Arcane Foundry › Commanders › Cloud of Darkness
Cloud of Darkness
Legendary Creature — Avatar · {2}{B}{G}{G} · Black/Green commander
Flying
Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Build a Cloud of Darkness deck →
What Cloud of Darkness actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · etbWhen Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
- Keyword · flyingflying
- Keyword · particle beamparticle beam
What a Cloud of Darkness deck needs
Plays as ETB value. What the commander asks of the other 99 — read from the card and checked by hand.
- blink and recursion aimed at the commander itself (its value is its own enter trigger)
- self-mill, discard and recursion (the graveyard is a resource its text reads)
The Cloud of Darkness deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 12× Exile a permanent you control and return it — the button a value-ETB deck presses
- 16× A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- 12× Put your own cards into your graveyard as a resource
- 6× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Cloud of Darkness
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Exile a permanent you control and return it — the button a value-ETB deck presses
- Conjurer's Closet5 mana
- Voyager Staff1 mana
- Golden Argosy4 mana
- Diabolic Servitude4 mana
- Meandering Towershell5 mana
- Eldrazi Confluence4 mana
- Ashnod's Intervention1 mana
A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- Orcish Bowmasters2 mana
- Eternal Witness3 mana
- Accursed Marauder2 mana
- Solemn Simulacrum4 mana
- Arboreal Grazer1 mana
- Cauldron Familiar1 mana
- Fleshbag Marauder3 mana
- Plaguecrafter3 mana
Put your own cards into your graveyard as a resource
- Takenuma, Abandoned Mire0 mana
- Stitcher's Supplier1 mana
- Aftermath Analyst2 mana
- Ripples of Undeath2 mana
- Smuggler's Surprise1 mana
- Six3 mana
- Argoth, Sanctum of Nature0 mana
- Eden, Seat of the Sanctum0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Fatal Push1 mana
- Beast Within3 mana
- Bitter Triumph2 mana
- Nature's Claim1 mana
Find the exact card the plan needs
- Entomb1 mana
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Green Sun's Zenith1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Nature's Rhythm2 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Bontu's Last Reckoning3 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
- Extinction Event4 mana
- Vicious Rivalry4 mana
- Endemic Plague4 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Garruk's Uprising3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- Beast Whisperer4 mana
Keep a permanent you control alive through removal
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
Get ahead on mana
- Sol Ring1 mana
- Golgari Signet2 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana