|Commander / EDH||Legal|
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|Oath of the Gatewatch||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
21 hours ago
I think your mana base is a little messy.
- There's no need for the Panoramas (Bant Panorama and Naya Panorama), you could just go with Terramorphic Expanse and Evolving Wilds.
- Checklands (Rootbound Crag, Hinterland Harbor and Sulfur Falls) and Bouncelands (Simic Growth Chamber, Izzet Boilerworks and Gruul Turf) benefit most from decks having more basics, so I'd tell you to replace some utility lands with basics (drop Alchemist's Refuge, Desolate Lighthouse and maybe even Kessig Wolf Run)
- Manlands (Lumbering Falls, Raging Ravine and Wandering Fumarole) aren't all that useful in EDH. Considering the amount of lands in your deck, I think you might want to cut them as well.
- Considering the amount of card-draw in the deck, you might want to consider Reliquary Tower
As for ramp in itself:
- Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
- I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
- Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.
Cards I don't like/I don't find useful enough:
- Crystal Shard - Reusable bounce is good, but I don't think this card is good enough to be here.
- Ranger's Path could be replaced with Nissa's Expedition (if you tap a creature it's exacly like a Explosive Vegetation) or Nissa's Renewal (costs more, but gets you 3 lands and 7 life). Or simply drop it. You run too few basics and with all the sorcery ramping you might run out of lands to search for...
- Recurring Insight - In the late game where you can give in to the luxury of spending 6 mana to draw some cards it can be great, but I'd rather use it in a See the Unwritten or Seasons Past or Selvala's Stampede or Saheeli's Artistry.
- Zendikar Incarnate - poor defenses and no trample. You can do better. Mystic Snake or Ogre Battledriver or Master Biomancer or Faerie Artisans (you can clone the token with Riku in order to keep it)
- Charmbreaker Devils can be good, but they might do nothing as well
- Deadwood Treefolk doesn't seem that appealing to me either; specially considering it only gets back creature cards. Greenwarden of Murasa is almost strictly better (bigger body and returns any card, but no "leaves the battlefield" trigger)
- Rampaging Baloths seems out of place. Yes, it creates some good tokens for playing lands, but generating 1 trample-less 4/4 per turn seems pretty bad. This creature is better suited for landfall-based decks in my opinion.
- Sphinx of Uthuun and Fact or Fiction are cards I just can't enjoy. I think the impact they make is negligible in the game, but I understand the appeal and sometimes it can be quite interesting. I'd say keep the creature and ditch the spell.
Other suggestions (mostly more creatures to use as a toolbox):
- Farhaven Elf another ramp on a stick.
- Reclamation Sage is a staple in the format for a reason
- Peregrine Drake generates infinte mana in conjunction with Deadeye Navigator and gives you some quick ways of ending the game (such as paying buyback of Capsize to Upheaval everyone but yourself constantly)
- Triumph of the Hordes - another win con
- Ghostly Flicker gives you a way to reuse ETB triggers or save something from removal. Also has a combo with Peregrine Drake + Archeomancer.
- Coiling Oracle forces you to reveal the top card, but the fact that it ramps if it's a land makes it so much better
- Phyrexian Ingester - removal on a stick. You could also go with Duplicant
- Drowner of Hope - never underestimate this little guy, since it's quite versatile. The "sac a scion: tap a creature" has saved me quite a few times and it can also work as some sort of ramp tool (It costs , but it refunds with the tokens).
- Nim Deathmantle brings a creature back for one more round.
3 days ago
I'd definitely consider Prophetic Prism, but I don't need it to activate Wandering Fumarole: I can tap 3 lands and Wandering Fumarole itself to turn the Fumarole into a creature, then use its ability (because after all, I just want the activations, I don't need the Fumarole untapped to make it useful).
3 days ago
Looks like the other combo is saheeli rai and felidar, it's copy cat meets one punch man.
5 days ago
Skymage, try a combination of Wandering Fumarole, Spirebluff Canal, and Highland Lake over the Evolving Wilds and a couple of basics. Flooding is a huge problem, and I wouldn't run more than 22 or 23 with as much card draw as you have. I'd try to add some more counters like Horribly Awry or Void Shatter. I'd try to go up to 4 Gearhulks, because they make the deck. The rest of the creatures should go to live in the board, otherwise they just turn on all of your opponent's removal. Finally, I would add in some Shocks, since 2 damage + a tower ping answers both Gideon and Heart of Kiran. Just my two cents.
1 week ago
The point is that "leaves the battlefield" abilities (of which "dies"/"graveyard from battlefield" are a special type) trigger from the battlefield and use information about the game state from the last moment the object was actually on the battlefield to determine if and how they trigger. "Graveyard from anywhere" abilities are just a normal zone-change ability, and they use information about the game state from right after the object changed zones.
Lazav, Dimir Mastermind will only trigger if an actual creature card goes to the graveyard. Titania, Protector of Argoth will trigger if a Storm Crow enchanted with Imprisoned in the Moon dies (because it was a land right before it left the battlefield), but not if an animated Wandering Fumarole enchanted with Darksteel Mutation dies (because it wasn't a land right before it left the battlefield).
1 week ago
Lazav, Dimir Mastermind's ability will only trigger if two things are true:
It's a non-token card.
It has the type Creature printed on the card.
If the permanent That's dying gained the type creature, perhaps because Wandering Fumarole died, but isn't a creature card, his ability will not trigger.
Zulaport Cutthroat's ability only cares that the permanent dying is a creature, not a creature card. This is a significant difference because cards that gained the type creature will trigger Zulaport Cutthroat's ability.
Titania, Protector of Argoth's ability will not trigger off of Wandering Fumarole dying while enchanted with Darksteel Mutation. This is because Darksteel Mutation removes all other card types from the permanent it's enchanting. It won't "still be a land" when it dies.
chosenone124, your final statement is misguided. Any card on the battlefield is a permanent, any card on the stack is a spell, and any card anywhere else is just a card (including the graveyard). When Fumarole dies, the only two things put into the graveyard is the Fumarole itself, and the enchantment Darksteel Mutation. Permanents don't disappear when they enter the graveyard, they simply are now referred to as cards.
1 week ago
So I think this is what Neotrup is saying. Lazav triggers when he detects a creature card entering the graveyard. Zulaport Cutthroat triggers when he detects a creature permanent is put into the graveyard from play.
The distinction is that a card and a permanent are two different things. A Wandering Fumarole enchanted with Darksteel Mutation is still a land card but the permanent on the battlefield is a 0/1 insect creature.
This goes back to the idea that we don't cast creatures, we use the card a summoning medium to summon a being from the multiverse. There is the card, which calls forth the creature, and there is the creature itself which sits on top of the card.
When my Wandering Fumarole insect dies, two things are put into the graveyard. The card behind it, the land card Wandering Fumarole, is put into the graveyard. The 0/1 insect creature sitting on top of it is put into the graveyard. Permanents which enter the graveyard disappear instantly.
Correct me if I'm wrong Neotrup
1 week ago
Okay, wow, this has some miserable understanding of rules. Everything with Lazav, Dimir Mastermind is mostly correct, but the reason it doesn't care whether the card was a creature when it was on the battlefield is entirely because he looks for when a creature card goes to the graveyard. If the object going to the graveyard is not a card (because it's a token) or does not have the creature type printed on it, Lazav doesn't see it. Titania, Protector of Argoth is completely different. She looks for objects that are lands as they exist on the battlefield that go to the graveyard. If there's a Life and Limb in play and a saproling token dies, she'll see that and create an elemental. If a planeswalker enchanted with Imprisoned in the Moon is destroyed, she'll see it and create an elemental. If a Wandering Fumarole enchanted with Darksteel Mutation is sent to the graveyard, Titania will not create a token, because it was not a land. Her ability functions identically to "dies" because "dies" simply means "is put into a graveyard from the battlefield."
700.4. The term dies means "is put into a graveyard from the battlefield."