1.2k views19 days ago
Commander
Size: 100Salt sum: 36.45
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mbbiggles99@gmail.com

1.2k views19 days ago
Commander
Size: 100Salt sum: 36.45

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{"ops":[{"insert":"Do you like puzzle solving? Do you like gambling? Do you like puzzle solving while gambling?\n\nI know the answer is yes don't lie to me. Welcome to my take on everyone's favorite frog. \n\nMy issue with magic is 2 things: missing land drops, and and boring one card turns. We live in a world of Hearthstones and Runterras so I need a little more excitement from my collectible card game. Enter Flubs. So I set out to make a list where you slam cards off the top of your deck until you've burned yourself out of mana or assembled the pieces to win the game.\n\nYou have 2 stages of play in this deck: early game, where your goal is to ramp, remove and play puzzle pieces, and late game where your pieces come together to burn your opponents out in a flurry of fire. The most important thing about this deck is what you draw in your opening hand. YOU NEED ALL 3 OF YOUR COLORS IN YOUR OPENING HAND. A hand consisting of 3 cards that are all your colors is better than a 7 card hand with only two so be daring with your mulligans. Flubs is the lynch pin of this deck (obviously) but dont pull the trigger on getting him out too quick. If you have a hand full of land and puzzle pieces pieces slow play it; you dont want to come off looking like a threat right away as this deck is a glass cannon. You are at your weakest moving into midgame, when players have big creatures but you dont have any good blockers. Be diplomatic; make yourself seem weak (youll certainly look weak with only lands and enchantments on the board) and try to get the other players at the table to ignore you. Just dole out damage equally as you slowly ramp yourself up and then when you have a game winner or two and some pingers on the board let loose and try to win the game. In strong bracket 2 pods this deck teeters on the edge of glorious victory and a ignominious defeat in the best way possible. Its always a battle to see if you can find the popoff turn before they catch on to how strong you are and swiftly eliminate you.\n\nWhat to prioritize: "},{"insert":{"card-link":"Abundance"}},{"insert":", "},{"insert":{"card-link":"Fated Firepower"}},{"insert":" and "},{"insert":{"card-link":"Past in Flames"}},{"insert":" are the strongest cards in the deck by far. When given the chance to tutor or recur a card it should always be one of these if possible. Abundance removes the gambling part of Flub's playstyle, you get lands when you want them and never when you dont, allowing you to fully ramp and use your mana every turn its up. Fated Firepower represents SO much damage if it comes down with 3+ counters on it. Every ping you deal does Fated Firepower's damage on top of its own, so with a perfect setup you can deal 200 damage in a turn easy. If its lategame and it sticks on the board when your turn comes back around GG. Past in Flames is the big red button; you cast it when you feel strong enough to win the game or if you need to burn a specific opponent out. \n\nWhat to be aware of: Flubs works on a cadence, one turn you pop off (when you start with no cards in hand) and one turn you stall (when you start with one card in hand.) Most of this deck is built to mitigate the stall turns and turn them into pop off turns. Thats why ive included so many spells that can be cast from the graveyard or exile in order to get the card draw engine going again. \n\nThis deck deck started out as a budget deck if you can believe that. Over time ive put in the good pulls I have and it ballooned into the large price it currently is. If you want to return it to its original budget state you can do away with any land that costs over a quarter and replace them with basics. You can also do away with "},{"insert":{"card-link":"Vivi Ornitier"}},{"insert":", "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" and "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" replacing them with "},{"insert":{"card-link":"Eruth, Tormented Prophet"}},{"insert":", "},{"insert":{"card-link":"Mina and Denn, Wildborn"}},{"insert":", and "},{"insert":{"card-link":"Druid Class"}},{"insert":" respectively. This should drop the price by over $150 while only reducing the decks power by 15%\n\nOverall this deck is just so much fun to play. Nothing feels better than just churning through your deck playing card after card watching your opponents health total slowly chip away to the flubs firestorm. Please enjoy this list and I will continue to update it for as long as I play :)\n\n\nAs a final note I would like to say this deck has been optimized for fun not power as commander is a casual format. I have left off many cards that would be good in this deck but they either make your turns too long or are objectively unfun (looking at you stasis.) I kept most of them in the sideboard in case you, dear reader, would like to add them back in\n"}]}
Flubs, the Fool
You may play an additional land on each of your turns.
Whenever you play a land or cast a spell, draw a card if you have no cards in hand. Otherwise, discard a card.
Legendary Creature - Scout Frog
Flubs, the Fool (blc) 356

Commander

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Bonecrusher Giant
Whenever this creature becomes the target of a spell, this creature deals 2 damage to that spell's controller.
Creature - Giant
Bonecrusher Giant // Stomp (clb) 781
Chain Lightning
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay
. If the player does, they may copy this spell and may choose a new target for that copy.
Sorcery
Chain Lightning (dmr) 113
End the Festivities
End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.
Sorcery
End the Festivities (vow) 155
Firebolt
Firebolt deals 2 damage to any target.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Firebolt (j22) 532
Ghostfire Slice
Devoid (This card has no color.)
This spell costs
less to cast if an opponent controls a multicolored permanent.
Ghostfire Slice deals 4 damage to any target.
Instant
Ghostfire Slice (mh3) 123
Lava Dart
Lava Dart deals 1 damage to any target.
Flashback—Sacrifice a Mountain. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Lava Dart (mh1) 134
Lava Spike
Lava Spike deals 3 damage to target player or planeswalker.
Sorcery - Arcane
Lava Spike (uma) 136
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (msc) 806
Mind Bomb
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.
Sorcery
Mind Bomb (4ed) 87
Play with Fire
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Play with Fire (j25) 586
Searing Blaze
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls.
Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
Instant
Searing Blaze (plst) WWK-90
Shock
Shock deals 2 damage to any target.
Instant
Shock (msc) 809
Skewer the Critics
Spectacle
(You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Skewer the Critics deals 3 damage to any target.
Sorcery
Skewer the Critics (otp) 26
Volcanic Spray
Volcanic Spray deals 1 damage to each creature without flying and each player.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Volcanic Spray (ody) 226

Burn

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Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment
Abundance (40k) 210
Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add
.
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra
Chandra, Torch of Defiance (fra) 244
Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment
Fated Firepower (tla) 132
Lier, Disciple of the Drowned
Spells can't be countered.
Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
Legendary Creature - Human Wizard
Lier, Disciple of the Drowned (tdc) 157
Past in Flames
Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Past in Flames (ss3) 4
Quest for Pure Flame
Whenever a source you control deals damage to an opponent, you may put a quest counter on this enchantment.
Remove four quest counters from this enchantment and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.
Enchantment
Quest for Pure Flame (zen) 144
Sorcerer Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have "
: Add
or
. Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
Enchantment - Class
Sorcerer Class (afr) 233
Wrenn and Six
+1: Return up to one target land card from your graveyard to your hand.
−1: Wrenn and Six deals 1 damage to any target.
−7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Planeswalker - Wrenn
Wrenn and Six (2x2) 296

Game winners

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Bountiful Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Bountiful Landscape (tdc) 342
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (trk) 279
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (tdc) 352
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (frc) 22
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (sos) 254
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (msc) 240
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (pip) 264
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 93
Frontier Bivouac
This land enters tapped.
: Add
,
, or
.
Land
Frontier Bivouac (drc) 157
Island
(
: Add
.)
Basic Land - Island
Island (j25) 86
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (j25) 91
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (frc) 23
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (fra) 186
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (trk) 298
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 283
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (psos) 263p
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (fic) 438
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmr) 358

Land

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Brain Freeze
Target player mills three cards.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Brain Freeze (mb2) 24
Hedron Crab
Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
Creature - Crab
Hedron Crab (tdc) 155
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (peoe) 192s

Mill

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Coruscation Mage
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Wizard Otter
Coruscation Mage (blb) 131
Fiery Inscription
When this enchantment enters, the Ring tempts you.
Whenever you cast an instant or sorcery spell, this enchantment deals 2 damage to each opponent.
Enchantment
Fiery Inscription (ltr) 126
Firebrand Archer
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Human Archer
Firebrand Archer (fdn) 196
Gandalf, Goblins' Bane
Whenever you cast a noncreature spell, Gandalf gets +1/+1 until end of turn and deals 1 damage to each opponent.
Legendary Creature - Wizard Avatar
Gandalf, Goblins' Bane // Flameshape (hob) 96
Guttersnipe
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature - Goblin Shaman
Guttersnipe (tdc) 217
Kessig Flamebreather
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Human Shaman
Kessig Flamebreather (vow) 164
Longshot, Rebel Bowman
Reach (This creature can block creatures with flying.)
Noncreature spells you cast cost
less to cast.
Whenever you cast a noncreature spell, Longshot deals 2 damage to each opponent.
Legendary Creature - Human Ally Rebel
Longshot, Rebel Bowman (tle) 120
Tomik, Izzet Sparkmage
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Legendary Creature - Human Wizard
Tomik, Izzet Sparkmage (fra) 253
Vivi Ornitier
: Add X mana in any combination of
and/or
, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Legendary Creature - Wizard
Vivi Ornitier (fin) 248

Pingers

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Aboshan's Desire
Enchant creature
Enchanted creature has flying.
Threshold — Enchanted creature has shroud as long as there are seven or more cards in your graveyard. (It can't be the target of spells or abilities.)
Enchantment - Aura
Aboshan's Desire (ody) 59
Clout of the Dominus
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.
Enchantment - Aura
Clout of the Dominus (eve) 99
Robe of Mirrors
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature has shroud. (It can't be the target of spells or abilities.)
Enchantment - Aura
Robe of Mirrors (exo) 43
Spider Umbra
Enchant creature
Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.)
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Spider Umbra (roe) 208

Protection

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Azusa, Lost but Seeking
You may play two additional lands on each of your turns.
Legendary Creature - Human Monk
Azusa, Lost but Seeking (m21) 173
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (dmr) 154
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (msc) 173
Fountainport Bell
When this artifact enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
, Sacrifice this artifact: Draw a card.
Artifact
Fountainport Bell (blb) 245
Kellan, Inquisitive Prodigy
Flying, vigilance
Whenever Kellan attacks, destroy up to one target artifact. If you controlled that permanent, draw a card.
Legendary Creature - Human Faerie Detective
Kellan, Inquisitive Prodigy // Tail the Suspect (mkm) 212
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Song of Creation
You may play an additional land on each of your turns.
Whenever you cast a spell, draw two cards.
At the beginning of your end step, discard your hand.
Enchantment
Song of Creation (iko) 210
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (rvr) 159
Wayward Swordtooth
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
Creature - Dinosaur
Wayward Swordtooth (cmm) 331
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (4ed) 289

Ramp

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Noxious Revival
(
can be paid with either
or 2 life.)
Put target card from a graveyard on top of its owner's library.
Instant
Noxious Revival (mb2) 70
Reclaim
Put target card from your graveyard on top of your library.
Instant
Reclaim (plst) ORI-195
Salvage
Put target card from your graveyard on top of your library.
Sorcery
Salvage (p02) 145
Squee, the Immortal
You may cast this card from your graveyard or from exile.
Legendary Creature - Goblin
Squee, the Immortal (ncc) 275

Recursion

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Ancient Grudge
Destroy target artifact.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Ancient Grudge (mb2) 53
Into the Roil
Kicker
(You may pay an additional
as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Instant
Into the Roil (fdn) 509
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (tdc) 160
Scalding Viper
Whenever an opponent casts a spell with mana value 3 or less, this creature deals 1 damage to that player.
Creature - Elemental Snake
Scalding Viper // Steam Clean (woe) 235
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (dmr) 66
Unable to Scream
Enchant creature
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
Enchantment - Aura
Unable to Scream (dsk) 78
Vapor Snag
Return target creature to its owner's hand. Its controller loses 1 life.
Instant
Vapor Snag (nph) 48
Witness Protection
Enchant creature
Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
Enchantment - Aura
Witness Protection (fdn) 168

Removal

(Ctrl to add secondary)
Long-Term Plans
Search your library for a card, then shuffle and put that card third from the top.
Instant
Long-Term Plans (plst) SCG-38
Quiet Speculation
Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles.
Sorcery
Quiet Speculation (ema) 68

Tutors

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Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery
Animist's Awakening (soc) 261
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Birgi, God of Storytelling
Whenever you cast a spell, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creatures you control can boast twice during each of your turns rather than once.
Legendary Creature - God
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311
Boltwave
Boltwave deals 3 damage to each opponent.
Sorcery
Boltwave (fdn) 79
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case
Case of the Locked Hothouse (pmkm) 155p
Ensnaring Bridge
Creatures with power greater than the number of cards in your hand can't attack.
Artifact
Ensnaring Bridge (mb2) 219
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (dmr) 159
False Mourning
Put target card from your graveyard on top of your library.
Sorcery
False Mourning (ptk) 134
Gerrard's Hourglass Pendant
Flash
If a player would begin an extra turn, that player skips that turn instead.
,
, Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
Legendary Artifact
Gerrard's Hourglass Pendant (dmc) 17
Gustha's Scepter
: Exile a card from your hand face down. You may look at it for as long as it remains exiled.
: Return a card you own exiled with this artifact to your hand.
When you lose control of this artifact, put all cards exiled with this artifact into their owner's graveyard.
Artifact
Gustha's Scepter (all) 120
Gut Shot
(
can be paid with either
or 2 life.)
Gut Shot deals 1 damage to any target.
Instant
Gut Shot (plst) MM2-117
Lion's Eye Diamond
Discard your hand, Sacrifice this artifact: Add three mana of any one color. Activate only as an instant.
Artifact
Lion's Eye Diamond (mir) 307
Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God
Ojer Axonil, Deepest Might // Temple of Power (lci) 158Ojer Axonil, Deepest Might // Temple of Power (lci) 158
Personal Tutor
Search your library for a sorcery card, reveal it, then shuffle and put that card on top.
Sorcery
Personal Tutor (cmm) 633
Pyromancer's Swath
If an instant or sorcery source you control would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead.
At the beginning of each end step, discard your hand.
Enchantment
Pyromancer's Swath (mma) 125
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Stasis
Players skip their untap steps.
At the beginning of your upkeep, sacrifice this enchantment unless you pay
.
Enchantment
Stasis (5ed) 127
Strike It Rich
Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Strike It Rich (mh2) 143
Sylvan Tutor
Search your library for a creature card, reveal it, then shuffle and put that card on top.
Sorcery
Sylvan Tutor (j20) 8
Vivi's Persistence
Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."
Whenever your commander enters or attacks, you may pay
. If you do, return this card from your graveyard to your hand.
Instant
Vivi's Persistence (fic) 458
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (tle) 314

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
23 pips - 21 cards
16 mana - 16 cards
0 pips - 0 cards
0 mana - 3 cards
41 pips - 34 cards
24 mana - 23 cards
20 pips - 17 cards
14 mana - 14 cards
0 pips - 0 cards
4 mana - 3 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Do you like puzzle solving? Do you like gambling? Do you like puzzle solving while gambling?\n\nI know the answer is yes don't lie to me. Welcome to my take on everyone's favorite frog. \n\nMy issue with magic is 2 things: missing land drops, and and boring one card turns. We live in a world of Hearthstones and Runterras so I need a little more excitement from my collectible card game. Enter Flubs. So I set out to make a list where you slam cards off the top of your deck until you've burned yourself out of mana or assembled the pieces to win the game.\n\nYou have 2 stages of play in this deck: early game, where your goal is to ramp, remove and play puzzle pieces, and late game where your pieces come together to burn your opponents out in a flurry of fire. The most important thing about this deck is what you draw in your opening hand. YOU NEED ALL 3 OF YOUR COLORS IN YOUR OPENING HAND. A hand consisting of 3 cards that are all your colors is better than a 7 card hand with only two so be daring with your mulligans. Flubs is the lynch pin of this deck (obviously) but dont pull the trigger on getting him out too quick. If you have a hand full of land and puzzle pieces pieces slow play it; you dont want to come off looking like a threat right away as this deck is a glass cannon. You are at your weakest moving into midgame, when players have big creatures but you dont have any good blockers. Be diplomatic; make yourself seem weak (youll certainly look weak with only lands and enchantments on the board) and try to get the other players at the table to ignore you. Just dole out damage equally as you slowly ramp yourself up and then when you have a game winner or two and some pingers on the board let loose and try to win the game. In strong bracket 2 pods this deck teeters on the edge of glorious victory and a ignominious defeat in the best way possible. Its always a battle to see if you can find the popoff turn before they catch on to how strong you are and swiftly eliminate you.\n\nWhat to prioritize: "},{"insert":{"card-link":"Abundance"}},{"insert":", "},{"insert":{"card-link":"Fated Firepower"}},{"insert":" and "},{"insert":{"card-link":"Past in Flames"}},{"insert":" are the strongest cards in the deck by far. When given the chance to tutor or recur a card it should always be one of these if possible. Abundance removes the gambling part of Flub's playstyle, you get lands when you want them and never when you dont, allowing you to fully ramp and use your mana every turn its up. Fated Firepower represents SO much damage if it comes down with 3+ counters on it. Every ping you deal does Fated Firepower's damage on top of its own, so with a perfect setup you can deal 200 damage in a turn easy. If its lategame and it sticks on the board when your turn comes back around GG. Past in Flames is the big red button; you cast it when you feel strong enough to win the game or if you need to burn a specific opponent out. \n\nWhat to be aware of: Flubs works on a cadence, one turn you pop off (when you start with no cards in hand) and one turn you stall (when you start with one card in hand.) Most of this deck is built to mitigate the stall turns and turn them into pop off turns. Thats why ive included so many spells that can be cast from the graveyard or exile in order to get the card draw engine going again. \n\nThis deck deck started out as a budget deck if you can believe that. Over time ive put in the good pulls I have and it ballooned into the large price it currently is. If you want to return it to its original budget state you can do away with any land that costs over a quarter and replace them with basics. You can also do away with "},{"insert":{"card-link":"Vivi Ornitier"}},{"insert":", "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" and "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" replacing them with "},{"insert":{"card-link":"Eruth, Tormented Prophet"}},{"insert":", "},{"insert":{"card-link":"Mina and Denn, Wildborn"}},{"insert":", and "},{"insert":{"card-link":"Druid Class"}},{"insert":" respectively. This should drop the price by over $150 while only reducing the decks power by 15%\n\nOverall this deck is just so much fun to play. Nothing feels better than just churning through your deck playing card after card watching your opponents health total slowly chip away to the flubs firestorm. Please enjoy this list and I will continue to update it for as long as I play :)\n\n\nAs a final note I would like to say this deck has been optimized for fun not power as commander is a casual format. I have left off many cards that would be good in this deck but they either make your turns too long or are objectively unfun (looking at you stasis.) I kept most of them in the sideboard in case you, dear reader, would like to add them back in\n"}]}
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