Having no cards in your hand is one of the worst feelings in 168澳洲幸运5开奖网:Magic: The Gathering. The hopelessness and helplessness of relying on a 🎃single drawn card to turn♕ your game around is enough to ensure that most Commander decks have some sort of mechanic to refill their hand with as many cards as possible.

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But every so often, a Commander comes around a▨nd completely trashes conventional wisdom. Flubs, the Fool is one such card. Flubs asks you to play with such reckless abandon that you'll wonder why you were so concerned w꧑ith having a hand at all.

The Commander: Flubs, The Fool

Flubs, the Fool by Adam Rex

Flubs is a funny card from the latest expansion, 168澳洲幸运5开奖网:Bloomburrow. Three mana for a 0/5 that lets you play an additional land every turn is already a pretty good deal, but the second ability puts Flubs over the top. Whenever you play a card (either a spell or a land), you draw a card if you have no cards in hand. But if you do have cards in your hand, you discard a card🃏.

Most Magic players would prefer to have a full hand of seven cards so they have as many options as possible. With Flubs, you actually want to have zero cards in hand. Then, every card played draws a new card that can also be played to draw another card. This keeps going until you run out of your allowed land drops per turn, or you run out of mana.

There's also a fun random element to Flubs. Sometimes you'll be able to go on runs of drawing and playing ꧒cards that last forever, and sometimes you'll peter out after several land draws in a row.

Solving both these issues is simple: just play with more cards that allow you to play more lands every turn. Being able to play more lands means drawing more🅘 cards, and having more lands provides more mana to p🦩lay more spells.

There are a couple of other things you can do with Flubs. In the early game, you're necessarily going to be discarding cards until you reach the no-cards-in-hand state, so cards that either take advantage of discard effects or can be played from the graveyard are both primo.

Since you'll be discarding a lot, anything that can 168澳洲幸运5开奖网:retrieve cards from the graveyard is a big help.

The other thing you can do is play cards that allow you to exile cards from your library and play them from outside of your hand. This lღets you maintain the no-cards-in-hand state but still have access to a bunch of potential spells to cast (at least temporarily).

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Building Your Flubs, The Fool Commander Deck

Hugs, Grissly Guardian by Steve Prescott
Hugs, Grissly Guardian by Steve Prescott

To reiterate, with Flubs, you want to be able to play more lands than you're normally allowed, take advantage of all the cards you'll be forced to discard, and eventually use that draw/play engine to win the game. And since this is Commander, you꧟'ll always want to 🤪have some utility spells to keep your game plan safe.

Play More Lands

Playing more lands means drawing more cards with Flubs, and luckily, green and red are two colors that offer a ton of ways to play more lands. Exploration, Dryad of the Ilysian Grove, Wayward Swordtooth, Mina and Denn, Wildborn, Hugs, Grisly Guardian, Case of the Locked Hothouse, and Druid Class all let you play more lands per turn.

Having two of these cards in play at once can let youꦍ go on some pretty long runs of casting and drawing with Flubs.

Discard Helpers

Odds are, Flubs is going to force you to discard almost as ofte༺n as he lets you draw cards. Luckily, discarding a card doesn't have to feel like a total waste.

First, there are the cards that actually want to be discarded. Anger and Wonder are actually at their best in the graveyard, and flashback cards like Deep Analysis, Ancient Grudge, and Faithless Looting are all great carꦑds that can 𒊎be played from your graveyard.

Inti, Seneschal of the Sun lets you access new cards whenever you discard, and both Containment Construct and Conspiracy Theorist simply let you play discarded cards as though they were never discarded. Surly Badgersaur turns discarded cards into +1/+🅷1 ܫcounters, Treasure tokens, or removal.

And then there's Currency Converter and Bag of Holding. The first artifact turns discarded cards into 2/2 Rogues or Treasures, while the second banks tho🌺se cards and then returns them to your h♚and.

Play From Library/Exile/Graveyard

If you can't have cards in your hand, then the next best thing is to play cards from not your hand. Courser of Kruphix, The Reality Chip, Eruth, Tormented Prophet, and Wild Wasteland all let you look at your library to either play them directly or from exile🏅.

And since you'll be discarding a lot, it's a good idea to have a lot of cards that look to your graveyard for play. We've already discussed the flashback cards, but Six provides all nonland cards with retrace, while Ramunap Excavator, Perennial Behemoth, Ancient Greenwarden, and Crucible of Worlds all let you pl🍷ay lands directly from your graveyard.

We can also look to spells that return cards in your graveyard to either your hand or play. Eternal Witness, Savvy Trader, Aftermath Analyst, Wrenn and Six, and Underworld Breach let you access your graveyard with ease.

Win Conditions

With a little help, Flubs will be playing tons of spells and lands per turn, so your win condition will be tapping into that Flubs draw/discard/play engine. Landfall triggers on Scute Swarm, Avenger of Zendikar, or Valakut Exploration are obvious choices, or Glint-horn Buccaneer to deal direct damage whenever you discard.

Since you'll be playing a ton of spells too, storm cards like Brain Freeze or Chatterstorm are viable options. You could even build a deck full of zero and one-cost spells to generate a massive storm count, but these decks tend to be better suited for one-on-one duels rather than a casual multiplayer environment. For a storm card with a little more power, we're turning to Aeve, Progenitor Ooze.

It's also possible Flubs may get going so fast that you'll wind up running through your entire deck. In that case, Laboratory Maniac or Jace, Wilder of Mysteries provide a surprise alternate win condition.

Utility Cards

Every Commander deck needs to be able to respond to threats as they arise. For removal, Ancient Grudge, Beast Within, and Ravenform and good instant-speed answers, while Blasphemous Act, Heaven/Earth, and Evacuation can clear the board.

Evacuation can also be used to restart a stalled Flubs run too, while Heaven/Earth is okay with being tossed into the gravey🐷ard to be a slightly more expensive Eaꦫrthquake.

As for artifacts, Phial of Galadriel lets you draw two cards instead of one while you have no cards in hand, and Ensnaring Bridge essentially prevents all attacks. Brass's Tunnel-Grinder is almost guara🦹nteed to♛ flip, turning into a legendary land that provides discover triggers on every spell cast with it.

Tech Lands

A few lands worth mentioning for Flubs. Oboro, Palace in the Clouds can bounce itself to your hand in order to play cards and keep Flubs churning. Simic Growth Chamber, Gruul Turf, and Izzet Boilerworks can bounce another land to do the same.

Bala Ged Sanctuary comes with a recovery spell on the other side, but perhaps the best utility land is Shifting Woodland. This land can become a cꦿopy of any permanent in your graveyard once you satisfy the delirium condition, which sꩵhouldn't be too hard to do with all those discards courtesy of Flubs.

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Flubs, The Fool Commander Deck List

The Reality Chip by Campbell White
The Reality Chip by Campbell White

Here's a sample decklist for a Flubs, the Fool Commander Deck.

Flubs, the Fool Commander Deck List

Commander (1)

Flubs, the Fool

Creatures (33)

Birds of Paradise

Haywire Mite

Lotus Cobra

Tower Winder

Doc Aurlock, Grizzled Genius

Eternal Witness

Wayward Swordtooth

Tireless Provisioner

Courser of Kruphix

The Reality Chip

Laboratory Maniac

Scute Swarm

Eruth, Tormented Prophet

Conspiracy Theorist

Containment Construct

Six

Dryad of the Ilysian Grove

Glint-horn Buccaneer

Ramunap Excavator

Inti, Seneschal of the Sun

Mina and Denn, Wildborn

Savvy Trader

Anger

Wonder

Perennial Behemoth

Hugs, Grisly Guardian

Surly Badgersaur

Kellan, Inquisitive Prodigy

Ancient Greenwarden

Aesi, Tyrant of Gyre Strait

Aftermath Analyst

Aeve, Progenitor Ooze

Avenger of Zendikar

Planeswalkers (1)

Wrenn and Six

Sorcery (4)

Faithless Looting

Ravenform

Creeping Renaissance

Blasphemous Act

Instants (6)

Crop Rotation

Ancient Grudge

Beast Within

Deep Analysis

Evacuation

Heaven/Earth

Artifacts (9)

Sol Ring

Arcane Signet

Felwar Stone

Currency Converter

Bag of Holding

Brass's Tunnel-Grinder

Phial of Galadriel

Crucible of Worlds

Ensnaring Bridge

Enchantments (8)

Exploration

Druid Class

Wild Wasteland

Song of Creation

Underworld Breach

Valakut Exploration

Amphibian Downpour

Case of the Locked Hothouse

Lands (38)

Oboro, Palace in the Clouds

Bala Ged Sanctuary

Yavimaya, Cradle of Growth

Temple of the False God

Command Tower

Exotic Orchard

Ketria Triome

Frontier Bivouac

Wooded Foothills

Misty Rainforest

Scalding Tarn

Rejuvenating Springs

Training Center

Spire Garden

Simic Growth Chamber

Gruul Turf

Izzet Boilerworks

Fabled Passage

Shifting Woodland

Bountiful Landscape

Twilight Mire

Viridescent Bog

Woodland Cemetery

Copperline Gorge

Botanical Sanctum

Spirebluff Canal

Islands (3)

Forests (9)

Mountains (4)

Budget Substitutions

MTG Omnath, Locus of Rage by Brad Rigney
Omnath, Locus of Rage by Brad Rigney

Admittedly, there are a lot of expensive cards in the suggested decklist above. Here are some alternatives that are a little less pricey.

Expensive Card

Substitute

Lotus Cobra

Goblin Anarchomancer

Dryad of the Ilysian Grove

Augur of Autumn, Faldorn, Dread Wolf Herald, Oracle of Mul Daya, Azusa, Lost but Seeking

Ancient Greenwarden

Rampaging Baloths, Omnath, Locus of Rage

Aesi, Tyrant of Gyre Strait

Backdraft Hellkite, Etali, Primal Storm, Stingerback Terror

Wrenn and Six

Feldon of the Third Path, Veronica, Dissident Scribe

Exploration

Case of the Crimson Pulse, Explore, Obsessive Search

Underworld Breach

Virtue of Strength, Lightning Greaves, Swiftfoot Boots

Crucible of Worlds

Conduit of Worlds, Ghirapur Orrery

Ensnaring Bridge

Propoganda, Frantic Search

Oboro, Palace in the Clouds

Lonely Sandbar

Yavimaya, Cradle of Growth

Tranquil Thicket

Ketria Triome

Terramorphic Expanse, Evolving Wilds

Wooded Foothills, Misty Rainforest, Scalding Tarn

Commercial District, Hedge Maze, Thundering Falls

Rejuven𒐪ating 🔯Springs, Training Center, Spire Garden

Rockfall Vale, Dreamroot Cascade, Stormcarved Coast

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Tips For Playing Flubs, The Fool In Commander

Laboratory Maniac by Jason Felix
Laboratory Maniac by Jason Felix
  • Focus on playing as many lands as possible during the early game. The more mana you have, the more options you'll have on later turns.
  • Once the opposing players figure out what Flubs can do, expect him to die. A lot. Luckily, if you've got a ton of land, you can easily replay him.
  • Don't be afraid to discard an important card like Aeve, Progenitor Ooze or Laboratory Maniac. You can always get them back later with Eternal Witness or Creeping Renaissance.
  • Valakut Exploration can be an excellent way to win the game. Don't feel compelled to play all those cards exiled with its landfall trigger. Every discarded card is one damage to each opponent, and you can trigger it many times in a Flubs run.
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