heliosity
54 views33 hrs ago
Commander
Size: 99Salt sum: 51.23
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{"ops":[{"insert":"It's lands, not cheerios, so it's pretty mediocre. It's really fun though\nI'm trying to keep the list true to paper rather than optimal, if there are cards you should be playing but I am choosing not to or are in other decks are in the maybeboard. \n\n\nIt's a bracket 3 I think, even if I wasn't running breach, so I'm running breach, and I recommend whatever moxen you own. Adjust the immediate speed as you'd like. \n\n\nDECK SHIT: \n\nUh, don't get too attached to any card in your hand. There is a ton of recursion so you'll get what you need back later if you want it. \nDon't waste your time with Grapeshot. Grapeshot is dumb. If you want a storm damage kill use Crackle with Power. \n\nOther kill lines are Valakut lines (use prismatic omen/dryad to make all lands mountains, don't worry about your actual landcounts). OH by the way, the high basic counts are so you can fetch from the yard repeatedly, I don't own real duals. Aftermath analyst/Delirious Woodland lines ala modern Primetime decks, MOraug Combats, Stormsplitter combats, who knows.... \n\n\nFlubs Rules: \n\nDO NOT RUN BOUNCELANDS. \nBouncelands fuck with Flubs. \nPlay as many \"extra land drops\" as possible, they are far preferable to farseek effects due to being a 3 coloured deck and Flub's triggered ability.\nI only run one surveil land because I don't want to accidentally lose a storm turn due to a tapland, even with amulet and spelunking. \n>3 mana spells is a huge ask for Flubs. If you're too attached to these big cards and wanting to get them out before you play Flubs you're going to waste all this time doing whatever the fuck your draw is *supposed* to be doing.\n\n4 Mana Spells: \nMoolyDooly - playing lands off the top can allow you to \"FlubberFIx\" if you're empty handed with full mana mid turn \nHugs - extra land drop + flubberfixer\nIcetill Explorer - duh\nMoaraug - random wincon\nStormsplitter - otter wincon\n\n\n\n"}]}
Big Spells
Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Big Spells
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Crucible Effects
Crucible Effects
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Extra Land Drops
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

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

Flubber Fixers
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Impulse Draw (should we just focus on crucible effects instead?)
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

Impulse Draw (should we just focus on crucible effects instead?)
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Land
Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Landfall Triggers
Mossborn Hydra
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Creature - Elemental Hydra

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

Landfall Triggers
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Mana Positive or Neutral
Mana Positive or Neutral
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Non repeated Additional lands
Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Non repeated Additional lands
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Protection
Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant

Protection
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Ramp
Ramp
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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
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Scapeshift
Scapeshift
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Splendid Recs
Splendid Recs
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Maybeboard
Invasion of Kaldheim
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Battle - Siege


Magmablood Archaic
Reach, trample
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell.
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell.
Creature - Avatar

Titania, Voice of Gaea
Reach
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Legendary Creature - Elemental

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"It's lands, not cheerios, so it's pretty mediocre. It's really fun though\nI'm trying to keep the list true to paper rather than optimal, if there are cards you should be playing but I am choosing not to or are in other decks are in the maybeboard. \n\n\nIt's a bracket 3 I think, even if I wasn't running breach, so I'm running breach, and I recommend whatever moxen you own. Adjust the immediate speed as you'd like. \n\n\nDECK SHIT: \n\nUh, don't get too attached to any card in your hand. There is a ton of recursion so you'll get what you need back later if you want it. \nDon't waste your time with Grapeshot. Grapeshot is dumb. If you want a storm damage kill use Crackle with Power. \n\nOther kill lines are Valakut lines (use prismatic omen/dryad to make all lands mountains, don't worry about your actual landcounts). OH by the way, the high basic counts are so you can fetch from the yard repeatedly, I don't own real duals. Aftermath analyst/Delirious Woodland lines ala modern Primetime decks, MOraug Combats, Stormsplitter combats, who knows.... \n\n\nFlubs Rules: \n\nDO NOT RUN BOUNCELANDS. \nBouncelands fuck with Flubs. \nPlay as many \"extra land drops\" as possible, they are far preferable to farseek effects due to being a 3 coloured deck and Flub's triggered ability.\nI only run one surveil land because I don't want to accidentally lose a storm turn due to a tapland, even with amulet and spelunking. \n>3 mana spells is a huge ask for Flubs. If you're too attached to these big cards and wanting to get them out before you play Flubs you're going to waste all this time doing whatever the fuck your draw is *supposed* to be doing.\n\n4 Mana Spells: \nMoolyDooly - playing lands off the top can allow you to \"FlubberFIx\" if you're empty handed with full mana mid turn \nHugs - extra land drop + flubberfixer\nIcetill Explorer - duh\nMoaraug - random wincon\nStormsplitter - otter wincon\n\n\n\n"}]}




























































































