Last updated on March 7, 2025

Vigor - Illustration by Jim Murray

Vigor | Illustration by Jim Murray

The simplest and most common win condition in Magic is damage; this most often comes from combat, but few people who have been on the bad side of a Lightning Bolt or Grapeshot would dispute their value.

Sometimes itโ€™d be nice if there were ways to stop the aggro player from running you over or prevent the burn player from blasting away all your creatures. And there are! Damage prevention effects have a long history in MTG, stretching all the way back to Alpha with Fog. Iโ€™m here to guide you through the long history to uncover the best damage prevention cards in Magic!

Table of Contents show

What Is Damage Prevention In MTG?

Inkshield (Commander 2021) - Illustration by Jarel Threat

Inkshield | Illustration by Jarel Threat

Damage prevention cards stop damage; typically combat damage, though some effects prevent non-combat damage. These effects primarily fall under green and whiteโ€™s share of the color pie, with red serving as the anti-damage-prevention color and having the fewest of these effects.

Damage prevention cards often have a substantial weakness in that they donโ€™t impact the board or get you ahead. They just prevent damage, which, like gaining life, is rarely worth spending a card on. But damage prevention cards can still be worth runningโ€”and the best versions of these effects give you a little more value than the classic Fog.

#40. Take the Bait

Take the Bait

Take the Bait is a fascinating card that could be absolutely game warpingโ€ฆ or the saddest Fog youโ€™ve ever seen, depending on when you draw it. At the very least, this is the kind of card I love to see in my EDH games.

#39. Surge of Salvation

Surge of Salvation

Surge of Salvation is pretty narrow, but it works very well in the right MTG formatโ€”like Pioneer, with a dominant RB midrange strategy. This might just be a sideboard card, but itโ€™s one worth knowing.

#38. Angel of Suffering

Angel of Suffering

Angel of Suffering soaks up plenty of combat damage and often extends your life as your library ideally exceeds your life total, but it can be rather slow. I prefer this in decks that care about the graveyard to make the self-mill into a card advantage engine.

#37. Kurbis, Harvest Celebrant

Kurbis, Harvest Celebrant

Kurbis, Harvest Celebrant is a fantastic tool for +1/+1 counter decks to destroy any hopes your opponents have of interacting in combat.

#36. Hindervines

Hindervines

Hindervines gives +1/+1 counter decks a wonky combat trick; preventing only damage dealt to your creatures makes it easy to lure your opponents into seemingly advantageous blocks before blowing them out.

#35. Angelsong

Angelsong

The great downside of Fog effects is their inability to impact the board or get you ahead. Angelsong combats this with cycling, allowing you to see an additional card when you need something more substantial than a turnโ€™s respite. Haze of Pollen is templated the same but costs 1 more mana to cycle.

#34. Riot Control

Riot Control

Riot Control has some surprising utility in Commander given how large board states can become. Lifegain decks can leverage this quite well to create large swings.

#33. Immortal Coil

Immortal Coil

Immortal Coil provides a strange protection spell that effectively deflects damage from your face to your graveyard and keeps you alive for longer than you have any right to be, assuming you fuel it with cards like Cemetery Tampering and Mesmeric Orb. The reward might not justify the work, but it has some legs.

#32. Dawn Charm

Dawn Charm

Dawn Charm seeks to overcome the inherent Fog weakness with modality, though those modes are also rather weak. But a protection spell that sometimes messes up combat has its charms.

#31. Ith, High Arcanist

Ith, High Arcanist

Ith, High Arcanist takes the glorious protection of Maze of Ith and staples it to its creator with a hefty mana cost. Suspend takes the edge off and lets you use Ith the turn it comes down.

#30. Fog + Holy Day + Darkness

Iโ€™ve talked down about Fog and similar effects like Holy Day and Darkness, but they have one advantage over many cards that introduce modality or add more text to โ€œprevent all combat damageโ€: Theyโ€™re incredibly efficient. You can turn a combat on its head for a mere 1 mana.

Darkness is particularly intriguing because nobody expects a Fog from the black player.

#29. The Wanderer

The Wanderer

The Wanderer provides a neat little package with removal and some protection from noncreature damage for your team. Iโ€™m much more impressed by the repeatable removal and probably wouldnโ€™t play it for the damage prevention alone, but the total package is nice.

#28. Momentโ€™s Peace

Moment's Peace

Moment's Peace is simply two cards in one. That buys an awful lot of time, and gives Turbo Fog decks a crucial bit of card advantage; a playset of this is actually eight Fogs. Whatโ€™s not to love?

#27. Eerie Interference

Eerie Interference

Eerie Interference is just Hindervines without restrictions and the upside of saving your board from Blasphemous Act while acting as a traditional Fog. Three manaโ€™s a lot, but so is screwing with a lot of what your opponents are trying to do; I could really see this white instant being appropriate in the right pod.

#26. Blessed Sanctuary

Blessed Sanctuary

Blessed Sanctuary primarily serves as a token generation engine while giving you some handy protection. This is good in two decks: those interested in tons of enters triggers, and decks in a meta swamped with damage-based removal like Blasphemous Act and Star of Extinction.

#25. Respite

Respite

Respite is a Fog with just a little extra. I appreciate this green instant alongside commanders like Lathiel, the Bounteous Dawn and Bilbo, Birthday Celebrant that care about high bursts of lifegain.

#24. Druidโ€™s Deliverance

Druid's Deliverance

Druid's Deliverance only works in decks with a strong token theme, but itโ€™s one of the better Fogs you can play when you genuinely care about populate.

#23. Eiganjo Castle

Eiganjo Castle

Most white commanders could justify Eiganjo Castle given that they always have at least one target, and a mild protection spell that slots into the land base is pretty decent value.

#22. Selfless Squire

Selfless Squire

Selfless Squire rewards your Fog with a massive beater, though a lack of combat-oriented keywords makes it rather impressive. It can also be rather conspicuous and hard to pull off in decks that want to tap out each turn.

#21. Tangle

Tangle

Tangle kind of buys you two turns since it keeps attacking creatures locked down for an additional combat. That kind of value makes it integral to Turbo Fog decks, though itโ€™s not nearly so meaningful in Commander.

#20. Solitary Confinement

Solitary Confinement

Solitary Confinement works similarly to Immortal Coil as a powerful defensive card that requires a build-around, but this white enchantment is far easier to maintain and lacks any drawback if you run out of fuel.

#19. Kor Haven

Kor Haven

Kor Haven is an excellent tool to shut down one prominent attacker, and fitting into your mana base means it has a negligible deckbuilding cost. The activated ability is rather expensive though, so it plays best in decks that know they have to turn aside a single prominent threat; this does very little against 30,000 goblins coming across the table.

#18. Losheel, Clockwork Scholar

Losheel, Clockwork Scholar

Losheel, Clockwork Scholar gives artifact creature decks some real oomph thanks to the combination of card draw and protection in combat, which Iโ€™ve found particularly useful to allow Thopters to attack to trigger cards like Bident of Thassa.

#17. Prismatic Strands

Prismatic Strands

Prismatic Strands is a pretty nifty Fog thatโ€™s seen a fair bit of Pauper play due to its utility. Not only do you get two Fog effects, one of which is free, you get to stop all forms of damage, including Lightning Bolt and Skred.

There are situations where this white card isnโ€™t ideal, like youโ€™re getting attacked by three creatures without color overlap, but the pros often outweigh the cons.

#16. Jaheiraโ€™s Respite

Jaheira's Respite

Jaheira's Respite looks surprisingly robust at low-power tables, the kind where the only thing that matters is combat and gaining a massive mana advantage swings the game in your favor.

#15. Batwing Brume

Batwing Brume

Batwing Brume has a surprising amount of lethal potential for a Fog. This Orzhov card () scales beautifully with the game, assuming everybody pressures each other instead of just twiddling their Talismans until Craterhoof Behemoth comes knocking.

#14. Comeuppance

Comeuppance

Comeuppance might be the funniest card you can resolve in Commander. Itโ€™s the perfect counter to that Solphim, Mayhem Dominus player who wonโ€™t stop laughing at you, and for blowing out token players who pile on all sorts of buffs.

#13. Rem Karolus, Stalwart Slayer

Rem Karolus, Stalwart Slayer

Rem Karolus, Stalwart Slayer works best in decks that care about dishing out damage to your opponents and their permanents. If you meet that condition, itโ€™s one of the best damage prevention spells. Otherwise, itโ€™s a decent card since it sits in play and provides protection against certain decks. Iโ€™d play this if I knew Iโ€™d regularly play against Firesong and Sunspeaker and similar decks.

#12. Spike Weaver

Spike Weaver

Spike Weaver has some of the most confusing yet terrifying Magic art. Itโ€™s also a fine damage prevention effect if you build around it; Iโ€™m specifically interested in pairing this green creature with cards like Forgotten Ancient and Innkeeper's Talent that provide a steady stream of counters so that you can use this as often as necessary.

#11. Glacial Chasm

Glacial Chasm

Glacial Chasm is our final โ€œgood damage prevention if you build around itโ€ card, and I like it because many of the cards you use to make it tickโ€”like Solemnity, Ramunap Excavator, and Azusa, Lost but Seekingโ€”are impactful in their own right. You might not build a deck around this cumulative upkeep card specifically, but it slips into your green lands deck at a relatively low cost.

#10. Constant Mists

Constant Mists

Buyback makes Constant Mists an incredibly appealing card. You can cast it as often as you find necessary, and it pairs nicely with Magicโ€™s various โ€œplay lands from graveyardsโ€ effects like Crucible of Worlds and Ramunap Excavator.

#9. Galadhrim Ambush

Galadhrim Ambush

Galadhrim Ambush should be a staple in any elfball EDH deck short of cEDH lists. Even outside the realm of typal decks, this provides impressive value for its mana cost; creating a burst of tokens is exactly what a Fog needs to do to be an impactful game piece.

#8. Spore Frog + Kami of False Hope

The strength of Spore Frog and Kami of False Hope lies in how easy they are to recur. You can soft-lock players with cards like Meren of Clan Nel Toth, Abiding Grace, and Tortured Existence to prevent anybody else from having a meaningful combat step.

Iโ€™ve found the Spore Frog lock to have a psychological element in Commander: No player wants to be the one that skips their combat step for attacking you, so they often hold back or attack another player.

#7. Obscuring Haze

Obscuring Haze

Obscuring Hazeโ€™s value comes from its price tag: free, if your commander's in play! Iโ€™m surprised that this doesnโ€™t see more play; only preventing combat damage from your opponentsโ€™ creatures means you can make many favorable blocks, and so few people play Fogs in Commander anyway that you donโ€™t need to worry about your opponents playing around it.

#6. Vigor

Vigor

Vigor is a pretty threatening card that works at its best in casual EDH tables as theyโ€™re often creature-focused, and it excels at punishing other green decks. Itโ€™s obviously crazy in +1/+1 counter decks, but I wouldnโ€™t be ashamed to play it with no synergies whatsoever.

#5. Arachnogenesis

Arachnogenesis

Arachnogenesis is just a better defensive measure than Galadhrim Ambush unless you care about elves; it costs 1 mana less, makes more impactful tokens, and is generally a very annoying spell, in the best ways possible. Ambush works with your attacking creatures, though.

#4. Maze of Ith

Maze of Ith

The creation surpasses the creator in the case of Maze of Ith. You can find it with Crop Rotation, land untappers give you more activations, and it has a much lower deckbuilding cost.

I advise you not to count this as a land for your mana base since it doesnโ€™t tap for mana. If your Commander deck wants, say, 38 lands, you shouldnโ€™t play 37 and a Maze of Ith; you should play 38 and this land.

#3. Dolmen Gate + Iroas, God of Victory

Dolmen Gate and Iroas, God of Victory are excellent enablers for aggressive decks or decks built around commanders like Phelia, Exuberant Shepherd that need to attack to get their trigger. Blocking with these in play is a miserable experience as it often forces your opponents to chump forever; at best, they can bounce your 3/3 off a 4/4, but that means they have to stay on the defensive.

#2. Inkshield

Inkshield

Inkshield is one of the most playable memes in Commander. You shouldnโ€™t play this Orzhov instant in every BW+ deck as itโ€™s too much mana to just randomly hold up. For example, Karador, Ghost Chieftain wants to tap out on your turn, and the two cards are simply antithetical.

But if youโ€™re playing, say, an Esper commander () that wants to hold up mana for countermagic, or your strategyโ€™s dedicated to finding cards like Seedborn Muse, or you simply hold up oodles of mana for whatever reason, this card turns a close game on its head.

#1. Gisela, Blade of Goldnight

Gisela, Blade of Goldnight

Gisela, Blade of Goldnight has a hefty cost, but you canโ€™t argue with these results! Itโ€™s virtually impossible to race this Boros card () under fair circumstances, and you can often drop a surprise win the turn it hits play, assuming your strategy involves using this angel as a finisher.

Best Damage Prevention Payoffs

Win conditions that require a long time to go off are commonly paired with these types of effects; called Turbo Fog, these strategies leverage cards like Moment's Peace to buy all the time they need to win via decking. These are generally blue-green decks and a hyper-specific subcategory of control decks. They use Fog effects to prevent your opponents from dealing combat damage rather than actually removing the threats.

While a true Turbo Fog strategy would be hard to pull off in Commander, damage prevention cards could be an excellent tool to give cards like Assemble the Legion and Helix Pinnacle just a little more time, especially alongside board wipes and other traditional control tools.

Damage prevention effects can be useful with goad and other forced-attack mechanics like the one on Bident of Thassa. Making your opponents attack into your Tangle, or even better, a card like Obscuring Haze that gives you effective blocks while rendering attackers inert gives you a sneaky value engine. You could get a similar benefit from lure effects on, say, a creature with deathtouch.

Damage prevention effects tied to lands or creatures benefit from instant-speed tutors; Iโ€™m thinking of a surprise Spore Frog off Chord of Calling or an unexpected Glacial Chasm from Crop Rotation or Elvish Reclaimer. These can be excellent effects to weave into a toolbox-style deck.

Is Blocking Preventing Damage in MTG?

Generally no, damage is still dealt to blockers. But this can happen in a roundabout way. If you block an attacking creature then remove your blocking creature from combat somehow (often by sacrificing it or bouncing it back to hand), the attacking creature still counts as being blocked. It doesnโ€™t deal damage to you, but thereโ€™s no blocking creature for it to damage, so it deals nothing.

This is particularly useful to prevent your opponentโ€™s lifelink creatures from gaining them some life.

Does Prevent Damage Prevent Destroy?

No. Destroying a creature and having it die to lethal damage are two different things. Damage prevention doesnโ€™t save you from Doom Blade.

Does Indestructibility Prevent Damage?

Stuffy Doll

A creature with indestructible canโ€™t die from taking lethal damage, but the damage isnโ€™t prevented. Effects that care about a creature being dealt damage or dealing damage still occur; for example, if you stick your Stuffy Doll in front of a creature with lifelink, your opponent still gains the life.

Can Trample Damage Be Prevented?

In most circumstances, yes; trample damage is still part of combat damage, so the average Fog effect prevents it.

There are some corner cases, however; for example, if you use an effect that prevents damage to creatures you control, you can still take trample damage because the excess damage was assigned to you, the player.

Does Preventing Damage Stop Deathtouch?

Yes! Deathtouch relies on a creature dealing damage, in combat or otherwise, so damage prevention stops it.

Does Damage Prevention Stop Infect?

Yes! Infect modifies how a creature deals damage, but itโ€™s still tied to the damage dealt.

Does Protection Prevent All Damage?

Protection only prevents damage from the sources your permanent has protection from. For example, if you give your Mother of Runes protection from red, it canโ€™t be dealt damage by Blasphemous Act, but damage from Bushwhack still takes it down, provided it comes from a non-red creature.

What Does โ€œDamage Canโ€™t Be Preventedโ€ Mean?

When a card says โ€œdamage canโ€™t be prevented,โ€ it means what it says: Combat damage and noncombat damage will occur. โ€œCan'tโ€ overrides โ€œcanโ€ in Magic, so a Skullcrack foils your Fog, even if you cast the Fog after the Skullcrack.

What Order is Damage Prevented?

Order of damage prevention can be a bit tricky with cards that stop specific amounts of damage, like Thought Lash.

Thought Lash

Letโ€™s say you control Thought Lash and your opponent is attacking with three 1/1s. All damage will be dealt at once, but each creature dealing damage to you counts as an individual event.

If you activate Thought Lash three times, you effectively get three โ€œshieldsโ€ that prevent you from taking 1 damage, and you get to decide how those are dispensed. So, when you take the combat damage, you can assign a โ€œshieldโ€ to each creature or other source of damage.

How Do Damage Prevention and Replacement Effects Work?

Letโ€™s say your opponent fires off a Lightning Bolt while controlling a card with a replacement effect that would affect said Boltโ€™s damage, like Solphim, Mayhem Dominus. All Solphim does is modify the amount of damage dealt; it can still be prevented with a Prismatic Strands or similar effect.

Wrap Up

Selfless Squire - Illustration by Kim Sokol

Selfless Squire | Illustration by Kim Sokol

Though damage prevention effects have some downsides, they have a plethora of uses, especially if you can exploit some of the ones with additional abilities added to the damage prevention. In the right deck, when cast at the right time, they can contort the game in your favor for relatively little mana!

Whatโ€™s your favorite damage prevention spell? Did I miss any sweet tech to make them better? Let me know in the comments below or on the Draftsim Discord!

Stay safe, and thanks for reading!

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