
Flubs, the Fool
The Commander
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.
Guide
Gameplan
Flubs rewards you for keeping an empty hand: dump your hand fast, then turn every land drop and spell into a free card draw. You play Magic at hellbent, replaying cards from the graveyard and chaining spells, looting away dead cards into payoffs while the extra land drop accelerates your mana. Win by ramping into big payoffs or by grinding card advantage no one else can match once your hand is empty.
Strengths
- Effectively reads 'draw a card on every land drop and spell' once you're hellbent, an enormous card-advantage engine
- Free extra land each turn plus filtering accelerates ramp and smooths draws
- Three colors of card selection, ramp, and recursion give huge deckbuilding flexibility
- Synergizes naturally with graveyard mechanics (madness, flashback, escape, retrace) since discarding is upside
Weaknesses
- The discard clause punishes you hard if you hoard cards or draw into a full hand at the wrong time
- Hand-size matters a lot, so wheels, mass card draw, and 'draw extra' effects can clog you and force discards
- Color-intensive three-color manabase strains consistency at lower budgets
- No innate way to close games—needs dedicated win conditions or it just durdles
Key Cards
- Wayward Swordtooth — Another extra-land enabler that turns Flubs into double land drops and extra triggers per turn.
- Underworld Breach — Lets you replay your graveyard, and the discards feed it while empty-hand draws refuel.
- Anje's Ravager — Empty-hand payoff that fills your hand only when attacking, pairing perfectly with Flubs' hellbent draws.
- Crucible of Worlds — Replay lands from the yard to spam Flubs' land triggers and draw cards every turn.
- Brain Freeze / Aetherflux Reservoir — Storm-style finishers that exploit the free draws and cheap spell chains Flubs enables.
- Niv-Mizzet, the Firemind — Turns every Flubs draw into damage, providing a direct closing engine.
Upgrade Path
Tighten the curve toward cheap cantrips, free spells, and madness/flashback cards so an empty hand is always a benefit and the discard clause rarely stings. Add fast mana (Mana Crypt, Mox Diamond, Lotus Petal), strong land recursion (Crucible, Ramunap Excavator), and a dedicated combo finish like Underworld Breach + Brain Freeze. Round out with premium interaction and dual lands/fetches to support the color-hungry three-color base.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Storm/spellslinger kill via Aetherflux Reservoir, Brain Freeze, or Grapeshot
- ▸Niv-Mizzet or Psychosis Crawler converting endless draws into damage
- ▸Out-grinding the table on card advantage and resolving a big threat or extra-turn chain
- ▸Underworld Breach combo loops for an instant-win
Archetypes
- Spellslinger — Empty-hand draws let you chain cantrips and instants, fueling storm and magecraft payoffs.
- Lands/Ramp — The bonus land drop plus land recursion generates value and triggers Flubs every turn.
- Graveyard Value — Discarding is upside with madness, flashback, escape, and retrace cards that play from the bin.
- Combo — Underworld Breach, Aetherflux, and free draws assemble Storm and recursion loops to win on the spot.
Combos
No combos found for this commander on Commander Spellbook.
Related Commanders
Same color identity (GRU), by popularity.

Miirym, Sentinel Wyrm
EDHREC #1,406

Maelstrom Wanderer
EDHREC #1,631

Animar, Soul of Elements
EDHREC #2,325

Ureni of the Unwritten
EDHREC #2,660

Surrak Dragonclaw
EDHREC #3,106

Omnath, Locus of the Roil
EDHREC #3,625

Xyris, the Writhing Storm
EDHREC #4,580

Ureni, the Song Unending
EDHREC #5,476

Eshki, Temur's Roar
EDHREC #5,587

Iroh, Grand Lotus
EDHREC #6,597

Magus Lucea Kane
EDHREC #6,622

Averna, the Chaos Bloom
EDHREC #6,788