Steam Vents

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Return to Ravnica (RTR) Rare
Guildpact (GPT) Rare

Combos Browse all

Steam Vents

Land — Island Mountain

( Add or to your mana pool.)

As Steam Vents enters the battlefield, you may pay 2 life. If you don't, Steam Vents enters the battlefield tapped.

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Steam Vents Discussion

Robot_Drew on Commander Inalla

15 hours ago

Lands and Mana

First off, I don't recommend going above 37. Your curve is currently under 3.0, so you could go as low as 35, but start with 37.

Second, basics are always a great alternative. using the top right pie chart, mapping 37 basics to the color distribution of your nonlands isn't terrible. If I advocate cutting something but you don't like/can't get what I recommend, I'd say basics are better.

Cut:

  • Bottomless Pit
  • Dwarven Hold
  • Sunscorched Desert
  • Sand Silos
  • Mountain Valley (can only fetch a mountain, so worse than a basic Mountain
  • Irrigated farmland (lol)

I like basics more than the above. They either slow, don't do enough, etc.

Look to add:

  • Friendly Lands: Dragonskull Summit, Drowned Catacomb, and Sulfur Falls. When running a lot of basics and duals, these always come into play untapped.
  • Tango Lands: Sunken Hollow and Smoldering Marsh. These also should come into play untapped, and have basic land types, which are useful over time.
  • Amonkhet cyclers: Canyon Slough and Fetid Pools. Cycling is great when you have enough mana and topdeck this, but all color-producing cycling lands come into play tapped. These are dual color and have basic lands types, so they're better than stuff like Polluted Mire, but it might be good to run the mono-color stuff, too.
  • Storage Lands: Dreadship Reef and Molten Slagheap. These are categorically better than what you run, and are decent when you're out of use for open mana.
  • Higher budget things, like fetches and shocklands: Steam Vents, Blood Crypt, and Watery Grave. On-color fetches are the most important, then off color and shocks are equally important. Once you get fetches, stuff like the Tango lands and cycling lands with basic lands types are a lot better.

Artifact Mana

Get all artifacts that product colored mana that cost 2 to cast. Signets, talismans, diamonds, etc., are great way to get out of the gate faster and let you run a lower land count. 37 land and Sol Ring is good, 37 lands and 6 mana stones is far better. In your colors, you'll be able to discard them off for better things in the late game.

There's always more, but I'd start here.

Caaarrlll on Red-Blue Counter Burn

1 week ago

So first and foremost, you really need to lower your curve. Spells costing 4 should be the most expensive spells in the deck, but honestly I wouldn't go past 3 mana unless you want to run something like Cryptic Command. If you really like the idea of bouncing spells back at your opponent, then go for it. But I would recommend just cutting out the middle-man and running counters, burn, and creatures. Here are some recommendations:

Counters

Remand

Mana Leak

Negate

Logic Knot (Though this one may not go very well with something like Enigma Drake)

Spell Pierce

Burn

Lightning Bolt

Electrolyze

If you ever decide to add white, Lightning Helix is great

Lava Spike (if you want to go heavy on the burn)

Creatures

Monastery Swiftspear

Enigma Drake seems solid

Spellheart Chimera is a smaller Drake with trample

Snapcaster Mage is a must in any control deck as long as money isn't an issue

Stormchaser Mage may be good

Baral, Chief of Compliance seems better than Goblin Electromancer, but he's legendary

Thing in the Ice  Flip

Kiln Fiend can be fun

Cantrips

Serum Visions

Opt

Sleight of Hand

Izzet Charm (goes in like three of these categories)

Lands

Fetches like Flooded Strand and Scalding Tarn are the same story as Snapcaster Mage

Steam Vents

Spirebluff Canal

Wandering Fumarole

These are just suggestions to make the deck a bit more streamlined, but you're welcome to go your own way with it. If you have any questions feel free to ask!

Pieguy396 on *HELP* Maelstorm Wanderer

1 week ago

Hey there! Awesome deck you have here (and Maelstrom Wanderer is probably my favorite commander, so that doesn't hurt)!

I agree you need a little more mana fixing; fortunately, Green is very good at this. Kodama's Reach and Cultivate are both amazing at ramp and fixing, and Farseek, Explosive Vegetation, Skyshroud Claim, and Urban Evolution are as well (keep in mind that you can get any forest with the Claim, not just basics). Gilded Lotus is also an option.

Some other general suggestions I have for you:

Finally, I do think your mana base needs a little work. I find 37-38 lands is appropriate for a ramp-heavy deck like Wanderer, so you can certainly cut a few lands. I'd recommend the checklands (Rootbound Crag, Hinterland Harbor, and Sulfur Falls), the painlands (Karplusan Forest, Yavimaya Coast, and Shivan Reef), the shocklands (Stomping Ground, Breeding Pool, and Steam Vents), the temples (Temple of Mystery, Temple of Abandon, and Temple of Epiphany), and the fetchlands if you can afford them (Wooded Foothills, Misty Rainforest, and Scalding Tarn). Ash Barrens is also amazing due to the shuffle effect if you need it, and Frontier Bivouac is fine if you need the fixing.

Hope this helps!

JeskaiM4n on New MTG Player

4 weeks ago

Blood Moon is not even that necessary if your local meta doesn't have many Tron players.

Leaving out Steam Vents isn't good idea, but if those are out of your budget it isn't end of world.

And as Storm player, i have to say that it isn't best deck of the format, but when tier 1 deck costs less than 300$ to put together in format where meta decks usually costs around 800-1000$ it is easy choice for many just because of that.

Storm is turn 3 deck, if it isn't disrupted too much opponent is usually dead on turn 3, turn 2 kills are possible too.

Kjartan on New MTG Player

4 weeks ago

U/R storm is probably the best modern deck you can build on a budget. (But it could, not likely get banned.)

If you play the fetchless version and skimp a bit on the Steam Vents, and stay away form Blood Moon in the sideboard, you can stay on your budget, or just slightly over it.

Many players claims it's the best deck in the format.

It's not what you call an aggro deck, but whether, a fast combo deck. It's consistant on turn 4, but has been seen stealing games as early as turn 2.

VaultSkirge on Wouldn't mind some advice on ...

4 weeks ago

What about the UR shock land, Steam Vents?

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