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COMMANDER(S)
Flubs, the Fool
QR Code
G R U
- Temur
Created by  ETHBK
Bracket
3.5 - 4.0
Bracket 1
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ANALYSIS

Overview:

This Temur (GUR) deck helmed by Flubs, the Fool focuses on land ramp and hand cycling synergies, utilizing morph creatures and landfall triggers as value engines. The strategy revolves around leveraging Flubs' land drop acceleration and conditional draw/discard ability to maintain momentum while developing a board presence through +1/+1 counters and combat tricks. While the deck shows some synergy with landfall and morph mechanics, it lacks focused win conditions and high-impact payoffs typical of optimized lists.

Primer:

Core Strategy Execution:

  1. Early Game Setup (Turns 1-4):
    • Prioritize land ramp with Elvish Mystic, Armored Scrapgorger, and land-fetch spells like Natural Connection.
    • Deploy morph creatures face-down as 2/2 blockers (Ainok Survivalist, Stratus Dancer) to preserve hand size for Flubs' draw trigger.
    • Use Ongoing Investigation and Vessel of Paramnesia to enable graveyard fuel while cycling cards.
  1. Midgame Development (Turns 5-7):

    • Activate Flubs' draw engine by emptying hand through land drops and low-cost spells.
    • Flip morphs for targeted removal (Coral Trickster for tempo, Willbender for spell redirection).
    • Amplify creatures with landfall triggers (Retreat to Kazandu, Vinelasher Kudzu) and combat tricks like Aspect of Hydra.
  2. Win Condition Attempts (Turns 8+):

    • Swing with scaled threats: Hamletback Goliath with token generators, Manaplasm fueled by big spells, or Stampeding Elk Herd enabling trample.
    • Use Rogue's Passage to push through key attackers.
    • Attempt late-game value through Deadwood Treefolk recursion and Urban Evolution draws.

Mulligan Priorities:

  • Keep hands with 3 lands including green sources
  • Prioritize early ramp (Elvish Mystic, Armored Scrapgorger) or morph creatures
  • Look for land-fetch spells (Evolving Wilds) to enable Flubs' ability
  • Avoid hands clogged with high-CMC creatures without ramp

Key Tips:

  • Time Flubs' casts to maximize empty-hand draws after deploying key morphs
  • Use Zephyr Scribe and Mad Prophet to enable draw/discard synergies
  • Save instant-speed interaction (Beast Within, Unravel the Aether) for critical threats
  • Leverage Hidden Strings cipher triggers on unblockable creatures for repeated value

Weaknesses:

Critical

  • Lacks definitive win conditions - no combos, limited finishers, and slow clock
  • Overly reliant on commander for card advantage with minimal protection
  • Severely weak to board wipes with limited recovery (only Deadwood Treefolk as recursion)

Moderate

  • Clunky mana base with 10+ taplands slows early development
  • Minimal stack interaction (only 3 counterspells via morphs)
  • Inefficient removal suite (Alpha Brawl, Epic Confrontation require board presence)

Minor

  • Morph package creates predictable play patterns
  • Oil/energy counters subthemes lack payoffs
  • Landfall triggers provide minimal impact

Most Important Cards:

  • Flubs, the Fool (Engine: land acceleration + card cycling)
  • Hamletback Goliath (Primary threat scaling)
  • Manaplasm (Secondary scalable threat)
  • Retreat to Kazandu (Counter generation engine)
  • Ongoing Investigation (Card draw/clue generation)
  • Stratus Dancer (Countermagic via morph)
  • Willbender (Spell redirection utility)
  • Urban Evolution (Card advantage + land drop)
  • Rogue's Passage (Win condition enabler)
  • Beast Within (Primary removal)

Attribute Ratings:

Speed: 3/10

  • No fast mana or combo potential; earliest realistic win attempt ~T8-10 through slow combat damage.

Resilience: 4/10

  • Moderate recursion (Reclaim, Deadwood Treefolk) but over-reliant on commander. Morphs provide some redundancy.

Consistency: 5/10

  • Multiple land-fetch effects enable Flubs' engine, but lacks tutors for key pieces. Draw effects are conditional on board state.

Interaction: 5/10

  • 12 targeted removal spells with morph tricks, but lacks board wipes and has minimal stack interaction.

Rating Justification:

This deck shows basic structure with land synergy themes but lacks the speed, protection, and win concentration needed for higher tiers. Its T8-10 combat win potential and vulnerability to disruption align with Casual/Precon levels, while moderate synergy pushes it slightly above jank.

Power level: 3.5 - 4.0

DECK LIST
Flubs, the Fool
Creature: 27
($2.94)
1
Adaptive Snapjaw
4 G
1
Ainok Survivalist
1 G
1
Armored Scrapgorger
1 G
1
Cankerbloom
1 G
1
Coiling Oracle
G U
1
Coral Trickster
1 U
1
Deadly Recluse
1 G
1
Deadwood Treefolk
5 G
1
Echo Tracer
2 U
1
Elvish Mystic
G
1
Embodiment of Spring
U
1
Experiment One
G
1
Hamletback Goliath
6 R
1
Lifespring Druid
2 G
1
Mad Prophet
3 R
1
Manaplasm
2 G
1
Nivix Guildmage
U R
1
Rustvine Cultivator
G
1
Stampeding Elk Herd
3 G G
1
Stratus Dancer
1 U
1
Vinelasher Kudzu
1 G
1
Voyaging Satyr
1 G
1
Wandertale Mentor
R G
1
Willbender
1 U
1
Woolly Loxodon
5 G G
1
Zephyr Scribe
2 U
1
Zhur-Taa Druid
R G
Artifact: 4
($1.71)
1
Arcane Signet
2
1
Gruul Cluestone
3
1
Simic Cluestone
3
1
Sol Ring
1
Enchantment: 7
($0.74)
1
Gruul War Chant
2 R G
1
Ongoing Investigation
1 U
1
Ordeal of Nylea
1 G
1
Retreat to Kazandu
2 G
1
Retreat to Valakut
2 R
1
Verdant Haven
2 G
1
Vessel of Paramnesia
1 U
Instant: 11
($2.92)
1
Aspect of Hydra
G
1
Beast Within
2 G
1
Consign to Dust
2 G
1
Heritage Reclamation
1 G
1
Natural Connection
2 G
1
Naturalize
1 G
1
Pit Fight
1 R/G
1
Pyrokinesis
4 R R
1
Reclaim
G
1
Shatter
1 R
1
Unravel the Aether
1 G
Sorcery: 7
($0.78)
1
Alpha Brawl
6 R R
1
Epic Confrontation
1 G
1
Hidden Strings
1 U
1
Prey Upon
G
1
Roamer's Routine
2 G
1
Slime Molding
X G
1
Urban Evolution
3 G U
Land: 43
($3.59)
1
Bant Panorama
1
Bristling Backwoods
1
Buried Ruin
1
Command Tower
1
Evolving Wilds
1
Exotic Orchard
1
Fertile Thicket
9
Forest
1
Gruul Guildgate
8
Island
1
Looming Spires
8
Mountain
1
Naya Panorama
1
Opal Palace
1
Path of Ancestry
1
Rogue's Passage
1
Simic Guildgate
1
Skyline Cascade
1
Temple of the False God
1
Terramorphic Expanse
1
Woodland Stream

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