HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

ArticlesTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

← Keywords

Darkness

1 commander-legal card

Browse all 1 cards →

What it does

"Darkness" isn't a keyword ability—it refers to the iconic card Darkness, a black instant that says: "Prevent all combat damage that would be dealt this turn." For one black mana, it functions as a Fog effect that stops every creature from dealing combat damage during that turn, on either player's attack. The nuance people miss: it only prevents combat damage, not direct damage from spells, abilities, or noncombat sources. It also doesn't stop attackers from attacking, tapping, or triggering on-attack/on-block abilities—those still happen; only the damage is prevented. Triggers that care about combat damage simply won't fire. In Commander, it's a cheap, color-appropriate panic button against alpha strikes and one-shot Voltron commanders. Since black rarely gets Fog effects, Darkness is valued in heavy political pods, pillowfort decks, or as surprise protection when facing lethal swings.

Commanders with Darkness

Cecil, Dark Knight // Cecil, Redeemed PaladinWB$0.59

Iconic cards with Darkness

See all 1 →
Cecil, Dark Knight // Cecil, Redeemed Paladin