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1.5k views53 days ago
Commander
Size: 100Salt sum: 41.83
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Artifact
Artifact
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Creature
Mossborn Hydra
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Creature - Elemental Hydra

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Creature
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Enchantment
Druid Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchantment - Class

Fortune Teller's Talent
(Gain the next level as a sorcery to add its ability.)
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Enchantment
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Instant
Instant
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Sorcery
Sorcery
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"background":"transparent"},"insert":"This deck was inspired by miracle rogue, priest, or mage in hearthstone. It was always my favorite deck archetype because it was so hard to play well while playing so many cards to create big boards or creatures to win the game. I built a lot of decks and eventually landed on this one being my perfect deck that satisfied the itch in my brain to translate the playstyle to magic."},{"insert":"\n\n"},{"attributes":{"background":"transparent","bold":true},"insert":"Warning:"},{"attributes":{"background":"transparent"},"insert":" The deck is very fun, but do not play in lower power games. This deck can pub stomp and it won't be fun. Taking a 5 minute turn and dealing 25 damage to each player on turn 4 -or even winning- is not fun in a game where everyone just played their 4 drop commander and passed the turn. This deck also runs low cost kill spells to cycle through on combo turns, destroying the entire board and creating something unstoppable really fast against precons isn't cool. I don't want my creation to be used for evil -except against my close friends. Low power level decks do not have the interaction to slow down flubs at all."},{"insert":"\n\n"},{"attributes":{"background":"transparent"},"insert":"The name of the game is to Flub on these fools."},{"insert":"\n\n"},{"attributes":{"background":"transparent"},"insert":"Step 1 - Mulligan several times looking for a hand where you can play everything as fast as possible"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"do not be afraid to mulligan down to 6 or 5, I've never needed to mull to 4. The math is in favor of flubs because there is so much low cost ramp so that you can continue storming on the flubs turn, that the primary issue is the land to ramp ratio. Which leads to the next point."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"You are specifically mulling for as much land and ramp as you can fit in one hand as possible. A hand of 3 land, exploration, and a rock or some sort of other ramp is the type of ideal hand you are looking for. However in reality you will only seldom get exploration so most 1 cost ramp, will do."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Lotus Cobra and Birgi are sometimes enough justification to keep a slower hand, they enable flubs more than any other cards in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Mana bond is a really funny high roll card that has some utility later in the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Anything that costs 0 is generally helpful in the strategy because you are planning to get rid of the hand. Tormod's crypt and Rograkh specifically offer a lot of utility."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Step 2 - Dump your entire hand onto the board and play flubs"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"This feels self explanatory but can be harder than you think. You need to sequence the cards and lands as best as possible which can be hard. The main cards that make me stretch my brain like butter on toast are usually Birgi and Lotus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Sometimes just play flubs and discard cards that you don't want to play at that very moment. You don't need those cards as much as you need your hand to be empty as fast as possible. Sometimes you discard Mina and Din or Flame Jab, or Breach, or Grapeshot. If it doesn't get you there then get rid of it. Reclaim and Noxious revival is in the deck, and you will get to one of them eventually."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Step 3 - Don't whiff! Top deck as many cards as possible, play as many lands as possible and turn flubs into a strong threat with equipment."},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"I have an "},{"attributes":{"background":"transparent","color":"#001d35"},"insert":"arithmophobia of even numbers. If you ever have an even number of cards in hand then your turn will end with little impact. That is the main way this deck ends up whiffing. We run cards that we can use to draw an extra card to counter this but its a limited resource at times."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Hopefully we can build a really large board state. This is a lot of praying really and the deck is dictating the direction of your plays. however don't let that deceive you, you will be making really complex decisions and having to sequence cards with flubs trigger. Remember, flubs trigger hits the stack after you cast the spell but before the spell resolves. With a land it's easier because you get to choose the order but the sequencing matters if you have multiple instants in hand and know you are discarding to 0. It is really hard, don't be afraid to ask questions to more skilled players."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Step 4 - Finish the game with Breach and storm spells, if you have enough mana -or several cards that create mana when you cast spells. Additionally you can use crackle with power to do big damage"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Don't be afraid to just play these cards even if they don't finish the game, activating breach can lead to a game winning board state and crazy high value even if you don't close the game with storm cards and such."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Crackle with power is deceptive, it feels bad sometimes but flubs builds such strong land counts that I have finished more games with it than underworld breach. It is a single card payoff, however it does feel bad when you brick on it and need to just shoot someone's commander with a gun for 5. However this is the nature of the fool, you may experience really really good luck, you may not. When you play this card in the end game it's not uncommon for me to cast with x = greater than 3. Dealing 15-25 damage to each player. Remember that breach is \"each of up to\" so you can't target the same player more than once. But you can still do a lot of damage and close games with it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"This deck is surprisingly resilient, Flubs is cheap and the many extra land cards allows you to have many many lands on the board very quickly. I have played 9 mana for flubs and still was able to pop off the very same turn on turn 7. Though getting hated off the board is still 100% possible, but generally I dont feel bad about it. I am very aware of how threatening Flubs is."},{"insert":"\n\n"},{"attributes":{"background":"transparent"},"insert":"Major weaknesses: Soft Stax: Drannith Magistrate just kills this deck. You can't act a fool without your friend flubs :( As well as any card that reads cards cost 1 more. The cmc of the deck is so low paying 1 extra for each card is jut doubling the mana cost. I feel that some players may get tilted by something like this, if that is you then don't play this deck or even at that power level. The power level that this deck is at it is not unreasonable to expect and opponent to play some sort of stax to slow the game down. People play stax so players can't turbo through their whole deck and that's what we are doing so "},{"attributes":{"background":"#ffffff","color":"#001d35"},"insert":"¯\\_(ツ)_/¯"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Sometimes we wiff, sometimes people hate us out. But that is just what it's like being a fool. We also have enough enchantment-artifact removal and enough draw to get rid of it eventually so it's not the end of the world."},{"insert":"\n\n"},{"attributes":{"background":"transparent"},"insert":"Land base does its job when I've played and haven't had major issues with it. With the amount of mulligans you should be forcing a fast hang with enough lands. This deck hates tap lands, I'm mainly running reveal, check, and slow lands out of budget necessity and if they are in your opening hand you need to be thinking of how to get them into play untapped, if you don't play a 1 drop on turn 1 you will likely slow your flubs turn down by an entire turn. However fetches and shocks would 100% improve this deck and if it's in your budget I would go for it. Boseiju is 100% not necessary. I opened 2 copies of it in a pitty prize pack for getting last place in a draft."},{"insert":"\n\n"},{"attributes":{"background":"transparent","bold":true},"insert":"MULLIGAN MATH"},{"insert":"\n\nDoing some calculations on mulligans if we are calculating the odds of 3 lands and at least 1 piece of turn 1 ramp we get 24% chance of both on 1st hand, 42% on 1st mulligan, 56% on 2nd mulligan, and 67% by the 3rd mulligan. \n\nIf we factor for 1 piece of any ramp -counting signets, natures lore effects but not extra land cards except exploration- and 3 lands, we get 42% chance for 1st hand, 66% for 1st mulligan, 81% for second mulligan, and 89% for 3rd mulligan. And 93% if we mulligan 4 times\n\nIf we are looking for 2 pieces of ramp- excluding all extra land cards except exploration- and 3 lands the odds are 12% for 1st hand, 23% for first mulligan, 32% for second mulligan, and 40% for 3rd mulligan.\n\nand now finally factoring in extra land cards, looking for 2 pieces and 3 lands we get 28% for first hand, 48% for first mulligan, 62% for second mulligan, and 73% for 3rd mulligan. The average mulligan for this hand is 2, and this hand would likely be very playable. Not exactly a fast hand but definitely playable.\n\nIf we factor for a chance to have any immediately playable 1 cost or zero cost card, 2 pieces of any ramp, and 3 lands we get, 9% on first hand, 19% on first mulligan and 25% on second mulligan. This is quiet literally the most ideal hand to be in. And having a 9% chance to have a near perfect hand is pretty good odds, especially considering the above calculation where we are considering purely ramp. \n\nGenerally this deck achieves its best results the harder you mulligan. After 2 or 3 mulligans the odds to have a pretty good hand is in your favor. After 2 mulligans having a 25% chance for a very fast and high quality hand is pretty good. Now these are not the exact odds of how good these hands are, there are many things not being taken into consideration like land colors but generally we have a good chance for our cards to be playable because our mana base is solid.\n\n"},{"attributes":{"bold":true},"insert":"Salubrious Snail"},{"insert":" "},{"attributes":{"bold":true},"insert":"Manabase Calculator"},{"insert":":\nI tried to optimize the colors of this deck using this tool and it helped a lot. Mainly I focused on being able to cast flubs on curve. The current mana base has a 90.5% cast rate with an average delay of 0.335. Our commander has a cast rate of 87.3 and an average delay rate of 0.446\n\nGenerally speaking for what the budget of the deck is, this is pretty good and the majority of delay will because of tap lands unfortunately. But for any deck being able to get it to such a good point is pretty good and very helpful.\n\nI removed these cards from the calc: Crackle with Power, Mina and Denn, Wildborn, Displacer Kitten, and Oracle of Mul Daya. I'm not casting these cards in the first 3 turns so I removed them from the calc. Additionally discarding cards with flubs effect will happen so I think the cast rate will play a bit faster.\n\nhttps://www.salubrioussnail.com/manabase-tool\n\n\n\n\n"},{"attributes":{"background":"transparent"},"insert":"Card choices!"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"What I don't run and why:"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"I do not run cards like Eruth, Tormented Prophet because it streamlines the deck far too much, the deck is instead of a miracle top deck style. I want to top the deck until I find a card that can fetch Eruth and win style deck. However if you wanted to change the list to include her and other more powerful cards to push this much further it is 100% possible."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"We don't run mana dorks because on the flubs turn it's an anti-synergy, everything needs to be refunded or be refundable with mana generators. The dorks can't tap right away, and you will be a target so your dorks will die and just be mana lost. Tinder Wall is the closest we have to a mana dork, refunds immediately and has synergy with Birgi. I considered Wild Cantor but decided against it because the free cycle on flubs or playing on one doesn't feel as consistent as having a mana rock in hand or on board. It is a mildly less powerful version of Tinder wall but needs the synergy to be particularly impactful. Its high roll potential isn't high enough to consider it over a mana rock that furthers the board state. It's a good card but with the way I want this deck to feel it doesn't offer enough. All of our 1 cost ramp is enchantments mainly and you won't always get to play exactly ramp on 1."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Lotus Petal? This one was a hard decision. But I think mainly It gives the underworld breach far too much otk potential. I talk more about my thoughts on breach in this deck below but I'll quickly summarize Lotus Petals' role in that. Lotus petal creates a really easy near infinite combo, as well as being fast mana pushing this deck overall power level much higher. Lotus petal isn't as strong as soul ring, but it creates a near cedh level combo that is extremely flexible. A card like Tinder wall requires green mana to get red mana, and then I need to mill extra to continue the chain. Lotus petal streamlines this and allows for a near instant win with brain freeze and breach. I have only used the tinderwall-breach-grapeshot line a handful of times -countable on my fingers. It's just too inflexible to be consistent. Lotus petal makes that specific line consistent as well as a much stronger line of Petal-Breach-Brain Freeze. I'm still on the fence about it, and if I get a lotus petal for extremely cheap I'll reconsider, but for now I'm happy with this deck's position as is."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"What I do run and why"},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Crackle With Power: This is one of the decks main finishers, but why? Well mainly this deck is trying to be bellow low CEDH power level and is actively trying to avoid infinite combos. We need a way to finish the game that feels vaguely \"fair\" and without being overtly broken. You could run Thassa's Oracle and change a few cards in the deck to consistently just power draw through the whole deck. But that's why we banned Nadu. It's a kneecapped finisher that is most importantly pretty fun. Completely tapping out with no cards in hand and presenting a nuke can be very silly especially when someone counterspells it or otherwise interacts with it. The reason I chose it over cards like Comet storm or Jaya's Inferno is mainly because of how the damage of the card scales. Yeah those cards are stronger when you are paying lower amounts of mana. But we are trying to high roll here we are paying all of the mana the second we have the change. Those cards would also feel bad to play on low mana costs so might as well aim high. crackle fits into this interesting goal that the deck had, and warps it play patterns into being less oppressive, and a tangible non-infinite damage based win condition."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Mystical Tutor: This card initially was run mainly with the reasoning that it can get crackle. However, after I played with it, more often than not it went for the best spell at that moment, usually snap, noxious revival, nature's claim, or summer bloom. Very rarely did I go for crackle. I tried to stay tutor light in this deck with a very narrow exception here -and also crop rotation but I cover that later. But this tutor genuinely feels very toolboxy when I play it and leads to more interesting decisions other than fetching my wincon. I think this mainly happened becue the draw is top decking. I don't get to choose when I tutor so it needs to be the best and most playable card at that moment. I have definitely fetched up Crackle just to hold it and pass, but I would say I do that less than 25% of the time."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Underworld Breach, Brain freeze, and Grape shot: This is the win condition that has a lot of people raising eyebrows about the power of this deck. However the only real way to abuse this card heavily is through cards like Birgi and displacer. Generally this card is used to deal a lot of damage to the table with grapeshot or reuse removal cards or try and high roll with a brain freeze line. We normally win by mixing both of the win conditions together for damage. However the only way for us to generate mana off of it is Tinder wall, which is restricted to red and you have to pay green for it. So we can't create mana for brainfreze mill, do it over and have a near infinite resource. We have to commit mana unless we have a critical mass of mana cheat, which makes this very frail and glass cannon win condition. We in a sense have a hard cap on damage and cannot do infinite damage, however we can do a lot a lot of damage in one turn and if we have our mana cheat will deal enough or nearly enough. It's important to note because if someone has near infinite health we can't win except with brain freeze. I haven't been able to find another way to make this feel more fair, but its probably the only way to end the game in a timely manner when we are just that far ahead. If it's turn 7-10 and we are in a late part of the game for fast decks nobody wants to watch us twiddle our thumbs and draw through the entire deck, so we need a way to reuse resources to end the game. Do some people not like underworld breach? Yes. This deck should not be played in a game where someone feels this is entirely unfair and cedh. I tell people that I have breach lines before we play almost every time and it gives people a better sense of what the deck is and does."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"extra land cards: We run so so many extra land cards. The main reason is that we don't want to draw too many lands to where we cant keep playing flubs turns. I don't want to list each individually because the reasoning is the same for each. However I will explain a few that aren't in here that will give you an idea of the underlying logic for which got to stay. Azusa's many journeys was considered, but it didn't really have the mana efficiency and felt like the backside just didn't matter. Case of the locked house was far too expensive and would end turns if drawn too early. I was originally running enter the unknown but decided to cut it, because if you hit a land on a flubs turn you would have two lands in hand. Explore draws an extra card which causes our turn to end, same thing with Growth Spiral. These cards feel as though they should work but are just slightly off. A few choices that may puzzle a small bit are Kellan, Mina and Oracle of mul daya. These cards are expensive for this deck's cmc, but the utility they offer makes it worth it. Oracle and Kellan can help you get out of a bind and keep your turn going (only play Kellan as a sorcery for extra land and investigate). Mina giving trample witch matters a lot, especially with the equipment and can apply some strong mid game threat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Diviner's Wand and Blackblade Reforged: These cards are in here mostly to give us something to do in mid game other than just drawing and interacting. It allows us to push a little bit of damage and can give us an alternate wincon of commander damage. Diviner's wand is kind of weak in reality, however for the playstyle I was attempting to go for with this deck it really fits. It allows us to directly translate our draws into a board presence. And the extra bit of flying does offset the slowness a small bit, the main problem with blackblade is we just get chumped unless we have Rograhk. These cards are present more or less because they have strong synergies with the deck but aren't super super powerful. It's a sign post for what the style of deck is rather than something to use to make it super powerful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"cheerios: I'm not running as many 0 cost cards as someone would expect, an overabundance of 0 cost cards felt like it really streamlined the deckbuilding process and reduced the deck towards its CEDH counterpart. I chose the ones that I believed were impactful or helped with the general game plan. Gitaxian probe is also a bait card. You would think it would be good but it has anti synergy with flubs. Tormod's crypt is definitely the MVP of the cheerios. I have cracked Tormod's crypt in every game I've played. Just let it sit there until someone tries to interact with the graveyard and if it's threatening enough exile their graveyard. If you play Tormod's and crack it instantly then you just flubbed yourself."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Goblin arachnomancer: This card is one of the cards that is a little bit harder to justify but for what it does it really does it well. He makes our extra land cards cheaper and the manna cheat. Realistically he only discounts those cards. However those cards are so high costed that they can sometimes cause our turn to end with their cost alone. The cards that he does make more flexible are so important that he feels extremely valuable on the field but difficult to play or keep in mulligan. It's a really interesting card that can lead to some interesting choices during mulligan or discarding."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"scute swarm: Scute swarm is in a similar position to field of the dead, however it's not free and is kind of expensive for this deck. However it has a way higher high roll potential than field of the dead. Scute is definitely the worst payoff in the deck because it takes effort to get online. But when it does get online it can do some crazy stuff on its own. I don't run stuff to really take advantage but it's definitely possible to summon several hundred scute's in a round. I just don't think there is room in this deck for anything to take advantage of the wide boards it creates, however running it as a payoff itself is decently good and provides an extra way to threaten opponents at a okay deck building and gameplay cost. It also fits into the vision I had for the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Field Of the Dead: I think the main thing about Field is why not? Its way overturned already and is absolutely nutty in flubs. If it gets out early on turn 3-4 or during the flubs turn the deck has an instant board presence. Its inclusion is also a really low deck building cost. This card doesn't really warp any particular strategies around it but it is really good. We run it for the same reason it was banned in modern haha."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"crop rotation: Crop rotation exists mainly as a landfall synergy but also as a field of the dead tutor. If you have a little bit of mana cheat crop easily pays for itself so it's another card that has a really low cost of inclusion with a generally high payoff."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Displacer, Birgi, Lotus cobra, Tireless provisioner: These cards don't need a lot of explanation, their inclusion is pretty self explanatory. One thing that is interesting is we only play the face side of Birgi. Other flubs decks create a play from exile strategy, but in this deck I avoided that. So playing Birgi for the mana cheat is far more effective and fast."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"The seal cards: These cards are the closest we can get to instant speed interaction that isn't on our turn. They aren't super strong but they are valuable in what they do. It's also just fun to run the whole cycle of them in our colors, it can add some additional flavor that I enjoy. They aren't costed particularly high as opposed to something that could be cast at instant speed so I don't feel that it takes away from the deck much to use. It is also really funny when you play them and your opponents go \"huh?\". I've played it before and my opponent didn't realize and then played a card that took control of all enchantments, I decided not to crack it and when I handed it to them they were dumbfounded on why it was in play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Soul Guide, Mindstone, Underworld Cookbook, Waterlogged grove, Fiery Islet: We use these cards so we can guarantee an odd number of cards in hand. The better options of these cards have multiple purposes, but Underworld Cookbook for example is run solely for this purpose, it can return a creature but I have yet to use it for that. Soul Guide Lantern is a happy little in between case of mind stone and Tormod's crypt and is very useful. Mindstone is the best of these cards filling in for ramp and draw effect, the draw from it is more often its alternate use case rather than primary. The pain-draw lands also enter untapped and are budget friendly. But they synergize with their alternate use. Just all around a very useful and synergistic package."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Mana bond: I LOVE THIS CARD. It has crazy high rolls in the mulligan. But it also serves a similar purpose to the cards above. If you can't chain anymore cards with flubs you can reveal your hand (just the single card in it) and discard it or if it's a land play it. You do not need any lands to do this effect. This singular interaction makes it stronger than all the cards in 14. This is niche tech with this deck but it matters a lot."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Fortune tellers talent/druid class: This card is also sort of in the same boat as 14, but in a different way pushing their utility in different directions. This card is good when it works but sometimes just sits around. If someone board clears and you can only top deck lands then sometimes you just dump mana into them. The high level on druid class can be a saving grace at times and fortuneteller's talent can be a mini commander or help the commander out a lot. I don't have a reason to cut them, and I enjoy the way they feel on deck, but if I were to minmax these would get taken out. Druid class is a bit more useful because big elemental. But I don't think they will get cut soon because they fit into my deck's vision."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Flame Jab & Six: These are more cards that fit into the same niche as 14. However it solves a different problem If there aren't enough extra land cards in play and I can instead just play other cards it's amazing. Especially when you recast storm spells with six. Six can essentially fill the same role as breach in some situations. or you can recast cards like summer bloom to get more mana. Or recast breach and get the upsides of both cards to finish out the game. Six is useful at really every part of the game and can be by far the strongest storm extender. Flame Jab is similar but much weaker, it's more of a band aid that hopes to get you somewhere. Still extremely useful and needed in the deck."},{"attributes":{"list":"ordered"},"insert":"\n"}]}














































































