Wandering Fumarole

Legality

Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Tiny Leaders Legal
Heirloom Legal
Vintage Legal
Frontier Legal
Modern Legal
Block Constructed Legal
Standard Legal
Leviathan Legal
Legacy Legal
Magic Duels Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Oath of the Gatewatch Rare

Combos Browse all

Wandering Fumarole

Land

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

SynergyBuild on 5 Colors? Why Not? (Competetive Delve)

7 hours ago

I am going to start by first saying massive props for trying 5-color, second off, you need to fix that mana base, it is better than some that I have seen, but Hissing Quagmire, Shambling Vent, and Wandering Fumarole are useless. The chance of you not only getting them out but then getting the two specific colors that you need to use them is beyond the scope of an actual modern game, and with burn, even if you do get them out, it will just mean that you lost a land. To replace it, use Scry lands, Fast Lands, Shock lands, Buddy Lands, Reveal lands, etc.

Now onto the deck. You have to focus on a single win condition, I see you want to use Tasigur, the Golden Fang, but if your goal is to try and make a 4/5 come out turn 2, and use creature beatdown, I would think mono-green ramp is much better, and I will list a little idea below:

Turn 1: Forest, tap for G then drop Elvish Mystic, Fyndhorn Elves, or Llanowar ElvesTurn 2: Forest, tap both for GG and tap the mana dork for a third G, drop Leatherback Baloth

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If the goal is a dredge deck, use an actual dredge deck, and base it around something more fun, with lands like Dakmor Salvage, and maybe Golgari Thug.

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What I actually think is that this is a deck that has no purpose, with weird cards like Yahenni's Expertise with the only mainboard 3-drops being Anger of the Gods, Lingering Souls, and Kolaghan's Command as the most efficient things you can pull out.

This deck at it's current state doesn't seem to work. It won't work. It is interesting, and nothing else from what I have seen.

DirtCadaver on Izzet FNM Material?

12 hours ago

I really like the deck,

Consider either pulling/sideboarding Firebrand Archer -Or- Thermo-Alchemist for card draw like Glimmer of Genius

Mana Base i would do (if you have them)

2 Desert of the Mindful

2 Desert of the Fervent

4 Spirebluff Canal

4 Aether Hub

2 Westvale Abbey  Flip

2 Wandering Fumarole

3 Mountain

3 Island

like70bunnies on Jeskai Control

1 day ago

Suggestions:Spirebluff Canal x3-4Wandering Fumarole up to 4Irrigated Farmland for cyclingconsider dropping a Sweltering Suns or 2 for Hour of Devastationgo up to 2 Essence Scatter?Disallowmaybe cut a few chandra's.

I like it!

oMass_Assassin on Nicol Bolas Control (HOU) (4-0 FNM)

4 days ago

Hey, in my opinion there looks like a few things that could be adjusted. Wandering Fumarole seems like a must in control decks. It is very powerful to have a creature land. I would also suggest adding in some number of Spirebluff Canal and instead of playing so much black mana and not enough blue mana to get Grasp on turn 2, fix the mana so you only need two colors early, like U/R. Harnessed lightning is much easier to cast in a 3 color deck and hits enough targets for you. If there is a lot of aggro in your meta, Magma Spray can take over for Grasp. Also, Never to Return is sorcery speed and that really hurts. I would try one To the Slaughter, if you need to kill Planeswalkers. Honestly another Hour of Devastation might be better in the sideboard. Good luck and let me know how the Fevered Visions works out! I am going to try it out of the sideboard with The Locust God against other control decks. My deck is also a tad more midrange, with Doomfall and Goblin Dark-Dwellers, but I am interested in Fevered Visions since I am casting as sorcery speed more.

lets on "Please Lord, May I Play Now?"

1 week ago

In testing (which I've literally been doing all day on untap.in, played about 15 games and won about 9) 2x Pull from Tomorrow was too clunky with a lot of cards in my hand. However, i trimmed it down to 1 copy, and it worked great! I replaced it with another copy of Abrade, which was a lot better then I had expected. Overall, cool deck! I loved playing it! P.S. Why run 4x Highland Lake and only 3x Wandering Fumarole??? Wandering Fumarole is literally just a Highland Lake, but better... I switched the two numbers.

Traieon on Here Comes The Sun!

1 week ago

@ LCJ38 I thought that having anymore Approach of the Second Sun would be too many. As if they get stuck in my hand than they have the potential to become a dead card without Wildfire Eternal if I don't make land drops. I thought that I would have enough dig to find one plus it also has pseudo recursion by placing itself back in the library assuming it is not countered or milled.Wildfire Eternal and Wandering Fumarole also can function as alternate win conditions, in the event I can't find an Approach of the Second Sun.

JamerzGamerz on

1 week ago

Needs dual lands such as Wandering Fumarole, Spirebluff Canal, or if you are going budget, Highland Lake.

ACDAMAN on "Please Lord, May I Play Now?"

1 week ago

multimedia I like your suggestions! here's my thoughts for the mainboard:

replace 1x Censor with 1x Supreme Will

replace 1x Sweltering Suns with 1x Abrade

replace 1x Disallow with 1x Abrade

replace 1x Wandering Fumarole with 1x Abrade

replace 1x Censor with 1x Magma Spray

The sideboard was pretty cobbled together, so I'm just gonna wipe it and put in the cards I think I'll need, so:

1x Magma Spray

1x Hour of Devastation

1x Nicol Bolas, God-Pharaoh

1x Sphinx of the Final Word

2x Censor

2x Dragonmaster Outcast (I actually really like that suggestion)

2x Kefnet's Last Word

1x Essence Scatter

2x Negate

1x Disallow

How does that sound?

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