103 views14 days ago
Commander
Size: 100Salt sum: 41.18
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TheVelourFog24

103 views14 days ago
Commander
Size: 100Salt sum: 41.18

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{"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"}]}

Commander

Qty: 1 Price: $5.49
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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Burn

Qty: 1 Price: $3.99
Impact Tremors
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Impact Tremors (fdn) 717

Burn

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Copy

Qty: 1 Price: $1.99
Croaking Counterpart
Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Croaking Counterpart (dbl) 215

Copy

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Discard

Qty: 1 Price: $0.49
Blazing Rootwalla
: This creature gets +2/+0 until end of turn. Activate only once each turn.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Lizard
Blazing Rootwalla (mh2) 404

Discard

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Draw

Qty: 16 Price: $25.74
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 (ddr) 2
Containment Construct
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
Creature Artifact - Construct
Containment Construct (neo) 243
Eruth, Tormented Prophet
If you would draw a card, exile the top two cards of your library instead. You may play those cards this turn.
Legendary Creature - Human Wizard
Eruth, Tormented Prophet (pvow) 237s
Escape to the Wilds
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.
Sorcery
Escape to the Wilds (eoc) 115
Excavation
, Sacrifice a land: Draw a card. Any player may activate this ability.
Enchantment
Excavation (pcy) 33
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (cmm) 642
Fblthp, Lost on the Range
Ward

You may look at the top card of your library any time.
The top card of your library has plot. The plot cost is equal to its mana cost.
You may plot nonland cards from the top of your library.
Legendary Creature - Homunculus
Fblthp, Lost on the Range (otj) 48
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (plst) UMA-57
Hearth Elemental
This spell costs
less to cast, where X is the number of cards in your graveyard that are instant cards, sorcery cards, and/or have an Adventure.
Creature - Elemental
Hearth Elemental // Stoke Genius (woe) 136
Library of Leng
You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
Artifact
Library of Leng (5ed) 387
Otherworldly Gaze
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Otherworldly Gaze (mkc) 115
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.
Creature - Wizard Lizard
Party Thrasher (mh3) 419
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
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.
Enchantment
Valakut Exploration (znr) 303
Vivien's Arkbow
,
, Discard a card: Look at the top X cards of your library. You may put a creature card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Legendary Artifact
Vivien's Arkbow (war) 181
Wild Wasteland
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Enchantment
Wild Wasteland (pip) 71

Draw

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Instant

Qty: 3 Price: $24.97
Gut Shot
(
can be paid with either
or 2 life.)
Gut Shot deals 1 damage to any target.
Instant
Gut Shot (plst) MM2-117
Signal the Clans
Search your library for three creature cards and reveal them. If you reveal three cards with different names, choose one of them at random and put that card into your hand. Shuffle the rest into your library.
Instant
Signal the Clans (gtc) 194
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
Tibalt's Trickery (khm) 153

Instant

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Land

Qty: 40 Price: $65.96
Blighted Woodland
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Land
Blighted Woodland (bfz) 233
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 (eoe) 251
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Cabaretti Courtyard
When this land enters, sacrifice it. When you do, search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Cabaretti Courtyard (snc) 249
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmm) 659
Emergence Zone
: Add
.
,
, Sacrifice this land: You may cast spells this turn as though they had flash.
Land
Emergence Zone (war) 245
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (afr) 353
Forest
(
: Add
.)
Basic Land - Forest
Forest (dmr) 411
Halimar Depths
This land enters tapped.
When this land enters, look at the top three cards of your library, then put them back in any order.
: Add
.
Land
Halimar Depths (c18) 253
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (tdc) 371
Island
(
: Add
.)
Basic Land - Island
Island (dmr) 404
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (dmr) 409
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (cmm) 660
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (cmr) 354
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (m12) 228
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (c20) 310
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (khm) 284
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) 258
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (lcc) 354
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (cmm) 428
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (m15) 249

Land

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Landfall

Qty: 1 Price: $14.99
Scute Swarm
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Creature - Insect
Scute Swarm (znr) 308

Landfall

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Lifegain

Qty: 1 Price: $32.99
Aetherflux Reservoir
Whenever you cast a spell, you gain 1 life for each spell you've cast this turn.
Pay 50 life: This artifact deals 50 damage to any target.
Artifact
Aetherflux Reservoir (kld) 192

Lifegain

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Protection

Qty: 1 Price: $10.99
Sylvan Safekeeper
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Human Wizard
Sylvan Safekeeper (cma) 152

Protection

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Ramp

Qty: 21 Price: $97.59
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (m3c) 283
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
Battle Hymn
Add
for each creature you control.
Instant
Battle Hymn (avr) 128
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 (plst) DDR-7
Diamond Lion
, Discard your hand, Sacrifice this creature: Add three mana of any one color. Activate only as an instant.
Creature Artifact - Cat
Diamond Lion (mh2) 225
Doc Aurlock, Grizzled Genius
Spells you cast from your graveyard or from exile cost
less to cast.
Plotting cards from your hand costs
less.
Legendary Creature - Druid Bear
Doc Aurlock, Grizzled Genius (otj) 201
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.
Sorcery
Enter the Unknown (rix) 128
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.
Sorcery
Far Wanderings (znc) 66
Growth Spiral
Draw a card. You may put a land card from your hand onto the battlefield.
Instant
Growth Spiral (rna) 178
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (cma) 115
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 (eoe) 192
Manabond
At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand.
Enchantment
Manabond (mb2) 208
Mina and Denn, Wildborn
You may play an additional land on each of your turns.
, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
Legendary Creature - Elf Ally
Mina and Denn, Wildborn (znc) 94
Oracle of Mul Daya
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Creature - Elf Shaman
Oracle of Mul Daya (zen) 172
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (plst) C18-160
Sol Ring
: Add
.
Artifact
Sol Ring (c20) 252
Summer Bloom
You may play up to three additional lands this turn.
Sorcery
Summer Bloom (vis) 122
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (plst) CMR-261
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
Tireless Provisioner (mh2) 180
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
Zhur-Taa Ancient
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Creature - Beast
Zhur-Taa Ancient (dgm) 119

Ramp

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Recursion

Qty: 6 Price: $29.90
Elixir of Immortality
,
: You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
Artifact
Elixir of Immortality (m13) 204
Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (tdc) 96
Memory's Journey
Target player shuffles up to three target cards from their graveyard into their library.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Memory's Journey (isd) 66
Ramunap Excavator
You may play lands from your graveyard.
Creature - Cleric Snake
Ramunap Excavator (m3c) 241
Splendid Reclamation
Return all land cards from your graveyard to the battlefield tapped.
Sorcery
Splendid Reclamation (vow) 221
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.
Enchantment
Underworld Breach (thb) 161

Recursion

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Removal

Qty: 4 Price: $10.62
Ancient Grudge
Destroy target artifact.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Ancient Grudge (isd) 127
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (pw24) 7
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (cns) 171
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (tsr) 79

Removal

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Sac Outlet

Qty: 2 Price: $8.48
Goblin Bombardment
Sacrifice a creature: This enchantment deals 1 damage to any target.
Enchantment
Goblin Bombardment (plst) DDN-24
Zuran Orb
Sacrifice a land: You gain 2 life.
Artifact
Zuran Orb (mh2) 300

Sac Outlet

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Tutor

Qty: 1 Price: $23.99
Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (ema) 132

Tutor

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Maybeboard

Qty: 12 Price: $12.46
Blaze
Blaze deals X damage to any target.
Sorcery
Blaze (j22) 499
Burning Inquiry
Each player draws three cards, then discards three cards at random.
Sorcery
Burning Inquiry (m10) 128
Burning-Tree Emissary
When this creature enters, add
.
Creature - Human Shaman
Burning-Tree Emissary (2x2) 189
Consuming Tide
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Sorcery
Consuming Tide (vow) 53
Fiery Temper
Fiery Temper deals 3 damage to any target.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Fiery Temper (inr) 154
Goblin Electromancer
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Goblin
Goblin Electromancer (tdc) 99
Grapeshot
Grapeshot deals 1 damage to any target.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Sorcery
Grapeshot (msc) 803
Grinning Ignus
, Return this creature to its owner's hand: Add
. Activate only as a sorcery.
Creature - Elemental
Grinning Ignus (stx) 104
Living Twister
, Discard a land card: This creature deals 2 damage to any target.
: Return a tapped land you control to its owner's hand.
Creature - Elemental
Living Twister (znc) 93
Ornithopter
Flying
Creature Artifact - Thopter
Ornithopter (dmr) 233
Ravenform
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Ravenform (khm) 72
Saw It Coming
Counter target spell.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Saw It Coming (khm) 76

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
13 pips - 12 cards
19 mana - 17 cards
0 pips - 0 cards
0 mana - 4 cards
23 pips - 22 cards
18 mana - 16 cards
32 pips - 30 cards
22 mana - 20 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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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"}]}
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