|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
After playtesting I settled on Opt in place of 2x Electrolyze and 2x MB counterspells. While Serum Visions and Sleight of Hand worked great, being instant speed ended up being imperative for Thing in the Ice Flip and buffing Crackling Drake just a bit more during combat.
Dropped another Mission Briefing, and I'm liking it as a 2-of. The requirement can be detrimental in the very early game, and I think Briefing would just be better period if I had more burn spells. However, I don't think I will ever take it out, as I don't think Snapcaster Mage as a 2-of would be better in this case.
Switching to a more proactive build definitely helped the speed of the deck quite a bit, but it made the exact MB counterspells I chose much more important. Playtesting again on Friday, and going to switch the Mana Leaks out for Remands and try that again. Going to try to get a 4th in, but I'm not sure what to cut. Maybe the Unsubstantiate?
Ral, Izzet Viceroy as a 1-of in the MB, and Keranos, God of Storms as a 1-of in the side has been working well so far. For games where I need the big creature removal and a finisher I leave Ral in, when Ral gets removed too easily I switch him for Keranos, and in longer games I have both in the MB.
18-19 lands seems to be the sweet spot. I tried 20 and felt flooded almost every single game. This is a lot of the reason behind just the 2x Drake, and a 1-of Ral/Keranos at a time, because any more of them and they would be stranded in my hand. With the pace the deck forces the game to play at, casting Drakes around T6 and Ral/Keranos around 7 or 8 has worked just fine.
Wandering Fumarole got cut. If I had 22 lands or something ETBT would be fine, but not at 18-19.
2 weeks ago
Chandra's uptick is more useful when a deck isn't reactionary. I'm sure flipping over a counterspell does feel bad. I understand that skepticism. However, in saying that, her emblem is monstrous. Easily something that finishes games. Jace, the Mind Sculptor does seem to fit this play style a lot better. I understand using him instead.
That is an interesting thought with the Phyrexian Metamorph, but also something that does seem clunky and cute. That spot would be better to stop other decks, rather than simply copying their win condition.
The suggestions I would have are:
The reason I am taking out the Spellskites is that against a deck that doesn't attack much or is combo, this card is dead. It only has 0 power which means it cannot attack. Shrapnel Blast I'm assuming is there to try and get the last bit of damage through, but you don't really want to be sacrificing your artifacts, or whatever other permanent you'll have with Liquimetal Coating. I get the combo with sacrificing lands late game with Isochron Scepter imprinting it, but that's a fragile combo and you'll probably want something more concrete. For these my thought process was to add in board wipes to help you against those aggressive matchups, of which you have Anger of the Gods. I suggested Sweltering Suns so that in a matchup that they aren't needed, you have a cycle. Your choice.
I know your hesitation with adding more lands, but 18 seems pretty low for a deck that may now have potentially 3 cards at 5 mana, as well as wanting to cast multiple spells a turn, if necessary. I only added in the two, and I felt with the benefit of the planeswalkers and Keranos they can help you draw through the rare pocket of lands.
Sideboard: I'm just going to create a sideboard for you as a template, then you can curtail it to what you need for your meta.
Damping Sphere is a two-for-one against storm and tron. For storm, your stall tactics don't really affect them. You have a couple counters, but Remand only stops them for a turn, and they can usually pay for Mana Leak once they start. Your creature destruction also helps, but they can also do it naturally. This is that little bit extra to stop them after game 1.
Echoing Truth is a catch-all. It is really good against tokens, enchantments (that you can't deal with once they land cough cough Leyline of Sanctity), ect. It can be brought in against anything and every, and imprinting it with Isochron Scepter I'm sure will feel amazing.
Blood Moon is helpful against multi-color decks as well as an extra boost against tron. I'm not sure how bad that matchup is for you, but it couldn't hurt. Decks that don't see the mainboard Blood Moon may not fetch correctly game two, and therefore you may have the advantage of stopping their colors.
Grafdigger's Cage is another almost catch-all in the sense that it stops storm, hurts Snapcaster Mage, dredge no longer means anything (and it is on the rise), and any other graveyard shenanigans. Warning, this stops Mission Briefing, so you may want to side that out if you need the Grafdigger's Cage.
Sorcerous Spyglass is a great card to stop planeswalkers (if they land) as well as other cards that may become a hassle. The looking at your opponent's hand is also very good in being able to plan your next couple of moves.
This sideboard is just a frame for you to mess around with. I don't play this kind of control so I used my knowledge of the meta, as well as when I've seen other people do, to make it. Hopefully it's at least adequate.
2 weeks ago
Do not worry about not turning Keranos, God of Storms. That actually makes him vulnerable to Path to Exile or Condemn if he's attacking. Don't get me wrong, if you can cool, but don't make it a point. I'd actually say one Keranos, God of Storms, one Chandra, Torch of Defiance, and one Ral, Izzet Viceroy as the actual win conditions. Every other card is a way to stall the game or protect them. You could also look into Jaya Ballard so that if you play against someone else that is able to stall the game (most likely another control player) you could try to hit Jaya Ballard's ultimate to win the game through, essentially, flashing back burn spells. Wandering Fumarole could be another potential win condition. Blood Moon turns it off unfortunately, but an option nonetheless.
Against decks that are aggressive, they just tend to be the bane of control decks because they are too quick and get underneath the control decks before they can stabilize. I'd actually say that, instead of creatures, your sideboard should be more tuned to the meta. Creatures is a cool thing, but is cute. Spellskite is good because it can be used to protect your planeswalkers from targeted removal. Other than that, I'd say to take out the Electrostatic Fields and Phyrexian Metamorph (why is it in there?) to put in more universal cards to fight against other decks. I'd also switch out the Unsubstantiates for something more universal like more Echoing Truths or Repeal. If you do decide to go this kind of control route, Leyline of Sanctity is going to cause you problems, so you'll want to ensure that you can bounce it then counter it.
2 months 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 months 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 months 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.
2 months 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.
3 months 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.