Tundra Fumarole

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tundra Fumarole

Snow Sorcery

Tundra Fumarole deals 4 damage to target creature or planeswalker. Gain for each spent to cast this spell. Until end of turn, you don't lose this mana as steps and phases end. ( is mana from a snow source.)

Cloudius on Bizarre Duo Taking the World by Storm [Primer]

4 years ago

Icbrgr Thank you for the compliments!

It took awhile to learn the coding but with appreciations like yours, it justifies the effort and work I've put in to pimp up the page!

As for Tundra Fumarole , don't think I've enough snow land (even if I replace all my basics with their snow equivalent) to consistently benefit from the mana reimbursement.

Icbrgr on Bizarre Duo Taking the World by Storm [Primer]

4 years ago

woah woah woah im not sure whether to compliment the deck or the super cool coding endeavor lol.

I guess ill comment on the deck; any thoughts on using the new Tundra Fumarole in combination with some basics to kill a creature and keep the roll over mana?

DanMcSharp on Standard burn

4 years ago

Hello,

First off, when you say "cutting the last few cards" do you mean to go from 83 to 60 cards? That's a lot of cutting! lol

Anyway, usually "burn" decks want to have a lot of cards that can hit the player's health, otherwise you could just be stock in a match-up where most of your cards don't do much. Maybe start by cutting a few copies of cards like Demon Bolt , Frost Bite , Tundra Fumarole , Soul Sear and Squash . Those cards make more sense when the "burn" part of the deck is only meant to help you stay alive into mid to late game, not as much when you try to use them as win cons. I'm guessing you mean to get the most out of Toralf, God of Fury  Flip with those spells, but instead I would cut a few copies of him as well.

You could cut a few copies of Aegar, the Freezing Flame since it's legendary. It's a good card but I don't think it's good enough to have 1 in play and be stuck with 2 more in your hand. Chances are you won't even be able to play it anyway since you only run 4 lands that produce blue mana as it is. On the other hand, Torbran, Thane of Red Fell is probably overpowered enough to stay at 4! lol

Speaking of lands, I'm not sure why you have a mix of basic lands and snow basic lands, might as well go all snow if you want to make use of them. Adding 4 Riverglide Pathway  Flip would probably be a good idea too.

If you had more blue mana in your lands you could probably afford to have some more useful cards like Negate in your sideboard instead of a full playset of Ox of Agonas and Tibalt's Trickery . Btw, just to be sure, that Tibalt card isn't meant to be used as a counter spell. It's meant to be used on your own spell in very wild combo decks that can predict the outcome.

Hopefully these suggestions are useful, cheers!

Coward_Token on Kaldheim official spoilers

4 years ago

Small update: while it was implied by new templating in the reminder text, the rules now explicitly states that Snow rituals like Tundra Fumarole also produce mana. (Previously, the rules only allowed Snow permanents to make .)

https://magic.wizards.com/en/articles/archive/news/comprehensive-rules-changes-2021-02-02