|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Rare|
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Wandering Fumarole enters the battlefield tapped.
: Add or to your mana pool.
: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with ": Switch this creature's power and toughness until end of turn." It's still a land.
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Wandering Fumarole Discussion
1 week ago
So, I was looking at the new card "Invert//Invent", and I thought that they had obsoleted "switch power and toughness" with "assigns combat damage equal to its toughness". The last time they printed switching was on Wandering Fumarole, and more recently printed Ixalan and M19.
I guess they're not going to be seriously supporting that mechanic in future sets.
2 weeks ago
Maybe consider the addition of Spell Snare, and also, though a lot less situational Stubborn Denial. Other cards you could save up for is more land fixing cards, getting rid or decreasing your amount of Shivan Reef and adding another Spirebluff Canal, Sulfur Falls, and another Wandering Fumarole, or just add a pair of steam vents. Another addition, you may want to add is Blood Moon to the sideboard, it allows you to slow decks like tron and KCI. Otherwise, this deck is set up pretty well. +1 from me my friend.
2 weeks ago
I don't think Wandering Fumarole or Sulfur Falls are good here. Your deck is designed to win quickly, so tapped lands seem to hinder you. If you were playing control, or if you were running the Ceaseless Searblades + Wandering Fumarole combo then maybe. But not for this list. I would think you'd want to run Spirebluff Canal and a full playset of Steam Vents/Flooded Strand instead.
How has Stubborn Denial been btw? It kind of feels like a sideboard card (or at least not a four off mainboard) that you would swap in. I would have thought more burn/cantrips would have been the go for game one.
3 weeks ago
Since this is an aggressive deck, 6 counterspells mainboard are way too much. Just a couple of Spell Pierces should do. Or, a lot better actually, Remand - since you can cast a spell, remand it to your own hand, and cast it again (that's 3 triggers for Kiln Fiend + the resolved spell). Just in case your opponent doesn't play anything you want to remand. Young Pyromancer also likes some extra castings.
And to cast more spells in a short amount of time, you should consider spells that are free, cast more than once, or can be copied (like Gigadrowse) - although they still should be useful on their own. Distortion Strike, Artful Dodge, Slaughter Pact (and other pacts), and Manamorphose are good examples. Avoid cards like Magma Jet - too much mana for too little impact.
1 month ago
While I definitely agree that Field of Ruin is a necessity in modern, I was rather referring to the fact that the full playset seems like quite a lot compared to what other 3-color shells run, however your explanations definitely do make sense, especially considering your above-average amount of basics. The choice to run 26 lands is definitely strong, however me personally I might run more than 2 manlands owing to the fact that getting flooded (which is much more likely when running 26 rather than the more usual amount in modern of 18-22) hurts a lot less with them. Then again, neither Lavaclaw Reaches nor Wandering Fumarole are particularly amazing.
I hadn't really considered the maindeck lifegain that the deck has. I think the main difference to usual grixis that I neglected is the fact that this isn't really a pure control list per se, it has a much quicker clock once it gets to drop its own threats.
While I can see the gameplan versus Tron definitely has merit, I wonder if you can close the game out quickly enough before Tron gets to hardcast its - arguably more scary - finishers. Definitely trust you on this, since I can't say I've played a midrange grixis list before. Hats off!
One last thing: Since this deck aims to somewhat generate cardadvantage by discard rather than draw, how have you found the 1-ofs to be? It doesn't seem like you generally get to see much of your deck very quickly given that you don't run cantrips, and your only real card selection is Search for Azcanta Flip, which is a 1-of itself.
I really like the list and might play around with it a bit myself once I get the chance after finals season is over.
2 months ago
2 months ago
Fixing mana issues and other changes.
I always found Pilgrim's Eye to be kind of lame. I'm replacing it a Trophy Mage. It can search for Steel Golem, Burnished Hart, or Sunforger. A threat, a ramp-card, or the most powerful equipment in EDH. (I know this is kind of ironic, because Pilgrim's Eye, if it were to remain in the deck, could be tutored with Trophy Mage. But why would I do that?)
3 months ago
Some pretty obvious cards in any UR spell-heavy deck:
Opt/Serum Visions. Doesn't matter which one, but at least 4 of these are really helpful. And since they say "draw a card", they even trigger Chasm Skulker. With enough of these cantrips, you can go with a lower land count, since you can dig out land when you want to.
Remand. Tempo play of the week. Also draws a card.
Isochron Scepter. Because you have a pile of instants at 2 or less mana, and you'd like to play them a lot. Just a single copy should do, or you might like 2 of them.
Wandering Fumarole. When you have enough lands, and are running out of cards, this gives you a way to win, and somewhere to get something out of all that mana.