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COMMANDER(S)
Flubs, the Fool
QR Code
G R U
- Temur
Bracket
4.0 - 4.5
Bracket 4
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ANALYSIS

Overview:

This Temur (G/U/R) deck helmed by Flubs, the Fool focuses on land acceleration and hand cycling to enable explosive draw engines and alternate win conditions. The strategy revolves around emptying its hand quickly to leverage Flubs' draw trigger, using zero-mana creatures, free discard outlets, and madness enablers to maintain velocity. Key win conditions include Laboratory Maniac with deck-out strategies enabled by Enter the Infinite/Omniscience, artifact recursion loops, and land-based value engines. Flubs acts as both a ramp enabler (extra land drops) and the primary card advantage engine, requiring careful hand management to maximize value.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-3):
    • Deploy 0-mana artifacts (Darksteel Relic, Bone Saw) and creatures (Ornithopter, Kobolds) to enable Flubs' discard/draw triggers.
    • Ramp aggressively with Sol Ring, Wild Growth, Skyshroud Ranger, and signets.
    • Use Basking Rootwalla/Blazing Rootwalla as free madness outlets when discarding.
  1. Midgame Engine (Turns 4-6):

    • Cast Flubs with protection (Pongify, counterspells) to enable land drops and draw triggers.
    • Cycle through the deck using Song of Creation, Frantic Search, and Flubs' ability.
    • Recur key spells with Eternal Witness, Archaeomancer, and Regrowth.
  2. Win Conditions (Turns 6+):

    • Lab Man Victory: Cast Enter the Infinite with Flubs in play to draw the deck, then win via Laboratory Maniac.
    • Omniscience Lock: Resolve Omniscience to cast spells freely, using Flubs' draw/discard to cycle through the library.
    • Artifact Recursion: Loop Welding Jar/Tormod's Crypt with Zuran Orb for incremental value.

Mulligan Priorities:

  • Keep hands with 2-3 lands, preferably including a ramp spell (Cultivate, Sol Ring).
  • Prioritize 0-mana permanents or madness enablers to trigger Flubs immediately.
  • Avoid hands without early plays or card velocity tools.

Key Tips:

  • Use Skirk Prospector to sacrifice Kobolds for mana while triggering Flubs' discard.
  • Ramunap Excavator enables land recursion from graveyard to maintain land drops.
  • Obliterate can serve as a reset button when you have indestructible artifacts/enchantments in play.

Weaknesses:

Critical

  • No protection for Laboratory Maniac – single-target removal instantly disrupts the primary win condition.
  • Minimal stack interaction (only 4 counterspells) leaves combo vulnerable to disruption.

Moderate

  • Graveyard reliance for recursion (Eternal Witness, Regrowth) makes it susceptible to graveyard hate.
  • Slow setup – requires multiple turns to assemble Omniscience/Enter the Infinite without fast tutors.

Minor

  • Low-impact equipment (Accorder's Shield, Kite Shield) dilute card quality.
  • Limited board presence makes combat wins unlikely without specific setups.

Most Important Cards:

  • Laboratory Maniac (Primary win condition)
  • Enter the Infinite (Deck-out enabler)
  • Omniscience (Free spell engine)
  • Song of Creation (Massive draw power)
  • Ramunap Excavator (Land recursion synergy)
  • Eternal Witness (Recurrence engine)
  • Flubs, the Fool (Card advantage/ramp commander)
  • Sol Ring (Critical early ramp)
  • Frantic Search (Draw/filtering with untap synergy)
  • Skirk Prospector (Mana generation + discard trigger enabler)

Attribute Ratings:

Speed: 5/10

  • Can threaten T7-8 wins with perfect draws (Omniscience → Lab Man) but lacks fast mana/tutors for consistency.

Resilience: 4/10

  • Vulnerable to targeted removal on Lab Man and graveyard hate, though has some recursion for key spells.

Consistency: 5/10

  • Moderate draw power but lacks focused tutors for combo pieces beyond general card cycling.

Interaction: 3/10

  • Limited removal suite (6 targeted interaction spells) and minimal countermagic for protection.

Rating Justification:

This deck has the potential for explosive T7-8 wins through its combo lines but suffers from slow setup, minimal protection, and meta-dependent vulnerabilities. Its reliance on resolving high-cost enchantments and lack of redundancy in win conditions place it firmly in casual tiers.

Power level: 4.0 - 4.5

DECK LIST
Flubs, the Fool
Creature: 17
($15.06)
1
Archaeomancer
2 U U
1
Basking Rootwalla
G
1
Blazing Rootwalla
R
1
Burning-Tree Emissary
R/G R/G
1
Crimson Kobolds
0
1
Crookshank Kobolds
0
1
Eternal Witness
1 G G
1
Kobolds of Kher Keep
0
1
Laboratory Maniac
2 U
1
Lotus Cobra
1 G
1
Ornithopter
0
1
Ramunap Excavator
2 G
1
Rograkh, Son of Rohgahh
0
1
Skirk Prospector
R
1
Skyshroud Ranger
G
1
Tinder Wall
G
1
Wild Cantor
R/G
Artifact: 25
($11.48)
1
Accorder's Shield
0
1
Arcane Signet
2
1
Bone Saw
0
1
Caged Sun
6
1
Cathar's Shield
0
1
Commander's Sphere
3
1
Darksteel Relic
0
1
Delif's Cone
0
1
Everflowing Chalice
0
1
Fellwar Stone
2
1
Fountain of Youth
0
1
Gruul Signet
2
1
Herbal Poultice
0
1
Izzet Signet
2
1
Kite Shield
0
1
Simic Signet
2
1
Sol Ring
1
1
Spidersilk Net
0
1
Springleaf Drum
1
1
Talisman of Creativity
2
1
Talisman of Curiosity
2
1
Talisman of Impulse
2
1
Tormod's Crypt
0
1
Welding Jar
0
1
Zuran Orb
0
Enchantment: 4
($7.48)
1
Mana Reflection
4 G G
1
Omniscience
7 U U U
1
Song of Creation
1 G U R
1
Wild Growth
G
Instant: 13
($5.33)
1
Abrade
1 R
1
Ancient Grudge
1 R
1
Auroral Procession
G U
1
Circular Logic
2 U
1
Counterspell
U U
1
Evacuation
3 U U
1
Frantic Search
2 U
1
Lightning Bolt
R
1
Pongify
U
1
Rapid Hybridization
U
1
Reality Shift
1 U
1
Reclaim
G
1
Unholy Heat
R
Sorcery: 11
($9.41)
1
Call to Mind
2 U
1
Cultivate
2 G
1
Enter the Infinite
8 U U U U
1
Explore
1 G
1
Infernal Plunge
R
1
Obliterate
6 R R
1
Rampant Growth
1 G
1
Recollect
2 G
1
Regrowth
1 G
1
Salvage
G
1
Strike It Rich
R
Land: 29
($7.18)
1
Bountiful Landscape
1
Cinder Glade
1
Command Tower
1
Dreamroot Cascade
1
Exotic Orchard
1
Ferrous Lake
4
Forest
1
Frontier Bivouac
1
Gruul Turf
5
Island
1
Izzet Boilerworks
1
Karplusan Forest
1
Mossfire Valley
3
Mountain
1
Overflowing Basin
1
Rockfall Vale
1
Shivan Reef
1
Simic Growth Chamber
1
Stormcarved Coast
1
Yavimaya Coast

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