Command is useful against single enemies, Murderous Command is only good against 2 or more. Definitely don't pick both, and if you pick one, don't take another Will save or suck like Cause Fear.
I feel like I should talk a little about Obscuring Mist, because you seem to be having problems using it. It's not really good against melee opponents, as you seem to have noticed. It's best for countering archers and casters, because they no longer have LoS to you or your party. You force them to come to you in order to engage, instead of letting them pick you off at their leisure. Or, you can find a way to ignore miss chance.
Other level 1 spells worth mentioning:
Know thy Enemy is fantastic if you can take Knowledge Devotion.
Infernal Healing is basically Lesser Vigor - don't use a Spell Known slot, but get a wand.
Divine Favor isn't good now, but it will be in a couple levels. Especially once you get a Quicken rod.
Moment of Greatness could be nice, especially if you have a bard in the party. Otherwise, you still get a lot of morale bonuses on the Oracle spell list.
Protection for Evil. Minute per level, buffs AC and saves (but doesn't stack with Shield of Faith), and helps protect against mind control and summoned creatures.
Spiked Armor isn't terrible for melee oracles. It's got a great duration, and you can stack rider effects on it (such as Dazing spell).
Summon Monster 1 is nice, but you're probably better off buying a wand. Chances are it won't survive more than a round anyway.
I'm really not wow-ed by the Ancestor mystery. Heavens is good for controlling, but kind of turns you into a one-trick pony and really screws you over against things that are immune to mind effecting or are blind. You'll be good at low-mid levels, but suffer later on. For a Controller oracle, I like Outer Rifts, Waves (especially at mid-high levels), Winter, and Time. For a bashy oracle, I like Battle, Metal, and Wood.