Wandering Fumarole

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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Legality

Format Legality
Commander / EDH Legal
Block Constructed Legal
Unformat Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Oathbreaker Legal
Pioneer Legal
Highlander Legal
Custom Legal
Tiny Leaders Legal
Legacy Legal
Limited Legal
Casual Legal
Canadian Highlander Legal

Wandering Fumarole occurrence in decks from the last year

Latest Decks as Commander

Wandering Fumarole Discussion

Jack-Frost on Omnath Locus of Nava

2 months ago

At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.

Recommendations:

Creatures:
Add:
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork

Cut:
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.

Lands:
Add:
Breeding Pool
Command Tower
Exotic Orchard
Fabled Passage
Field of the Dead
Ghost Town
Glacial Chasm
Hinterland Harbor
Reflecting Pool
Rootbound Crag
Steam Vents
Stomping Ground
Ketria Triome
Bring your land count to 38 or so

Cut:
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.

Artifacts:
Add:
Arcane Signet
Chromatic Lantern
Strionic Resonator
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic

Cut:
Icon of Ancestry- A waste of a slot. Not nearly enough benefit for the important deck slot it takes
Seer's Sundial- There are better ways to draw cards given your access to blue.

Instant:
Add:
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.

Cut:
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.

Sorcery:
Add:
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.

Cut:
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.

Enchantment:
Add:
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration

Planeswalker:
Cut:
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.

Maybe Cut:
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.

Maybe Add:
Mana Breach
Overburden

MindAblaze on Kess, HotWheels

5 months ago

This looks fun. Like a Nekusar deck but with constant access to flashback and without the hate Nekusar brings on sight. I like it. Although if I understand correctly Kess has her own haters too...

I’d be frustrated by your mana base, but it’s a decent budget start. When nearly half of your lands are basics, I would expect to struggle to cast Bolas, or when chaining together wheels it can be frustrating to find I have too much of the wrong colour, and not enough of the right one. You need red or blue, not red and blue, combined with a decent amount of black. I’d try to smash as many UR lands like Izzet Guildgate, Wandering Fumarole or Swiftwater Cliffs as your budget can muster in over basics.

The mana screw happens to my Nekusar deck The Mad King of Tristram often enough in its current state and I find Chromatic Lantern to not be enough although it helps for sure.

DestructionsLie on List of all infinite combos 2.0

11 months ago

Wandering Fumarole + Crackdown Construct Pay 4 to turn wandering Fumerole into a creature, then pay 0 to switch its power and toughness as many times as you want. Crackdown Construct sees this and gains infinite power and toughness.

itsbuzzi on Pioneer Lands Data Base

1 year ago

Battlefield Forge, Caves of Koilos, Command Tower, Conqueror's Foothold, Crypt of the Eternals, Forest, Gingerbread Cabin, Gold-Forge Garrison, Grove of the Guardian, Holdout Settlement, Island, Llanowar Wastes, Lost Vale, Mountain, Plains, Primal Wellspring, Rupture Spire, Shimmering Grotto, Spires of Orazca, Swamp, Temple of Aclazotz, Tomb of the Dusk Rose, Treasure Cove, Wandering Fumarole, Wastes.

I used to give me a complete list of lands and subtraced what you had. I know Command Tower doesn't actually do anything but it's still legal. Do with that what you will. I also added the basics. They seem unnecessary but the addition of Wastes may be useful information.

Hope this helps!

multimedia on Niv mizzet my problem

1 year ago

Hey, good budget version of Niv.

Ophidian Eye is another combo enchantment to enchant Niv with. Consider cutting Curse of the Bloody Tome for Eye? With the difficult color casting cost of Niv and the less than ideal color fixing in the manabase consider Chromatic Lantern? To stay within the budget consider cutting That Which Was Taken for Lantern?

To help with color fixing in the manabase there's some budget lands to consider adding. Sulfur Falls, Shivan Reef, Wandering Fumarole, Ash Barrens, Grixis Panorama. These lands can help game play a lot more than $9 Caged Sun can. To stay within budget consider cutting Sun for these lands?

Evolve is not a very good mechanic in Commander because you want to consistently cast an Evolve creature early game to evolve as you cast other creatures. Consistently you're not going to have an Evolve creature to cast early and playing one mid/late game is not doing much. Evolve is a mechanic that benefits much with having 4x of same creatures in a deck which is not Commander. Consider cutting some creatures for a few more draw spells? Brainstorm, Opt, Frantic Search, Faithless Looting are budget good draw spells. Consider cutting Cloudfin Raptor, Simic Fluxmage, Petrahydrox, Ral's Staticaster for these draw spells?

Izzet colors at a budget are at a disadvantage for tutors, but there's some good cards that can copy an opponents tutor when cast letting you also tutor. Expansion / Explosion, Reverberate, Dualcaster Mage. These spells could also copy your own spell when you cast it. Consider cutting Wave of Indifference, Sundering Stroke and Reckless Air Strike for these copy spells? Talisman of Creativity and Izzet Signet are good budget two drop mana rocks. They could replace Heraldic Banner and Spinning Wheel.

In Commander you have access to good budget counterspells that don't have a restriction: Counterspell, Wizard's Retort, Arcane Denial. These counterspells could replace Scatter Arc, No Escape, Mystical Dispute.

I offer more advice. Good luck with your deck.

Twist35 on Pioneer Izzet Control

1 year ago

I think you a few too many win conditions, maybe add cut some number of the Wandering Fumarole ? I would add in some Temple of Epiphany instead.

TheRoaringBlaze on Jeskai Control - Pioneer

1 year ago

Why not run a Wandering Fumarole in the list? Seems like a good way to win after Teferi Ulting and wiping away your opponent’s board

K0rt on Grixis Control

1 year ago

the__odysseus Thanks for the ideas! Definity trying out Fabled Passage when the meta slows down. Right no you need to be react early and often since lots of people are playing aggressive decks or decks where you need to have mana open early e.g Mono-Red and Felidar combo. When the meta becomes slower I could definitely see running some fabled passage. I completely forgot about Wandering Fumarole probably going to add a few. Don't know what to cut, maybe the Spirebluff Canal ?

I haven't had a problem with an overtaxed graveyard or Oko. Dig Through Time can get the deck out of tight spots as it can find specific cards were raw card advantage doesn't really work as well. I haven't really had a clash with Jace, Vryn's Prodigy  Flip either since dig is mostly being resolved late anyways after he has flipped. I haven't really come to a spot were Oko, Thief of Crowns also hasn't been a problem. 6 planeswalker kill spells in the 75 with Bedevil and Vraska's Contempt + Thoughtseize + late game Drown in the Loch can counter it. When I'm playing against an oko deck I'm significantly mulfore worried about Wicked Wolf than Oko 90% of the time.

I decide not to play Anger of the Gods since it was too much on the mana. Double red by turn 3 is really hard since red is only really a splash for Kolaghan's Command , Bedevil and Fiery Impulse . All of which need only one symbol and I only have 10 red in the mana base right now and it has significantly better than I thought it was going to be. I'm only playing the Hour of Devastation in its good against Eldrazi and late-game double red isn't so bad. If dredge gets a new card printed or Rally decks come back could probably add it.

I mainly just added Goblin Rabblemaster to kill Mono-Green Devo and Cat quickly but since they go banned or significantly nerfed at this point I could see adding Bolas or Liliana, Chandra seems a bit too expensive mana wise against control as a grind piece. Will probably test out those walkers with stuff like Search for Azcanta  Flip

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