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COMMANDER(S)
Flubs, the Fool
QR Code
G R U
- Temur
Bracket
4.5 - 5.0
Bracket 3
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ANALYSIS

Overview:

This Temur (G/U/R) deck leverages Flubs, the Fool as a central engine for land acceleration and card advantage, built entirely around casting numerous copies of Slime Against Humanity to create massive, trampling Ooze tokens. The strategy focuses on maximizing land drops per turn (via Flubs and cards like Azusa, Lost but Seeking, Exploration, Dryad of the Ilysian Grove) and deploying cost reducers (Goblin Anarchomancer, Emerald Medallion, Cloud Key, Semblance Anvil) to chain Slimes rapidly. Flubs enables explosive draw when the hand is empty but forces discard otherwise, demanding careful hand management. Secondary win conditions involve amplifying tokens/counters with Doubling Season, Branching Evolution, and The Ozolith, or leveraging Thrumming Stone's ripple to cast multiple Slimes simultaneously. Flubs is essential for acceleration and draw, making it vulnerable to removal, though its low toughness and reliance on other permanents for protection are concerns.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-4): Prioritize playing land-drop enablers (Exploration, Azusa, Lost but Seeking, Dryad of the Ilysian Grove, Loot, Exuberant Explorer), mana dorks (Llanowar Elves, Elvish Mystic), and cost reducers (Emerald Medallion, Goblin Anarchomancer, Cloud Key set to Sorcery). Cast Flubs ASAP to enable extra land drops and start the draw/discard engine. Use land tutors (Nature's Lore, Three Visits, Farseek, Rampant Growth) to ensure land drops.
  2. Empty Hand & Draw Engine (Turns 3-6): Actively empty your hand by casting Slimes and other low-cost spells. Once hand is empty, Flubs triggers draw on every land/spell cast. Use this phase to flood the board with growing Ooze tokens. Leverage Song of Creation for massive draw (but discard on end step) and Monument to Endurance for value off discards.
  3. Win Condition Execution (Turns 5-8):
    • Slime Swarm: Cast multiple Slime Against Humanity per turn using cost reduction and extra mana. Each Slime creates a larger token than the last (scaling with exiled/graveyarded Slimes/Oozes). Overwhelm opponents with trampling Oozes boosted by Doubling Season/Branching Evolution.
    • Thrumming Stone Combo: Resolve Thrumming Stone. Casting your first Slime triggers Ripple 4, potentially casting 4+ additional Slimes from the top of your library for free, creating an army instantly.
    • Counter Synergy: Use The Ozolith to preserve +1/+1 counters from dying Oozes and redeploy them onto new threats during combat.
  4. Recovery/Alternate Lines: Use Shifting Woodland (with Delirium) to copy key permanents from the graveyard. Cyclonic Rift clears the way for a lethal attack or resets opponents.

Mulligan Priorities:

  • Essential: 2-3 lands (including Green), at least one piece enabling extra land drops (Exploration, Azusa, Dryad) OR significant cost reduction (Emerald Medallion, Goblin Anarchomancer, Cloud Key).
  • High Priority: A ramp spell (Nature's Lore, Farseek, Rampant Growth) or mana dork (Llanowar Elves, Elvish Mystic), and at least one Slime Against Humanity.
  • Good: Hands with Flubs and a way to protect/cast it early. Hands with Thrumming Stone and tutors (Fabricate, Trophy Mage, Transit Mage).
  • Avoid: Hands lacking land acceleration, cost reduction, or Slimes. Hands clogged with high-CMC cards without setup.

Key Tips:

  • Manage Flubs' Trigger: Prioritize emptying your hand to maximize card draw. Cast non-critical spells before playing lands to trigger draw if hand is empty. Use discards strategically to fuel Monument or enable Delirium for Shifting Woodland.
  • Sequence Cost Reducers: Play permanent reducers (Emerald Medallion, Goblin Anarchomancer) before imprinting Semblance Anvil (exile a Slime for maximum Sorcery reduction). Set Cloud Key to Sorcery.
  • Protect Key Engines: Flubs, cost reducers, and Thrumming Stone are vital. Prioritize deploying them when you have mana for protection or after opponents are tapped out. Cyclonic Rift is your primary reset/defense.
  • Leverage Land Synergy: Dryad of the Ilysian Grove fixes mana and enables land-based ramp. Fetch non-basics with land tutors to maximize color access.
  • Go Wide Before Going Tall: Cast multiple smaller Slimes early to build the graveyard/exile count for later, larger tokens. Thrumming Stone is your most explosive win attempt.

Weaknesses:

Critical

  • Graveyard/Exile Hate: Cards like Rest in Peace, Leyline of the Void, or Dauthi Voidwalker cripple Slime Against Humanity's scaling by removing its fuel source. The deck lacks reliable enchantment removal.
  • Board Wipes: Mass removal (Wrath of God, Blasphemous Act) decimates the Ooze army. Recovery is slow without specific draw engines online. Flubs's 0 power makes it immune to some wipes, but tokens die.
  • Anti-Synergy Stax: Cursed Totem/Collector Ouphe shuts down mana dorks. Torpor Orb stops Loot/Transit Mage ETBs. Rule of Law/Eidolon of Rhetoric prevents casting multiple Slimes per turn.

Moderate

  • Flubs Removal: Killing Flubs repeatedly slows land acceleration and draw significantly. The deck has limited ways to protect or recur it.
  • Artifact/Enchantment Removal: Targeted removal hitting key cost reducers (Emerald Medallion, Cloud Key, Semblance Anvil) or doublers (Doubling Season, Branching Evolution) slows the game plan considerably.
  • Hand Disruption: Forced discard when you have cards (e.g., Thoughtseize, Mind Twist) can remove critical Slimes or setup pieces before you can cast them.

Minor

  • Counter Removal: Spot removal on Oozes before they attack reduces pressure, though The Ozolith mitigates this somewhat.
  • Mana Base Consistency: Several lands enter tapped, potentially slowing early development. Color requirements are heavy in Green, lighter in Blue/Red.

Most Important Cards:

  • Slime Against Humanity (Primary win condition, scales with copies)
  • Flubs, the Fool (Core engine: land acceleration & conditional draw)
  • Thrumming Stone (Game-ending combo enabler with Slimes)
  • Doubling Season (Doubles +1/+1 counters on Oozes)
  • Branching Evolution (Doubles +1/+1 counters on Oozes)
  • Exploration (Maximizes Flubs's land drop ability)
  • Azusa, Lost but Seeking (Maximizes land drops)
  • Emerald Medallion (Critical cost reduction for Green Slimes)
  • Semblance Anvil (Powerful cost reduction, imprint Slime)
  • Dryad of the Ilysian Grove (Extra land drop & mana fixing)

Attribute Ratings:

Speed: 5/10

  • Can threaten lethal boards with large Oozes or a Thrumming Stone ripple chain around turns 7-9 in ideal scenarios. Requires significant setup (land drops, cost reduction) before Slimes become truly threatening.

Resilience: 4/10

  • Vulnerable to key piece removal (Flubs, reducers, Thrumming Stone) and board wipes. Limited protection (only Cyclonic Rift) and recursion (Shifting Woodland is slow/situational). Recovers poorly from setbacks without Flubs active.

Consistency: 7/10

  • High redundancy for land acceleration and cost reduction effects. 34 copies of Slime ensure it's always accessible. Tutors (Fabricate, Trophy Mage, Transit Mage) find critical artifacts like Thrumming Stone or Ozolith.

Interaction: 3/10

  • Extremely low interaction suite. Relies almost solely on Cyclonic Rift for board reset. Lacks targeted removal, counterspells, or protection beyond Rift's flexibility. Monument provides minor life loss/draw but isn't reliable interaction.

Rating Justification:

The deck demonstrates strong consistency in accessing its core Slime plan and land acceleration, enabling T7-9 wins via overwhelming Ooze tokens or a Thrumming Stone chain. However, its low resilience to disruption, minimal interaction, and reliance on vulnerable engines prevent it from reaching optimized power levels. It fits within Focused Casual, outperforming precons but lacking the speed and robustness of optimized builds.

Power level: 4.5 - 5.0

DECK LIST
Flubs, the Fool
Creature: 8
($12.85)
1
Azusa, Lost but Seeking
2 G
1
Dryad of the Ilysian Grove
2 G
1
Elvish Mystic
G
1
Goblin Anarchomancer
R G
1
Llanowar Elves
G
1
Loot, Exuberant Explorer
2 G
1
Transit Mage
2 U
1
Trophy Mage
2 U
Artifact: 9
($67.47)
1
Arcane Signet
2
1
Cloud Key
3
1
Emerald Medallion
2
1
Ketria Crystal
3
1
Locket of Yesterdays
1
1
Monument to Endurance
3
1
Semblance Anvil
3
1
The Ozolith
1
1
Thrumming Stone
5
Enchantment: 7
($57.9)
1
Branching Evolution
2 G
1
Case of the Locked Hothouse
3 G
1
Doubling Season
4 G
1
Exploration
G
1
Nantuko Shrine
1 G G
1
Song of Creation
1 G U R
1
Thousand-Year Storm
4 U R
Instant: 2
($39.73)
1
Cyclonic Rift
1 U
1
Sink into Stupor // Soporific Springs
1 U U
Sorcery: 39
($48.14)
1
Fabricate
2 U
1
Farseek
1 G
1
Nature's Lore
1 G
1
Rampant Growth
1 G
34
Slime Against Humanity
2 G
1
Three Visits
1 G
Land: 34
($140.18)
1
Breeding Pool
1
Cinder Glade
1
Command Tower
1
Commercial District
1
Dreamroot Cascade
10
Forest
1
Hedge Maze
3
Island
1
Ketria Triome
1
Misty Rainforest
3
Mountain
1
Reflecting Pool
1
Rejuvenating Springs
1
Rockfall Vale
1
Rootbound Crag
1
Shifting Woodland
1
Spire Garden
1
Stomping Ground
1
Thornspire Verge
1
Willowrush Verge
1
Wooded Foothills

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