391
11/27/2024
The Fool
Deck Size: 100
Commander
Legal
Est deck cost: $6961.78
Salt sum: 40.52
No deck tags
391
11/27/2024
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Commander

Qty: 1 Price: $0.99
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.

Creature
Flubs, the Fool (blc) 356

Commander

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Free Spells

Qty: 11 Price: $856.62
Basking Rootwalla

{1}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn. Madness {0} (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
Basking Rootwalla (f07) 4
Blazing Rootwalla

{R}: This creature gets +2/+0 until end of turn. Activate only once each turn. Madness {0} (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
Blazing Rootwalla (sch) 24
Cloud of Faeries

Flying When this creature enters, untap up to two lands. Cycling {2} ({2}, Discard this card: Draw a card.)

Creature
Cloud of Faeries (ulg) 29
Earthcraft

Tap an untapped creature you control: Untap target basic land.

Enchantment
Earthcraft (tmp) 222
Lion's Eye Diamond

Discard your hand, Sacrifice this artifact: Add three mana of any one color. Activate only as an instant.

Artifact
Lion's Eye Diamond (mir) 307
Mox Amber

{T}: Add one mana of any color among legendary creatures and planeswalkers you control.

Artifact
Mox Amber (brr) 35
Noxious Revival

({G/P} can be paid with either {G} or 2 life.) Put target card from a graveyard on top of its owner's library.

Instant
Noxious Revival (sld) 1416
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (sld) 1696
Springleaf Drum

{T}, Tap an untapped creature you control: Add one mana of any color.

Artifact
Springleaf Drum (slp) 22
Strike It Rich

Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Strike It Rich (h2r) 12
Wild Cantor

({R/G} can be paid with either {R} or {G}.) Sacrifice this creature: Add one mana of any color.

Creature
Wild Cantor (gpt) 149

Free Spells

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Tutors

Qty: 6 Price: $216.94
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 (2xm) 349
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (2x2) 461
Mystical Tutor

Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.

Instant
Mystical Tutor (sld) 334
Personal Tutor

Search your library for a sorcery card, reveal it, then shuffle and put that card on top.

Sorcery
Personal Tutor (cmm) 633
Sylvan Tutor

Search your library for a creature card, reveal it, then shuffle and put that card on top.

Sorcery
Sylvan Tutor (spg) 59
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (dmr) 442

Tutors

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Card Advantage

Qty: 8 Price: $448.32
Bohn, Beguiling Balladeer

Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} 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.

Creature
Bohn, Beguiling Balladeer (sld) 1242
Case of the Crimson Pulse

When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.

Enchantment
Case of the Crimson Pulse (mkm) 114
Faithless Looting

Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Faithless Looting (sld) 1779
Noose Constrictor

Reach Discard a card: This creature gets +1/+1 until end of turn.

Creature
Noose Constrictor (f17) 1
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 (spg) 9
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
Wheel of Fortune

Each player discards their hand, then draws seven cards.

Sorcery
Wheel of Fortune (3ed) 185
Wild Mongrel

Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.

Creature
Wild Mongrel (slc) 2001

Card Advantage

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Graveyard Shenanigans

Qty: 3 Price: $146.47
Crucible of Worlds

You may play lands from your graveyard.

Artifact
Crucible of Worlds (mps) 11
Ramunap Excavator

You may play lands from your graveyard.

Creature
Ramunap Excavator (phou) 129
Walk-In Closet

Enchantment
Walk-In Closet // Forgotten Cellar (dsk) 341

Graveyard Shenanigans

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Win Condition

Qty: 12 Price: $118.60
Adventuring Gear

Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Adventuring Gear (zen) 195
Artful Dodge

Target creature can't be blocked this turn. Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Artful Dodge (dka) 27
Berserk

Cast this spell only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.

Instant
Berserk (sld) 1003
Birgi, God of Storytelling

Creature
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311
Blackblade Reforged

Equipped creature gets +1/+1 for each land you control. Equip legendary creature {3} Equip {7}

Artifact
Blackblade Reforged (brr) 69
Elvish Herder

{G}: Target creature gains trample until end of turn.

Creature
Elvish Herder (usg) 247
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.

Creature
Geralf, the Fleshwright (otj) 287
Leering Emblem

Whenever you cast a spell, equipped creature gets +2/+2 until end of turn. Equip {2}

Artifact
Leering Emblem (eve) 171
Lotus Cobra

Landfall — Whenever a land you control enters, add one mana of any color.

Creature
Lotus Cobra (pgpx) 2012b
Lunar Frenzy

Target creature you control gets +X/+0 and gains first strike and trample until end of turn.

Instant
Lunar Frenzy (dbl) 147
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
Scute Swarm (znr) 308
Skyclave Pick-Axe

When this Equipment enters, attach it to target creature you control. Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip {2}{G} ({2}{G}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Skyclave Pick-Axe (znr) 309

Win Condition

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Early Ramp

Qty: 6 Price: $207.94
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (blc) 81
Carpet of Flowers

At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.

Enchantment
Carpet of Flowers (who) 475
Delighted Halfling

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.

Creature
Delighted Halfling (ltr) 363
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 {1}{R} (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.)

Creature
Ragavan, Nimble Pilferer (mul) 151
Utopia Sprawl

Enchant Forest As this Aura enters, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.

Enchantment
Utopia Sprawl (dis) 99
Wild Growth

Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.

Enchantment
Wild Growth (pip) 736

Early Ramp

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Interaction

Qty: 8 Price: $91.82
Ancient Grudge

Destroy target artifact. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Instant
Ancient Grudge (sld) 98
Avacyn's Judgment

Madness {X}{R} (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.

Sorcery
Avacyn's Judgment (soi) 145
Brain Freeze

Target player mills three cards. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Instant
Brain Freeze (sld) 410
Chatterstorm

Create a 1/1 green Squirrel creature token. Storm (When you cast this spell, copy it for each spell cast before it this turn.)

Sorcery
Chatterstorm (mh2) 411
Devil's Play

Devil's Play deals X damage to any target. Flashback {X}{R}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Devil's Play (pisd) 140
Fiery Temper

Fiery Temper deals 3 damage to any target. Madness {R} (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 (dci) 3
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 (sta) 102
Mockingbird

Flying You may have this creature enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast this creature, except it's a Bird in addition to its other types and it has flying.

Creature
Mockingbird (blb) 305

Interaction

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Extra Land Drops

Qty: 10 Price: $210.91
Azusa, Lost but Seeking

You may play two additional lands on each of your turns.

Creature
Azusa, Lost but Seeking (cmm) 679
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.

Enchantment
Case of the Locked Hothouse (pmkm) 155s
Dryad of the Ilysian Grove

You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.

Creature Enchantment
Dryad of the Ilysian Grove (sld) 191
Exploration

You may play an additional land on each of your turns.

Enchantment
Exploration (2xm) 351
Hugs, Grisly Guardian

Trample When Hugs enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards. You may play an additional land on each of your turns.

Creature
Hugs, Grisly Guardian (blb) 333
Loot, Exuberant Explorer

You may play an additional land on each of your turns. {4}{G}{G}, {T}: 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.

Creature
Loot, Exuberant Explorer (fdn) 398
Mina and Denn, Wildborn

You may play an additional land on each of your turns. {R}{G}, Return a land you control to its owner's hand: Target creature gains trample until end of turn.

Creature
Mina and Denn, Wildborn (sld) 1270
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
Oracle of Mul Daya (2x2) 370
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) 346
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
Wayward Swordtooth (sld) 1392★

Extra Land Drops

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Land

Qty: 35 Price: $4663.17
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (exp) 24
Bloodstained Mire

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Land
Bloodstained Mire (exp) 18
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, 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 {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 412
Bountiful Landscape

{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle. Cycling {G}{U}{R} ({G}{U}{R}, Discard this card: Draw a card.)

Land
Bountiful Landscape (mh3) 217
Breeding Pool

({T}: Add {G} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Breeding Pool (exp) 15
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (sld) 1496★
Commercial District

({T}: Add {R} or {G}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Commercial District (mkm) 324
Fabled Passage

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (sld) 1534★
Flooded Strand

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (exp) 16
Forest

({T}: Add {G}.)

Land
Forest (ust) 216
Hedge Maze

({T}: Add {G} or {U}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Hedge Maze (mkm) 326
Hinterland Harbor

This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}.

Land
Hinterland Harbor (pip) 1026
Island

({T}: Add {U}.)

Land
Island (ust) 213
Ketria Triome

({T}: Add {G}, {U}, or {R}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Ketria Triome (iko) 310
Misty Rainforest

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (exp) 25
Mountain

({T}: Add {R}.)

Land
Mountain (ust) 215
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 414
Polluted Delta

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (exp) 17
Prismatic Vista

{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (spg) 38
Rejuvenating Springs

This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.

Land
Rejuvenating Springs (cmm) 662
Rootbound Crag

This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

Land
Rootbound Crag (who) 1102
Scalding Tarn

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (exp) 22
Spire Garden

This land enters tapped unless you have two or more opponents. {T}: Add {R} or {G}.

Land
Spire Garden (clb) 606
Steam Vents

({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Steam Vents (exp) 12
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (exp) 9
Sulfur Falls

This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}.

Land
Sulfur Falls (pip) 1040
Taiga

({T}: Add {R} or {G}.)

Land
Taiga (3ed) 287
Thundering Falls

({T}: Add {U} or {R}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Thundering Falls (mkm) 331
Training Center

This land enters tapped unless you have two or more opponents. {T}: Add {U} or {R}.

Land
Training Center (cmm) 665
Tropical Island

({T}: Add {G} or {U}.)

Land
Tropical Island (3ed) 288
Verdant Catacombs

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (exp) 23
Volcanic Island

({T}: Add {U} or {R}.)

Land
Volcanic Island (3ed) 291
Windswept Heath

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (exp) 20
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (exp) 19
Yavimaya, Cradle of Growth

Each land is a Forest in addition to its other land types.

Land
Yavimaya, Cradle of Growth (ltc) 377

Land

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Maybeboard

Qty: 17 Price: $277.01
Aqueous Form

Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Enchantment
Aqueous Form (cmr) 56
Conduit of Worlds

You may play lands from your graveyard. {T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.

Artifact
Conduit of Worlds (one) 390
Echo of Eons

Each player shuffles their hand and graveyard into their library, then draws seven cards. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Echo of Eons (mh1) 46
Gamble

Search your library for a card, put that card into your hand, discard a card at random, then shuffle.

Sorcery
Gamble (dmr) 433
Hedron Crab

Landfall — Whenever a land you control enters, target player mills three cards.

Creature
Hedron Crab (zen) 47
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 (rvr) 148
Lotus Petal

{T}, Sacrifice this artifact: Add one mana of any color.

Artifact
Lotus Petal (plst) TMP-294
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 {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Instant
Otherworldly Gaze (mkc) 115
Pyretic Ritual

Add {R}{R}{R}.

Instant
Pyretic Ritual (sld) 1064
Rite of Flame

Add {R}{R}, then add {R} for each card named Rite of Flame in each graveyard.

Sorcery
Rite of Flame (ss3) 7
Ruin Crab

Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)

Creature
Ruin Crab (znr) 295
Saw It Coming

Counter target spell. Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Instant
Saw It Coming (pwcs) 2021-4
Tales of the Ancestors

Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference. Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Sorcery
Tales of the Ancestors (khc) 8
Welcome to the Fold

Madness {X}{U}{U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.

Sorcery
Welcome to the Fold (soi) 96
Wheel of Misfortune

Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

Sorcery
Wheel of Misfortune (sld) 1300
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) 924
Windfall

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Sorcery
Windfall (p30a) 6

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 10 cards
10 pips - 10 cards
25 mana - 23 cards
0 pips - 0 cards
0 mana - 10 cards
24 pips - 21 cards
25 mana - 23 cards
37 pips - 34 cards
25 mana - 23 cards
0 pips - 0 cards
4 mana - 3 cards
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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"}]}
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