Wandering Fumarole

Legality

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

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Set Rarity
Oath of the Gatewatch Rare

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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

Geo67 on Blue Red Instant+Sorcery=Mana

5 days ago

What about 1 Torrential Gearhulk just for a huge body, I Know he exiles the card, but he could be useful in a flash situation.

Also,Wandering Fumarole, or Spirebluff Canal may be helpful for your mana. The fumarole can give you a blocker when you need it.

Argy on Colors of Budget Standard Control

1 week ago

I personally think that Control crushes it, at the moment.

Using Torrential Gearhulk and Wandering Fumarole as its main sources of dealing damage.

DanaBarrosReincarnate on R/U Dynavolt Control

1 week ago

+1, glad that UR Control is back in w/ Enigma Drake

i wrote out a GIANT comment on this deck, but my computer shit the bed so everything got deleted. i'm just gonna cut to the chase & suggest my hard changes. hope this helps lol

Instants/Sorceries(20)
4x Glimmer of Genius
4x Harnessed Lightning
4x Anticipate
1x Collective Defiance
3x Lightning Axe
4x Fiery Temper

Creatures(11)
2x Torrential Gearhulk
4x Enigma Drake
3x Soul-Scar Mage
2x Bedlam Reveler

Planeswalkers(2)
2x Chandra, Torch of Defiance

Artifacts(4)
4x Dynavolt Tower

Lands(23)
4x Wandering Fumarole
4x Spirebluff Canal
4x Aether Hub
5x Island
5x Mountain
1x Geier Reach Sanitarium

Sideboard(15)
4x Fevered Visions
4x Thing in the Ice  Flip
3x Magma Spray
2x Sweltering Suns
2x Release the Gremlins



i obv had reasonings for all of my choices above, but they all got deleted :/ i'll comment later this weekend explaining my various choices. hope this (somehow?) helps!!

LeaPlath on red blue control for the Dominus

1 week ago

To be a control deck in modern, you need counters, removal, draw and bombs.

You want 25 lands. Ensure you can draw and play one most turns. Have a good late game. Some of these lands can be man-lands, such as Wandering Fumarole, utility lands such as a 1 or 2 of Desolate Lighthouse, and dual lands, such as Steam Vents, Sulfur Falls.

For counterspells, your bread and butter is Mana Leak. If you can afford it, Cryptic Command is a must play, and if you play fetches so is Logic Knot. Rune Snag can be decent but suffers versus any deck with GY hate. Silumgar's Scorn can be powerful, depending on how you line up your win-condition.

For removal, Lightning Bolt is like, the basis. Electrolyze is pretty decent. If this is budget, Harnessed Lightning can be a good option with some energy production, as it lets you kill big things as needed.

For RU your options for sweepers are Anger of the Gods, Sweltering Suns or going a third colour for Radiant Flames. Anger of the Gods is best in a control deck because of the exile clause.

For draw, there are a few ways you can go. You can keep low to the ground with Ancestral Vision (not very budget), Think Twice or go big with Pull from Tomorrow and similar. I personally quite like Think Twice and Pull from Tomorrow together.

For your creatures, you want something cheap, hard to remove, big and ideally with flash. Sadly none of those exist cheaply. Cryptic Serpent is a good size, doesn't die to bolt or decay/push and can come down cheaply late game. Thundermaw Hellkite and Stormbreath Dragon enable Scorn and end the game quickly but lack the cheapness. Torrential Gearhulk gives you all the value, is big, and flashes in. Etc etc.

GabeCubed on red blue control for the Dominus

1 week ago

As a UR fanatic, this deck needs some serious work.

First and foremost, the lands. You need more duals. Scalding Tarn, Steam Vents, Sulfur Falls, Spirebluff Canal and Wandering Fumarole are good additions.

Second, counter spells. Mana Leak, Remand, Spell Snare and Cryptic Command are much better than what you have now.

Third, removal. Electrolyze, Dismember and Roast do work.

Finally, creatures. Delver of Secrets  Flip, Snapcaster Mage, Vendilion Clique, Pia and Kiran Nalaar and Young Pyromancer are stable cards.

I suggest keeping your curve lower. 5 drops are not fantastic in Modern, as you are usually dead by then.

Keep the Lightning Bolt and Serum Visions. Both are great.

For your sideboard, fill it with cards like Blood Moon, Negate, Dispel, Izzet Staticaster, and definitely those Glen Elendra Archmage.

These are just suggestions, so you don't have to follow them, but they give you more options, that can seriously improve your deck.

Hope that helps, even a little.

Whiskerbro on Smokin' Crack with a Fumarole

1 week ago

I think you'd be better of playing more card draw and removal to buy yourself time for Wandering Fumarole+Crackdown Construct, then the Kazuul's Toll Collector. Tazuul and the Construct isnt a 2 card, but a 3 card combo, because it needs a valid equipment target. Because you have only 5 equipment and 3 Toll Collector in the deck, it makes drawing this combo much harder, and if you don't get all the required pieces, the Toll Collector and equipment is simply awful, it sits around and doesn't effect the board at all. Aether Meltdown is also extremely subpar, there are many much better removal options.

With the open spaces from dropping Meltdowns and the equipment packages, I would add the following:4x Disallow4x Harnessed Lightning3x Sweltering Suns

Lastly, I would not just run 4 Essence Scatter, as its sorta subpar in some matchups. I'd either go for a 2/2 split with Negate or just replace it entirely with Censor and leave the Negate and Essence Scatter on the side, which I think I like a little better, as censor can replace itself to help you draw into the combo. Overall, deck looks fun and I'm excited to see where you take it.

Argy on Need Deck Help

1 week ago

OK an activated ability is usually a "cost" followed by : then something that happens due to paying the cost.

So, with Wandering Fumarole your Opponent can turn it into a 1/4 Creature by paying , which is an activated ability.

If your Harsh Mentor is on the field they will lose 2 life for doing that.

With the same card your Opponent can pay another activated cost, which in this case is 0, to change it into a 4/1. Then pay 0 again to turn it back into a 1/4,

If your Harsh Mentor is on the field, every time your Opponent changes the Wandering Fumarole into a 4/1, then back to a 1/4, etc. they would lose 2 life.

If, however, your Opponent tapped the Wandering Fumarole to get a or a mana, your Harsh Mentor would deal no damage as that is a mana ability i.e. An ability that makes mana.

giesemo on Budget U/R Counter burn

1 week ago

Spirebluff Canal is real good for you as a 4 of instead of basics. Wandering Fumarole can be a late game threat also as basics. Void Shatter is a good side or main card, Negate is well rounded, more Disallows and maybe Aether Hubs over a playset of basics.

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