713 views33 hrs ago
Commander
Size: 100Est cost: $9885.92Salt sum: 46.99
SaurusCode
713 views33 hrs ago
Commander
Size: 100Est cost: $9885.92Salt sum: 46.99
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Card Advantage
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

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

Card Advantage
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Early Ramp
Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Early Ramp
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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

Loot, Exuberant Explorer
You may play an additional land on each of your turns.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Legendary Creature - Beast Noble

Extra Land Drops
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Free Spells
Free Spells
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Graveyard Shenanigans
Graveyard Shenanigans
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Interaction
Avacyn's Judgment
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.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
Sorcery

Interaction
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Tutors
Tutors
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Win Condition
Geralf, the Fleshwright
Whenever you cast a spell during your turn other than your first spell that turn, create a 2/2 blue and black Zombie Rogue creature token.
Whenever a Zombie you control enters, put a +1/+1 counter on it for each other Zombie that entered the battlefield under your control this turn.
Whenever a Zombie you control enters, put a +1/+1 counter on it for each other Zombie that entered the battlefield under your control this turn.
Legendary Creature - Human Warlock

Win Condition
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Maybeboard
Bohn, Beguiling Balladeer
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by . (During your turn, you may pay and exile it from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever you cast your second spell each turn, goad target creature an opponent controls.
Whenever you cast your second spell each turn, goad target creature an opponent controls.
Legendary Creature - Human Bard

Exploration Broodship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
Artifact - Spacecraft

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Reasons to Play this Deck"},{"insert":"\nYou are a fool. You like Tarot cards. You like frogs. You enjoy playing lands. You like combo decks. You don't like thinking about combos. You like drawing cards one at a time. You like seeing most of your deck every game. You want the game to last more than three turns. You feel lucky. You want the game to feel different each time you play your deck. You like gambling. You identify as Chaotic Good. You are fine being told that your deck is suboptimal. You want to have a good time. You want others to have a good time.\n\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"insert":"\nFlying Strategies, Stax Effects, Commander Removal, Mass Land Destruction, Go Wide strategies. The list goes on. But that's not why you're playing this deck!\n\n"},{"attributes":{"bold":true},"insert":"Main Strategy"},{"insert":"\nBest case scenario you have a turn one ramp spell that let's you drop your commander turn two. Barring that we want to prioritize having our commander on the field at all times. Next up we want to try and find something that allows us to play lands from the graveyard so that we don't fizzle and can continue ramping every turn. In order to better utilize that we need to start being able to make even more land drops each turn so we don't have to worry about hitting lands off the top of the deck. Lastly it's pretty straight forward as we're going to try and find a win con and get in damage wherever we can!\n\n"},{"attributes":{"bold":true},"insert":"Land Drops"},{"insert":"\nThe worst thing that can happen to a combo deck is having a bunch of lands in hand and sitting and twiddling your thumbs. We're going to invert that by making the lands our fuel here. With all the additional land drops we're now churning through the deck and can get up to four or five land drops a turn quite often. There's a large amount of fetch lands in here to make use of our effects that allow us to see the top of our deck, graveyard recursion, lotus cobra, etc. And lastly they fuel "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":" which is one of lucky few win conditions. (No one expects Flubs to win via combat damage)\n\n"},{"attributes":{"bold":true},"insert":"Wheels"},{"insert":"\nIt's really the only way we should ever being drawing cards. Having any cantrips in this deck actual leads you to a situation where you have two cards in hand which is often a turn killer. (We try and circumvent this by using foretell mechanics and "},{"insert":{"card-link":"Wild Mongrel"}},{"insert":" ) So the only way it's worth it to draw cards is if we are drawing a bunch of them. So we run as many wheels as we can get to give ourselves a better chance at continuing our turn. (Also it works thematically with the whole Major Arcana thing Flubs has going on)\n\n"},{"attributes":{"bold":true},"insert":"Graveyard"},{"insert":"\nWe're going to be churning through a lot of cards and we'll have to make decisions about what to discard. So we're going to use things like flashback, madness, and crucible of worlds to make those discards matter. Often times something like ancient grudge is better off in the yard where it only costs one mana. This is great whenever you get a bad draw and end up with zero cards in hand. Perfect way to continue a combo if you still have the mana to do so. The same can be said for playing lands out of your graveyard. And the madness effects we run are mostly for free spells and cheap interaction. Again it's perfect for continuing a combo when you have two cards in hand and discard a madness spell. (We are going to get value everywhere we can since this is such a crazy deck)\n\n"},{"attributes":{"bold":true},"insert":"Win Cons"},{"insert":"\nSince we're trying to not go all in on the competitive nature of the deck we're going to limit our win cons to things that cost a bit more. First up we have our two equipments that make Flubs into a monster. "},{"insert":{"card-link":"Leering Emblem"}},{"insert":" is a sleeper card that can make most creatures swing for lethal. And if you pop off enough on your turn you can "},{"attributes":{"bold":true},"insert":"move it "},{"insert":"to another creature and have multiple lethal attackers. "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":" has been a staple for land ramp decks for a while now and we're going to count on it for a consistent finisher. It turns out even with "},{"attributes":{"bold":true},"insert":"zero"},{"insert":" ramp spells, you can get ahead on mana by just playing lands four or five at a time. I'd say often this deck will outpace most other decks in terms of ramp. The only thing beating it being colorless decks that focus solely on mana rocks to play giant Eldrazi or Elf/Mana dork decks with things like "},{"insert":{"card-link":"Priest of Titania"}},{"insert":". Next up we have "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" and "},{"insert":{"card-link":"Geralf, the Fleshwright"}},{"insert":". If we can't beat our opponent over the head with a 20/20 then let's go wide. Scute perfectly synergizes with our strategy of land drops (especially with all our fetch lands) and Geralf makes a monster of an army whenever we start playing random spells six at time some turns. Both of these also offer fantastic defense strategies for early/mid stages of the game. Also in this category I've included "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" and "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":", they aren't wincons per se, but they do allow us to combo pretty deep into our deck each turn and we should be able to find something if one of these hits the table. Lastly I've included the ancient and "},{"attributes":{"bold":true},"insert":"criminally"},{"insert":" "},{"attributes":{"bold":true},"insert":"still banned"},{"insert":" modern combo "},{"insert":{"card-link":"Splinter Twin"}},{"insert":". With every applicable card ("},{"insert":{"card-link":"Pestermite"}},{"insert":", "},{"insert":{"card-link":"Deceiver Exarch"}},{"insert":", "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":"), except the saga which we don't need, we should be able to actually close out games instead of playing solitaire. (If you wanted to ramp this up to a crazy competitive level I would take out this combo and go all in on Cheerios to be honest) \n\n"},{"attributes":{"bold":true},"insert":"The Rest"},{"insert":"\nThe rest of this deck is comprised of early ramp that allows you to greatly accelerate your game by playing your commander on turn two and spells that get you to the next card. By playing your commander on turn two and making a third land drop (or in a magical fantasy land fifth land drop because of "},{"insert":{"card-link":"Exploration"}},{"insert":") You can set yourself up to have an absolutely explosive turn three. The spells that get you to the next card include things like "},{"insert":{"card-link":"Basking Rootwalla"}},{"insert":" which is situationally free and "},{"insert":{"card-link":"Mox Amber"}},{"insert":" which is free mana and card draw. \n\n"},{"attributes":{"bold":true},"insert":"Mana Base"},{"insert":"\nThis is as many intelligible fetch lands as we can play to smooth out the variety of mana in this deck and make use of the graveyard. Beyond that we make sure to have tons of targets to fetch and run a couple of lands with interaction stapled to them. Not much else to be said here. If you can't afford/don't want to proxy the dual lands, I would either throw some basics in there or any other fetchable targets.\n"}]}



































































































