Fume Spitter


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Common

Combos Browse all

Fume Spitter

Creature — Horror

Sacrifice Fume Spitter: Put a -1/-1 counter on target creature.

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Fume Spitter Discussion

spudman3d on Extreme Budget No-Scoping - Ixalan Updated!

1 month ago

Could Fume Spitter be any good here?

Spud9000 on BRG Negative Counter (MtG Casual)(Need Help)

1 month ago


I play a Negative Counters themed deck which is 95% based on GiantMonsterGames Negative Counters - Budget. Both are Golgari, but I have been thinking about how well fits in the deck. (The Scorpion God is such a good card). I even started brewing a Jund Negativity-Version. Maybee you will find some card inspiration there.

Both versions heavily rely on Hapatra and Nest of Scarabs, although the Jund version is pretty much all kinds of stuff thrown in.

The added value of getting Tokens just makes "weaker" cards like Scar work in this kind of deck. And especially as you are playing Kulrath Knight it is vital to be able to put counters on enemy creatures.

Regarding Festering Mummy, there is an outright better version available in Fume Spitter.

I would be really interested in your general experience playing your deck. Is Kulrath Knight a working piece to lock your opponent out of the game, or does it get removed to easy? How do creatures like Ammit Eternal work out?

gamer.ray on Big Zombie Pauper

1 month ago

Me again ;-)

Maybe Fume Spitter could also be a good addition because of the "sac at will" option.

And of course the all-beloved Mortician Beetle ;-)

Shadowdarkraity on FIRST COMMANDER

1 month ago






Ok, so at this point I have 9 things to remove from the deck, due to there not being enough space for the more important cards

1 Stinging Shot

2 Shamanic Revelation

3 Maybe Druids' Repository

4 Fume Spitter

5 Rendclaw Trow

6 Spinebiter

7 Chord of Calling

8 Juvenile Gloomwidow

9 Rot Wolf

Now if there are any different/more cards I should replace then let me know but I have a question about the ramp cards. So I know I am supposed to have around 8 but what counts as ramp? The list that I have is:

1 Commander's Sphere

2 Golgari Cluestone

3 Golgari Signet

4 Golgari Keyrune

5 Sol Ring

6 Devoted Druid (Also used for my combo with Quillspike

Now the two I have more questions about

7 Growing Rites of Itlimoc  Flip

8 Druids' Repository

So for the last two, do they count? I would assume so but I am not 100% sure. Seriously any help that anyone might have would be awesome. I would like to buy this deck to play at my card shop. On tuesdays they have a casual EDH night. So anything that might improve this deck would be awesome. (While staying on an under $200 budget)

MasterVash on Wither Away

2 months ago

I don't mean to be a downer here, but this deck is way too top-heavy for Modern. You're almost never going to get to 7 mana without the game being over already unless it's against a control deck, in which they can just stop your expensive cards with a Remand or Mana Leak. Your enchantments are really your only -1/-1 counter payoff cards, and Nest of Scarabs is probably too slow. Crumbling Ashes and Fume Spitter are neat, but they shouldn't be your only removal. Consider putting a few Fatal Push in the deck, and maybe a Terminate or two. Crumbling Ashes is a good way to answer large threats like Tasigur, the Golden Fang and Wurmcoil Engine but is too slow and clunky if you need to answer a turn 1 Noble Hierarch or Elvish Mystic.

sillywhiteboy on Negative Creep Modern

3 months ago

Some cards you might want to look at include Fume Spitter, Abrupt Decay, Bone Splinters, as well as proliferate cards such as Grim Affliction.

Spud9000 on -1/-1 Flooded

3 months ago

Take a look at Fume Spitter, It's more flexible than Festering Mummy.

A few other cards worth mentioning:

Black Sun's Zenith

Crumbling Ashes

Everlasting Torment

Kulrath Knight

Liliana, Death Wielder might also work. Very High CMC...

mortilus on Hapatra, the Withered

3 months ago

I was unable to find a tribe in your deck. There are some token generators, but few enough that a tribal card would be a dead draw most of the time. For those reasons, I'd recommend removing these:

  1. Cover of Darkness
  2. Coat of Arms
  3. Sosuke, Son of Seshiro

A lot of the utility of the deck comes from being able to massacre your tokens in the name of -1/-1 counters (e.g. Blowfly Infestation and any of Flourishing Defenses, Nest of Scarabs, or Hapatra, Vizier of Poisons herself. Add Blood Artist (or similar) and it's an infinite wincon). Any creature with 2+ toughness will not be killable from a single counter, so anything that buffs toughness without a major benefit just weakens the deck. For those reasons, I'd recommend cutting these:

  1. Spidersilk Armor
But at the same time, and for the same reason, I would add Skullclamp.

Various other cuttables:

  1. Spread the Sickness - sorcery speed kill is pretty "meh".
  2. Shambling Swarm - the counters go away at end of turn, and it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on anyway), and he has 3 devotion.
  3. Soulstinger - similar to Shambling Swarm, it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on). Also, you're getting a weak creature in the hopes of doing something useful with it - better to just get a good creature in the first place.
  4. Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
  5. Essence Warden - the lifegain doesn't get you anything
  6. Fume Spitter - insufficient recursion to really get a benefit from him
  7. Wicker Warcrawler - why include a creature that just gets worse?
  8. Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
  9. Needle Specter - Also on the fence. I like it more than the spell though.
  10. Rendclaw Trow - a 2/2 with wither and nothing else. 2 damage will just be ignored on attack until he dies in a wipe, or manages to block and get you (at best) 3 tokens.

You need to have a minimum of 37 lands. You're also playing , the color whose greatest strength is the massive ramp it can accomplish. If you swap all the cards noted for lands and acceleration, i would expect the deck to play significantly better. Also, don't use rocks for the ramp, unless land-wipe is common in your meta. It's easy and common for artifacts to die, but (usually) much harder to kill a land. I'd recommend the standard ramp:

  1. Cabal Coffers + Urborg, Tomb of Yawgmoth
  2. Kodama's Reach
  3. Cultivate
  4. Skyshroud Claim
  5. Explosive Vegetation
  6. etc

You could also likely benefit from more draw and recursion, such as Dark Prophecy/Phyrexian Arena, or Phyrexian Reclamation,

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