Card Codex

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17 May 2024: Card library updated.

Wandering Fumarole

· Land

Wandering Fumarole enters the battlefield tapped. {T}: Add {U} or {R}. {2}{U}{R}: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.

Similar cards

Color identity:
NameManaTypeText
Llanowar Loamspeaker 1GCreature — Elf Druid {T}: Add one mana of any color. {T}: Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery. 1/3
Chamber of Manipulation 2UUEnchantment — Aura Enchant land Enchanted land has "{T}, Discard a card: Gain control of target creature until end of turn."
Run Wild GInstant Until end of turn, target creature gains trample and "{G}: Regenerate this creature."
Warden of the Wall 3Artifact Warden of the Wall enters the battlefield tapped. {T}: Add {C}. As long as it's not your turn, Warden of the Wall is a 2/3 Gargoyle artifact creature with flying.
Lifespark Spellbomb 1Artifact {G}, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land. {1}, Sacrifice Lifespark Spellbomb: Draw a card.
Merfolk Thaumaturgist 2UCreature — Merfolk Wizard {T}: Switch target creature's power and toughness until end of turn. 1/2
Incite RInstant Target creature becomes red until end of turn and attacks this turn if able.
Tendril of the Mycotyrant 1GCreature — Fungus Wizard {5}{G}{G}: Put seven +1/+1 counters on target noncreature land you control. It becomes a 0/0 Fungus creature with haste. It's still a land. 2/2
Darksteel Garrison 2Artifact — Fortification Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Dimir Keyrune 3Artifact {T}: Add {U} or {B}. {U}{B}: Dimir Keyrune becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn.
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