
Fog on the Barrow-Downs
CommentsModern 20 Eng.FUsr.—
Three mana to stop only combat is too slow and incomplete for Modern; the Aura remains vulnerable and leaves creature abilities online.
Could be wrong if A future Spirit-matters payoff or unusually creature-centric metagame could create a narrow use.
Legacy 16 Eng.FUsr.—
Legacy demands far more efficient, resilient interaction; this slow Aura neither removes the creature nor stops its abilities.
Could be wrong if A specialized Spirit-conversion interaction could provide a niche absent from supplied context.
Pauper 24 Eng.FUsr.—
It is much weaker than Journey to Nowhere (78): costing more, remaining removable, and leaving activated abilities active.
Could be wrong if A slow creature-heavy Pauper field could make its combat lock a fringe budget answer.
Commander 22 Eng.FUsr.—
It can blunt a combat-focused commander, but leaves utility abilities intact and is badly outclassed by flexible permanent removal.
Could be wrong if Spirit-typal decks may gain a payoff for changing an opposing creature's type.
Limited 58 Eng.C+Usr.—
A three-mana combat lock is reliable creature interaction and usually makes decks, though it fails against static or activated abilities.
Could be wrong if Unknown removal density, creature abilities, and Spirit synergies could substantially alter its pick order.
“A three-mana Aura that stops combat but leaves abilities intact is far below competitive removal rates outside Limited.”
Rated on limited context — few cards from this set are revealed yet.
AI prediction made before release — not a measured result. Real performance data replaces this once the set is legal and tournament results come in.
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