Wandering Fumarole (Oath of the Gatewatch #182)

Fumarola Vagante

Terra

La Fumarola Vagante entra nel campo di battaglia TAPpata.

{T}: Aggiungi {U} o {R} alla tua riserva di mana.

{2}{U}{R}: Fino alla fine del turno, la Fumarola Vagante diventa una creatura Elementale 1/4 blu e rossa con “{0}: Scambia la forza e la costituzione di questa creatura fino alla fine del turno”. È ancora una terra.

Illustrated by Florian de Gesincourt

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Fumarola Vagante:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • A land that becomes a creature may be affected by “summoning sickness.” You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield. (2016-01-22)
  • This land is colorless until the last ability gives it colors. (2016-01-22)
  • When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger. (2016-01-22)
  • An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Wandering Fumarole has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 4/7 creature that's still a land. (2016-01-22)
  • Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you target a 1/2 creature then give it +2/+0 later in the turn, it's a 2/3 creature, not a 4/1 creature. (2021-03-19)
  • Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn. (2021-03-19)
  • Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches. (2021-03-19)