Steam Vents

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Zendikar Expeditions Mythic Rare
Return to Ravnica Rare
Guildpact 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

sonnet666 on Dramatic Locust

1 day ago

I always thought that part of High Tide in dual color decks was to use your non-basic islands (Volcanic Island and Steam Vents) to have access to your off color as you combo. That's sort of the point of running all the fetches so you're likely to hit those two in the first few turns of the game, and you don't have to worry about not having the color you need.

Blood Moon doesn't completely screw you over here, but it makes the two lands that you're most likely to have less effective by turning them into just Mountains, and that means you need extra lands before you're able to go off with High Tide. It's likely to slow you down by a turn or two.

Of course, you can mitigate this a little by fetching basic Islands when you know you're going to play Blood Moon, but then your less likely to have the red sources you need to go off with The Locust God.

It's up to you whether you think it's still worth it.

Pieguy396 on vishnarg

2 days ago

Ah, OK, so that's a no on the CoCo, too? I can trade CoCo for Steam Vents, Mwonvuli Acid-Moss, and Ashen Rider if you'd like.

DarkEclipse18 on Extraplanar Lens and Dual type ...

3 days ago

So a pretty basic question since I cannot find any rulings on Extraplanar Lens But basically, if I waste a dual typed land: Steam Vents, Volcanic Island. Does it now effect all lands i have in play that are either Mountain OR Island, or would they have to be BOTH Island AND Mountain to trigger?

Looking into The Locust God deck for EDH and looking for nice ways to ramp out for combos.

sirbar on philktoken8998

3 days ago

Ok so here is the trade as i have it at the moment

my

x2 raging ravine 14 each

engineered explosives 60 modern masters and nm

x2 dwynens elite 1.50

total: 89.50

Your:

ancestral vision 58

x3 mm17 serum visons 2each

x2 past in flames 5

baral, cheif of compliance foil 9.50

total:78.50

all based off of tcg median

do you have a Steam Vents or something of the like unlisted? Maybe some Darkslick Shores?

Pieguy396 on vishnarg

4 days ago

Hey there! Thanks for your comment on my post! I went looking through your binder, and I also have a Selfless Spirit if you'd like it. Assuming you are, that's a total of $25.90 from me (Spirit, Collected Company, and Sublime Archangel), and subtracting $11.50 for the Steam Vents and $1.94 for the Mwonvuli Acid-Moss gives an end result of $12.46. Would you be OK with sending me $12 cash, a $12 check, or $12 on PayPal to make up for the difference?

CSchademann on Simic Stratagem

4 days ago

No problem, This might be a little long winded but I hope you find it helpful. 1) Breeding Pool gives the player the option to have the land enter the battlefield untapped at any point during the game. Other dual lands will have conditions that won't always be as easy to meet. For example, Botanical Sanctum will only really be good in the first few turns (before you play more lands). While Hinterland Harbor requires you to have another land already on the battlefield to enter untapped. Breeding Pool and the other shocklands give the player the power to choose if it's worth 2 life for an untapped land without any other costs. Addionally the shocklands like Breeding Pool (which is both and Island and a Forest) have basic land types and that allows players to put them onto the battlefield with cards like Misty Rainforest. Whereas cards like Botanical Sanctum and Hinterland Harbor can't be searched for because they lack the basic land types.

2) A shockland is the cycle of lands like Breeding Pool (or Temple Garden, or Steam Vents, etc...) that can enter the battlefield untapped if a player takes 2 damage. It's a nickname for those lands because when a player has the land enter untapped it's almost like they have hit themselves with a Shock spell.

Sorry about the lengthy post but I hope it was helpful. Feel free to ask more if you want. Welcome to Magic, always nice to see more players joining the game.

Cereal_Killer on Just end the turn

5 days ago

I need to be fast and to have the right colours of mana.
That's why I put fetch lands (Arid Mesa, Flooded Strand, Scalding Tarn). They help fixing it seraching for a shock (Hallowed Fountain, Sacred Foundry, Steam Vents) that enters untapped paying just 2 life.
Irrigated Farmland is good, but it does not let me search for the mana I want and is also less fast than the shock lands because it enters tapped

Imaris on Breya in the kitchen

5 days ago

I had a big card supply recently, so let's rebuild the deck.

out Saheeli RaiRS

out Felidar GuardianRS

This was wincon "just because I can" and "why not". It even worked sometimes. Separately these cards are not much useful (though I've played the last Saheeli's ability several times and won with another combos), especially considering they are not artifacts and cannot be tutored by Arcum Dagsson or protected by Darksteel Forge and Padeem. So, in order to add many new cards I decided to pick off this combo. I wouldn't want to take it far away though.

out Sanctum Gargoyle

out Chromatic StarRS

out Alhammarret's ArchiveRS

out Junk Diver

out Filigree Sages

out Shimmer Myr

Some of these cards I'll maybe return later.

in Planar BridgeRS

in Paradox EngineRS

in Vedalken Orrery

Finally I got 'em!

The bridge makes a combo with Unwinding Clock (and sometimes with Clock of Omens) while I have a lot of mana artifacts. I can tutor a permanent onto the battlefield every turn - my and each of my opponent's. I can search for a combo, or I can just make fun and search for different interesting artifacts. With Vedalken Orrery I could do almost all other things (except for activating Planeswalkers abilities and attacking) in the end of every opponent's turn (or in response, of course). It comes instead of Shimmer Myr, because he's much more vulnerable and doesn't let me to cast noncreature spells as instants. The ability cost is quite expensive and can hardly be activated as the Bridge comes into play, but I hope the Bridge combo or the Bridge itself will work as I imagine it to myself =)

in Wrath of God

in Damnation

in Supreme Verdict

The second thing I wanted to add to my deck. Just mass removal spells.

The problem is that I can't just clean the table in the turn I need it. And I need it - since I make random-turn-combos, not war. Nevinyrral's Disk and Scourglass are very slow - the Disk enters tapped (though it can be untapped by Clock of Omens, Tezzeret the Seeker , or even using Time Sieve), Scourglass can be used only during my upkeep. I also would like to put Oblivion Stone in the deck as I get this card, but it just too mush mana-expensive to immediately blow up the table. Finally, the Disk and the Stone destroy my own noncreature artifacts, which is unpleasant. So, I decided to add several spells of this sort. Just to destroy all creatures - now.

in Metalworker

Let's see how this strongly-required-in-artifacts-deck card will work.

in Vedalken Archmage

That was the only card I found that allows to draw cards for casting an artifact or for the artifact ETB trigger.

out Nomad Outpost

out Sequestered StashRS (I can hardly remember I played this land's ability)

out Rupture Spire (I just hate this card! Enters tapped and eats one mana...)

out Island

in Misty Rainforest

in Flooded Strand

in Blood CryptRS

in Steam VentsRS

I'm thinking about lands too. I've also got Windswept Heath, but at the moment I have only one white dual land (Prairie Stream), so I should gather more shocklands before.Oh, it's quite hard to think what land I need to tutor with the fetchland, considering I have only several shocks in the deck... I always forget what lands are in the deck now.

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