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Rules guide · Land

Wanderwine HubHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Lorwyn· October 12, 2007
Carte Magic Wanderwine Hub

Wanderwine Hub is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

As this land enters, you may reveal a Merfolk card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.

Complete guide

Wanderwine Hub is a specialized dual land from the Lorwyn set designed specifically for Merfolk tribal decks. It provides immediate access to both White and Blue mana if you can prove your dedication to the aquatic archetype. This land is a staple for players looking to fix their mana base without losing tempo in aggressive creature-based strategies.

Understanding the Entry Condition

Wanderwine Hub has a replacement effect that modifies how it enters the battlefield. As you play the land, you have a choice: reveal a card with the Merfolk subtype from your hand or have the land enter the battlefield tapped. This choice happens exactly as the land is entering, meaning it does not use the stack and cannot be responded to by opponents. If your hand is empty or lacks a Merfolk card, it must enter tapped.

Step-by-Step Resolution

First, you announce you are playing Wanderwine Hub as your land for the turn. Second, while the land is transitioning from your hand to the battlefield, you decide whether to reveal a Merfolk card. Third, if a card is revealed, Wanderwine Hub is placed on the battlefield untapped; otherwise, it is placed tapped. Finally, once it is on the battlefield, you can immediately tap it for either White or Blue mana if it is untapped.

Strategic Timing and Common Pitfalls

A common mistake is forgetting that 'Merfolk card' includes any card type with that subtype, such as Tribal Sorceries, not just creatures. Additionally, you cannot reveal the same Wanderwine Hub you are playing to satisfy its own requirement, as the card must be in your hand to be revealed, and the effect happens as it is moving to the battlefield. In the late game, if you have no cards in hand, this will always enter tapped, so plan your mana usage accordingly.

Interaction examples

Starting the Game with Tempo

On turn one, you play Wanderwine Hub. You reveal a Merfolk creature from your hand. Because you revealed a card, Wanderwine Hub enters the battlefield untapped, allowing you to immediately spend one Blue or White mana to cast a spell.

Mana Fixing and Color Identity

If your Commander is Blue and White, both Wanderwine Hub and Command Tower can produce the same colors. However, while Command Tower always enters untapped, Wanderwine Hub requires the Merfolk reveal to provide that same immediate utility, serving as a secondary 'dual land' for your specific tribal colors.

Opponent Interaction

If you control an untapped Wanderwine Hub, an opponent who plays Exotic Orchard can tap their land for either Blue or White mana. This is because Wanderwine Hub has the ability to produce those colors, and Exotic Orchard checks what colors your lands could produce regardless of whether you revealed a Merfolk to play it.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Wanderwine Hub

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredhtlr
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