23 green Commander-legal instants that prevent combat damage for the turn are on this list. The most-played are Fog, Obscuring Haze and Constant Mists (card data dated November 1, 2026).
A fog effect prevents all combat damage for a turn, so an attack deals nothing. Here are 23 green Commander-legal fog instants, most-played first.
A fog effect is an instant that prevents all combat damage for the turn, so an attack that would have finished you deals nothing. Fog is the original; most of the others add something: Moment's Peace can be cast again with flashback, Constant Mists returns to your hand with buyback, and Tangle stops attacking creatures from untapping during their controllers' next untap step.
In Commander they buy time: one fog stops a whole table's attack, so decks that win slowly keep a few. Some choose who is protected: Druid's Deliverance prevents only the damage dealt to you and populates, Commencement of Festivities and Defend the Hearth protect players but not creatures, and Blunt the Assault also gains you life for each creature on the battlefield.
Rules note: a fog prevents combat damage but doesn't stop the attack. Attack triggers still happen, attackers still tap, and damage that isn't combat damage, such as a fight or a burn spell, is still dealt.
23 cards in all, most-played first. Every card links to its page with printings, prices and format legality.
Green Commander-legal instant cards whose rules text prevents all combat damage for the turn, or all combat damage dealt to players or to you, as each card was judged against the question "green instants that prevent all combat damage". Effects that prevent only some damage, and fog effects in other colors, are not listed. One entry per card, most-played first.
Built from the card data dated 2026-11-01.
An effect that prevents all combat damage for a turn, named after the card Fog: "Prevent all combat damage that would be dealt this turn." Effects that use the word "prevent" are prevention effects (rule 615.1a); the creatures still attack and block, but deal no combat damage.
After attackers are declared and before combat damage: all combat damage is dealt at once in the combat damage step, with no chance to respond in between (rule 510.2), so cast it in the declare attackers or declare blockers step. Cast earlier, it lets an opponent simply not attack.
Yes, for combat damage. Lifelink gains life only from damage actually dealt (rule 702.15b), and deathtouch destroys only a creature that was dealt damage (rule 702.2b), so prevented damage does neither. Fight damage isn't combat damage (rule 701.14d), so a fog doesn't stop it.
It is a spell, so it can be countered on the stack (rule 701.6a). Some cards also say their damage can't be prevented: a fog still applies to that damage, but prevents none of it (rule 615.12).