Wanderwine Hub

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Lorwyn (LRW) Rare

Combos Browse all

Related Questions

Wanderwine Hub

Land

As Wanderwine Hub enters the battlefield, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub enters the battlefield tapped.

Tap: Add (White) or (Blue) to your mana pool.

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Wanderwine Hub Discussion

ClockworkSwordfish on A Sliver Deck With No Slivers?!!

4 weeks ago

How's your manabase working out for you? I'd strongly recommend City of Brass and Mana Confluence - since you're starting with 40 life, they're basically Command Towers #2 and 3. Path of Ancestry is also flat-out better than any of the taplands, even if you never get its scry ability.

In addition, if you're running one of each changeling, you should try and use the tribal lands from Lorwyn, since they often perform as dual lands without a drawback! That would include Secluded Glen, Wanderwine Hub, Ancient Amphitheater, Gilt-Leaf Palace, Auntie's Hovel and Murmuring Bosk.

JKRice on Merfolk for FNM

2 months ago

I have a couple of suggestions, having played against modern Merfolk. I like the deck in general, you have the right structure, there are just some card ratios and choices that I disagree with. I’m not sure how low your budget is so you might just want to ignore these.

1: Cursecatcher is played as a 4-of a lot in merfolk

2: Peek is not the best card in merfolk I would reccomend taking out all of them

3: Wanderwine Hub doesn’t do much. Choke isn’t played as much as it used to be. However, I would reccomend Faerie Conclave if you’re worried about choke

4: Dismember is useful in merfolk as a 1 mana destroy spell

5: Master of Waves is a good card. However, modern is a turn 3 - turn 4 format, meaning by the time you play master of waves, the game will be close to ending. I would reccomend only running two masters

6: I would reccomend adding 2 harbinger of tides and cutting 2 merfolk tricksters. Also, a good alternative to merfolk trickster is Merrow Reejerey

7: I definitely like Mirror Image as a budget choice for phantasmal

8: Mistcaller is a good sideboard Card, but in the vast majority of situations it doesn’t do anything. I would reccomend 2 Vapor Snag instead

9: as for the sideboard, Echoing Truth, Dispel, and Flashfreeze/Hibernation are all strong choices for the current meta

haddlsbou89 on Merfolk for FNM

2 months ago

The Wanderwine Hub has the point of having non basic lands in Merfolk against Choke, normally Oboro, Palace in the Clouds, Minamo, School at Water's Edge and Cavern of Souls are included but the Wanderwine Hub just was my budged version. On top you can screw your opponent of having white splashes like Path to Exile :P

LT2483 on Merfolk for FNM

2 months ago

Just looking at it quickly, does Wanderwine Hub have a point? You have no use for the white mana, and oppoents can take advantage of both the fact it is a non-basic land AND the fact that it gives mana diversity. It seems it would simply be better to run 2 more Islands instead.

colton815 on Modern Merfolk

8 months ago

the Skaab Ruinator, and Kira, Great Glass-Spinner are pretty random. they could be cut for Phantasmal Image and Aquitect's Will is better than Spreading Seas. Mutavault should probably only be at 2 copies. Tectonic Edge and Wanderwine Hub should be cut for 2 more island. Master of Waves isn't very good in my opinion. i wouldnt pay 4 mana for a 2/1. i would recommend adding green for Merfolk Mistbinder and Collected Company. but you would need 4 more lands for Collected Company

Mandalorian on Army of Atlantis

9 months ago

Hello I_has_a_Leg, I'd be happy to take a look! It looks like you got all the usual suspects minus 1 or 2 cards. Personally Dont think Sovereign or Commander are worth the spot and would rather see 1 Kopala, 1 Kira, and some Harbingers. Harbingers are great because they keep your opponent from being able to be aggressive. Dont really like Mana Leak here either since its a very reactive spell and you want to be aggressive tapping out each turn to add to your board. I would say Dismember is better for that slot if you are looking for interaction.

For the SB to start, you have 2 Spreading Seas and 3 in the main meaning you have 5 and obviously cant. I would find room for that fourth in the main and remove the 5th. If you want extra land hate in the SB add a couple Sea's Claim. Other cards you may not have considered-

Grafdigger's Cage

Unified Will

Ceremonious Rejection

Spell Pierce

Echoing Truth

Another thing you can consider overall is moving to U/W with Wanderwine Hub and Seachrome Coast. Not only does this make you better against fringe cards like Choke or Boil but make your removal alot better with Path to Exile and gives you some of the best SB hate in modern with stuff like Rest in Peace and Stony Silence.

Hope this helps you and gives you some ideas to brew with!

asarov on Merfolk with a Splash of Wizard

10 months ago

I did consider Drowner of Secrets, but ultimately decided against it since the deck has no mill plan or ways to synergize with our opponents' graveyards.

As far as Kumena, Tyrant of Orazca, Wanderwine Hub, and Merfolk Mistbinder, they are all on my acquireboard, to add in to the deck whenever I get my hands on them.

Also on my acquireboard is Empress Galina, who seems really strong in this deck, but is just a little pricey. Worth a consideration, I'd say.

benw on dathoovy

10 months ago

You obviously play merfolk in modern a lot and the format a lot, I am trying to build a similar deck and I wonder if I could ask you some questions:

  1. How significant is Aether Vial and is the interaction with Merrow Reejerey that makes it so potent?
  2. Would you go UG to accommodate the best Green merfolk, particularly from Ixalan block?
  3. Would you consider utilising Wanderwine Hub to incorporate Stonybrook Schoolmaster, Judge of Currents or Rest in Peace? The latter appears worth it considering the tier 1 matchups. The two white merfolk would take advantage of other merfolk that like to tap merfolk for abilities and every time you attack.

What are your thoughts?

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