures and makes them under-costed beaters, but instead of having that ability all in one card, we have to combine our commander with a one-off whenever we want to save our creatures. But this deck can also play a mean defense. Once our opponents see what's going on, our buff creatures and open mana can ward off plenty of attacks without us having to cast a single spell. Normally, doesn't punish opponents for "making us have it", but attacking into a bunch of 6/1s sure does. Another way I considered building the deck was to include as many -style cards as possible, to lean into the defensive "rattlesnake" angle, but I love aggression too much to pass up on a chance.
We also get to lean into some of the fun politics of classic turbo- decks: We can save opponents in return for favors, we can attack into a friendly opponent and everything else into a common enemy, we can bluff like the best of them when we have exactly nothing. This deck would probably run better with half the number of s, because opponents will always assume we have it, but where's the fun in that? As a Smingleton challenge, this is a success. We can build our deck differently because of our engine, and include cards like that have never seen play in constructed formats before.
Until Next Time
Let's try to break the fairness of this card. It promises so much - card selection, graveyard stocking, spellslinging - and it is a classic roleplayer. But let's see if we can turn it into the star of the show next time on Singleton Shmingleton!