TheVelourFog24
103 views14 days ago
Commander
Size: 100Salt sum: 41.18
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Hello and welcome to my Flubs, the Fool, bracket 3-4 manual storm pile of nonsense. It's extremely fun if you like manual storm and top decking every single card you play. There's nothing that tickles the brain quite like starting a turn hellbent and ending the turn with half your deck on the battlefield and assembling a wincon out of nowhere. \n\nFlubs presents an interesting challenge when balancing lands, cards that allow additional land drops, discard synergies, and storm synergies. I've been tinkering with that balance for over a year (at the time of writing) and can say I've come up with something that I'm quite happy with. However, there's always room for improvement. Without further ado, I'll go over the basic gameplay and goal of this deck;\n\nFirstly, like with any Temur deck, you want to ramp aggressively turns 1-3 and also slam down as many cards that allow you to make additional land drops on each turn. This will let you continue to play any land you hit when storming off later. Honourable mentions include: "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":", "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" , and "},{"insert":{"card-link":"Summer Bloom"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"As part of preparing for Flubs arrival, playing some sort of discard outlet or repeatable draw in the early turns is also extremely beneficial, although technically not neccessary to do as it's still possible to achieve once Flubs is out, albeit a little more risky. An obvious powerhouse in any Flubs deck is "},{"insert":{"card-link":"Eruth, Tormented Prophet"}},{"insert":" which allows you to avoid all the pesky hand management that comes with Flubs storm turns. Other great options include "},{"insert":{"card-link":"Vivien's Arkbow"}},{"insert":" , "},{"insert":{"card-link":"Excavation"}},{"insert":", "},{"insert":{"card-link":"Mina and Denn, Wildborn"}},{"insert":", or anything with flashback in your graveyard. This ensures that if you get stuck with two cards in hand (a premature turn ender in Flubs decks), you can always discard one, draw another, or trigger Flubs without using the cards in your hand to break free and continue storming off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Your board state should now look like a mess of lands and additional land enablers, and your hand should maybe contain 1 or 2 cards. This is now the time to play Flubs. Begin your turn by announcing \"Here come dat boi, o shit waddup\" and casting Flubs, followed by whatever land or spell you have left in your hand. The goal is to get hellbent and start digging with Flubs."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Now just dig until you either run out of mana, and have to pass for another attempt on your next turn, or until you assemble a win, which usually looks like "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" and "},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" to ping your opponents to death. With Scute Swarm on the battlefield, you usually only need to play 8 lands at this point to assemble a lethal mass of scutes (your mileage may vary) which is easier than it sounds. The splashiest and probably riskiest way to do this is with "},{"insert":{"card-link":"Zuran Orb"}},{"insert":" and "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":" which results in mega-overkill amounts of scutes. More modest ways include using "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":" or "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" to play lands like "},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" or "},{"insert":{"card-link":"Brokers Hideout"}},{"insert":" to essentially get 2 for 1 landfall triggers for each land drop you have left, or playing "},{"insert":{"card-link":"Summer Bloom"}},{"insert":" multiple times with "},{"insert":{"card-link":"Underworld Breach"}},{"insert":". Honestly, the options for this step are endless, and I've never encountered a problem getting the minimum required landfall triggers on a Scute Swarm once it's on the battlefield. Although I guess it is "},{"attributes":{"italic":true},"insert":"technically"},{"insert":" possible to whiff on this step, so there's your disclaimer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAlright, you're probably sick of looking at a wall of text, so I'll do a quick run-through of some of my card choices: \n\n"},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" - This one's pretty obvious but I didn't mention it above. Basically, you can end up in scenarios where you've accidentally exiled Scute Swarm, Goblin Bombardment, and/or Impact Tremors in the chaos and are unable to cast them. While this is rare, running an alternative wincon like Aetherflux adds a bit of a safety net. Also, you might just hit Aetherflux before the Scute Bombardment combo, which is nice. This card might get cut in the future because it is the only card in the deck that requires you to know the storm count, and if there's one thing your opponents will love, it's watching a storm turn take even longer while you try and recount all the spells you've cast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Excavation"}},{"insert":" - This may look like a bad card, but it's an underappreciated get-out-of-jail-free card in this deck. I cannot tell you the number of times this card has given me a quick, reliable, single draw just to get my storm ball rolling again. As mentioned above, starting a turn with two cards in hand (after your draw step) is a death sentence for Flubs. You play one of them, discard the other, then pass the turn :((. So many cards in this deck are meant to be redundant things to draw, or discard, or cast from your graveyard to avoid and get around this common scenario (X in"},{"insert":{"card-link":"Vivien's Arkbow"}},{"insert":" is very frequently 0 in this deck for this reason)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Gamble"}},{"insert":" - This is a weird one. It's pretty much a free cast. In the early game, when you actually have a hand, it's pretty much always to find "},{"insert":{"card-link":"Eruth, Tormented Prophet"}},{"insert":" and hope it sticks. Otherwise, with an empty hand in the late game, "},{"insert":{"card-link":"Blazing Rootwalla"}},{"insert":" is a great pick for an extra cast if you happen to discard it (or a cheap cast if you don't). Alternatively, you can risk tutoring a combo piece for a 50/50 chance to keep it or set up your graveyard for a future"},{"insert":{"card-link":"Underworld Breach"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Croaking Counterpart"}},{"insert":" - Honestly, not entirely sure if this will make the next round of cuts. It doesn't serve any particular purpose besides copying something fun your opponent has (maybe it'll be an alternative wincon?), and being a versatile cast from your graveyard if you absolutely need a Flubs trigger. I just like the art and think it's fun"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":" - This deck runs veeerry little interaction, and is never meant to hold up interaction. 99% of the time, this card is going to be used to counter the last thing you cast for more Flubs triggers. It usually looks like: Cast whatever's in your hand, draw off of Flubs (draw the Tibalt's Trickery in this case), cast it targeting the first spell since it hasn't resolved yet, draw again off Flubs, resolve Tibalt's Trickery, maybe get another thing you can cast for free? etc"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThat's pretty much the deck. Just remember to goldfish the deck lots before subjecting your playgroup to it, be respectful and aware of the game time you're taking up, and have fun!\nI'm open to any suggestions and am happy to answer any questions about questionable card choices!\n\n"}]}
Draw
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

Party Thrasher
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Creature - Wizard Lizard

Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment

Draw
(CTRL to add secondary)
Instant
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Ramp
Enter the Unknown
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
You may play an additional land this turn.
You may play an additional land this turn.
Sorcery

Far Wanderings
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery

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

Ramp
(CTRL to add secondary)
Recursion
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

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Hello and welcome to my Flubs, the Fool, bracket 3-4 manual storm pile of nonsense. It's extremely fun if you like manual storm and top decking every single card you play. There's nothing that tickles the brain quite like starting a turn hellbent and ending the turn with half your deck on the battlefield and assembling a wincon out of nowhere. \n\nFlubs presents an interesting challenge when balancing lands, cards that allow additional land drops, discard synergies, and storm synergies. I've been tinkering with that balance for over a year (at the time of writing) and can say I've come up with something that I'm quite happy with. However, there's always room for improvement. Without further ado, I'll go over the basic gameplay and goal of this deck;\n\nFirstly, like with any Temur deck, you want to ramp aggressively turns 1-3 and also slam down as many cards that allow you to make additional land drops on each turn. This will let you continue to play any land you hit when storming off later. Honourable mentions include: "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":", "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" , and "},{"insert":{"card-link":"Summer Bloom"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"As part of preparing for Flubs arrival, playing some sort of discard outlet or repeatable draw in the early turns is also extremely beneficial, although technically not neccessary to do as it's still possible to achieve once Flubs is out, albeit a little more risky. An obvious powerhouse in any Flubs deck is "},{"insert":{"card-link":"Eruth, Tormented Prophet"}},{"insert":" which allows you to avoid all the pesky hand management that comes with Flubs storm turns. Other great options include "},{"insert":{"card-link":"Vivien's Arkbow"}},{"insert":" , "},{"insert":{"card-link":"Excavation"}},{"insert":", "},{"insert":{"card-link":"Mina and Denn, Wildborn"}},{"insert":", or anything with flashback in your graveyard. This ensures that if you get stuck with two cards in hand (a premature turn ender in Flubs decks), you can always discard one, draw another, or trigger Flubs without using the cards in your hand to break free and continue storming off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Your board state should now look like a mess of lands and additional land enablers, and your hand should maybe contain 1 or 2 cards. This is now the time to play Flubs. Begin your turn by announcing \"Here come dat boi, o shit waddup\" and casting Flubs, followed by whatever land or spell you have left in your hand. The goal is to get hellbent and start digging with Flubs."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Now just dig until you either run out of mana, and have to pass for another attempt on your next turn, or until you assemble a win, which usually looks like "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" and "},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" to ping your opponents to death. With Scute Swarm on the battlefield, you usually only need to play 8 lands at this point to assemble a lethal mass of scutes (your mileage may vary) which is easier than it sounds. The splashiest and probably riskiest way to do this is with "},{"insert":{"card-link":"Zuran Orb"}},{"insert":" and "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":" which results in mega-overkill amounts of scutes. More modest ways include using "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":" or "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" to play lands like "},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" or "},{"insert":{"card-link":"Brokers Hideout"}},{"insert":" to essentially get 2 for 1 landfall triggers for each land drop you have left, or playing "},{"insert":{"card-link":"Summer Bloom"}},{"insert":" multiple times with "},{"insert":{"card-link":"Underworld Breach"}},{"insert":". Honestly, the options for this step are endless, and I've never encountered a problem getting the minimum required landfall triggers on a Scute Swarm once it's on the battlefield. Although I guess it is "},{"attributes":{"italic":true},"insert":"technically"},{"insert":" possible to whiff on this step, so there's your disclaimer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAlright, you're probably sick of looking at a wall of text, so I'll do a quick run-through of some of my card choices: \n\n"},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" - This one's pretty obvious but I didn't mention it above. Basically, you can end up in scenarios where you've accidentally exiled Scute Swarm, Goblin Bombardment, and/or Impact Tremors in the chaos and are unable to cast them. While this is rare, running an alternative wincon like Aetherflux adds a bit of a safety net. Also, you might just hit Aetherflux before the Scute Bombardment combo, which is nice. This card might get cut in the future because it is the only card in the deck that requires you to know the storm count, and if there's one thing your opponents will love, it's watching a storm turn take even longer while you try and recount all the spells you've cast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Excavation"}},{"insert":" - This may look like a bad card, but it's an underappreciated get-out-of-jail-free card in this deck. I cannot tell you the number of times this card has given me a quick, reliable, single draw just to get my storm ball rolling again. As mentioned above, starting a turn with two cards in hand (after your draw step) is a death sentence for Flubs. You play one of them, discard the other, then pass the turn :((. So many cards in this deck are meant to be redundant things to draw, or discard, or cast from your graveyard to avoid and get around this common scenario (X in"},{"insert":{"card-link":"Vivien's Arkbow"}},{"insert":" is very frequently 0 in this deck for this reason)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Gamble"}},{"insert":" - This is a weird one. It's pretty much a free cast. In the early game, when you actually have a hand, it's pretty much always to find "},{"insert":{"card-link":"Eruth, Tormented Prophet"}},{"insert":" and hope it sticks. Otherwise, with an empty hand in the late game, "},{"insert":{"card-link":"Blazing Rootwalla"}},{"insert":" is a great pick for an extra cast if you happen to discard it (or a cheap cast if you don't). Alternatively, you can risk tutoring a combo piece for a 50/50 chance to keep it or set up your graveyard for a future"},{"insert":{"card-link":"Underworld Breach"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Croaking Counterpart"}},{"insert":" - Honestly, not entirely sure if this will make the next round of cuts. It doesn't serve any particular purpose besides copying something fun your opponent has (maybe it'll be an alternative wincon?), and being a versatile cast from your graveyard if you absolutely need a Flubs trigger. I just like the art and think it's fun"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":" - This deck runs veeerry little interaction, and is never meant to hold up interaction. 99% of the time, this card is going to be used to counter the last thing you cast for more Flubs triggers. It usually looks like: Cast whatever's in your hand, draw off of Flubs (draw the Tibalt's Trickery in this case), cast it targeting the first spell since it hasn't resolved yet, draw again off Flubs, resolve Tibalt's Trickery, maybe get another thing you can cast for free? etc"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThat's pretty much the deck. Just remember to goldfish the deck lots before subjecting your playgroup to it, be respectful and aware of the game time you're taking up, and have fun!\nI'm open to any suggestions and am happy to answer any questions about questionable card choices!\n\n"}]}




















































































