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"}]}
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.
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

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

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."
+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

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.
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

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.
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

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.
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

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.)
−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

Game winners
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Land
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Mill
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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.
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

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.
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

Pingers
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Protection
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Ramp
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Recursion
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Removal
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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.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

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.
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

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.
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

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.
: 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

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.
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


Maybeboard
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Deck Info
Deck stats
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"}]}

























































































