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Valakut Exploration has printings at about 70c and lets you take advantage of your extra land drops by giving you impulses, which increase the cards you have access to for casting but doesnt load up your hands with cards to force you to discard. Then any of those cards go into your graveyard instead of fully exiling so you can get them back eith graveyard stuff and chips down your opponent along the way. Seems worth consideration.
My play style is usually to play a bunch of low to the ground cards and dump my hand ASAP and then top deck the rest of the game. I've been waiting for a better commander to work with my play style and I think this is it.
I’ve seen this deck pop off in Arena, and my god the number of triggers to keep track of… I swore I’d never play it in paper, because I can’t handle 600 triggers on the stack
I Absolutely love this commander. I like doing a higher powered cheerios strategy with him and I love the fact that I finally have a home to put containment construct in. I've always liked the card but never could find a good deck to utilize it in, but it is crazy good in a Flubs deck. Also the synergy with Eruth, tormented prophet is insane. It is also crazy just how many ways you can build Flubs. Right now I have a ton of free spells (aka cheerios) just to churn through my deck consistently, and I have storm payoffs like Temporal Fissure and Radstorm. Since most of my cheerios are artifacts I thought I might as well throw in Rise and Shine for its sweet overload effect. I'm using Null Brooch as well, one of my favorite pet cards that never seems to work well in any deck thanks to its discard hand ability, but works great in Flubs. Good find btw Mitch on Conspiracy Theorist because I totally forgot about that card, and the fact that it is basically another containment construct effect is fantastic.
If you want another home for Containment Construct, Rielle the Everwise is an excellent option. CC ensures you can fully utilize Cycling lands if you Cycle them on your turn, you can also run Reckless Handling to fetch CC and have better odds of keeping it in hand while still feeding Rielle's effect when you discard. Rielle is fairly cheap to build and at a fairly high power thanks to discard based spells being balanced by the logic that discarding is supposed to be a risky cost, but Rielle turns it into a Tolarian Winds + toolbox effect really easily. Tolarian Winds becomes a trade your hand for a bigger hand, Turbulent Dreams is a mini Cyclonic Rift, Nahiri's Wrath is a one sided Blasphemous Act. Hell discard one to draw two spells like Tormenting Voice become super draw spells. You can sculpt your hand or redraw a new hand by giving up your current one for some big explosion. And the build as a whole is very much budgetable with my build being about $60 for the stuff that works with Rielle.
Some of the cards recommended look like they work well but actually struggle like phial of galadrial, tatyova, psychosis crawler, and even explore/growth spiral so if you’re building this deck these are the first cards you should cut.
I've been having a lot of fun/success with tunnelling geopede+spitfire lagac and valakut exploration. tuning my numerous land drops, and recursions in to a machine gun to the table is a way to put everyone on a clock
Maybe i am wrong, but is Phial of Galadriel not one of the worst cards for this deck? If you have no cards in hand, you draw two cards. Then if you play one of the cards you have to discard the other and end up with having no cards in hand. If my thoughts are right, you always want to have an odd number of cards in hand.
Meloku fits perfectly on the deck, at the end of an opponent turn just return a lot of lands to make many tokens and on your turn play those lands all again, draw a ton of cards and many things more.... Same way valakut exploration shines a lot here.
love the vid! im working on a cedh list and wanted to mention that cards like phial of galadriel are not ideal. when you have one card in hand you can draw 2. seems great but with two cards in hand you have to play one discard the other. its fine if you have a discard outlet but it just leads to a lot of feel bads
Phial of Galadriel and Tatyova feel a bit risky to me, seeing they nonbo if you don't have a discard outlet. I also thought, maybe some foretell cards could be a good way to keep up some interaction on an empty hand: demon bolt, depart the realm, mystic reflection, saw it coming
Saw it coming would be especially effective cause the one thing I was worried about with this deck is it’s a bit commander reliant and if flubs is killed it slows down a lot
GOD this deck list sucks, even considering the budget. Please do not follow this guide if you want your Flubs deck to work. Having said that, here are some budget card ideas that can help you build this deck: Goal #1 - Empty your hand and ramp: For the love of all that is holy, do NOT play artifact ramp besides Sol Ring/Arcane Signet. Flubs best ramp spells are in the form of cards that say "you may play an additional land this turn". Almost all of these cards are budget picks, here is the list: -Beanstalk Wurm, -Azusa's Many Journeys (also untaps lands later), -Kellan, Inquisitive Prodigy, -Mina and Denn, Wildborn, -Summer Bloom (INCREDIBLE IN THIS DECK), -Hugs, Grizly Guardian. -Song of Creation I try to avoid cards that draw you an additional card, as you want to remain at 0 or 1 card in hand at all times, but of course Explore, Scale the Heights and Growth Spiral are also great in this deck while being a tier below, as they don't help you stay without a Hand. Additionally, you can slot your deck with cards that cost 0 mana to slim down your hand even faster. Depending on your budget, those cards will vary in amount and utility, but here are some great value options. Drawing into these cards is amazing because it just means that you can keep chaining spells and keep churning to your deck. -Tormod's Crypt -Zuran Orb -Mishra's Bauble -Rograkh, Son of Rogahh -Ornithopter -Pact of the Titan (better later in the game). Goal #2 - Stay Hellbent. PLEASE, do NOT put Tatyova/Aesi or Phial of Galadriel in your decks, it will actively ruin your Flubs chain turn after turn. You have to always stay with an odd number of cards while playing your turns, and an even number of cards before your draw step in order to keep chaining flubs. The way you stay hellbent is through discard effects, playing from exile and from keeping your ramp chain going by being able to play as many additional lands as possible. Here are some budget options: -Diamond Lion (why is NOBODY talking about how good this card is in this deck). -Containment Construct -Conspiracy Theorist -Ghostly Pilferer -Magmatic Channeler -Wild Wasteland (Skipping your draw step and playing fully from exile is HUGE in this deck). -Eruth, Tormented Prophet (best card in the deck with Flubs) -Abundance (close second). -Abundant Harvest (Sorcery version of Abundance, really great in a pinch to keep the chain going) -Escape to the Wilds A GREAT way to cheat having to play the cards as you draw into them is to send them elsewhere to play later. One of the cards that does this amazingly is on the Reserve List and therefore more expensive (Gustha's Scepter), but here are two budget options: -Fblthp, Lost on the range (plot your wincons for when you actually need them). -Jacob Hawken, Inspector (tuck your best cards and then cast them for free in the late game). -Bag of Holding (Worst in the list, but very necessary and comes down early) Goal #3, win (consistently): The most consistent way to win with this deck is NOT storm (especially on a budget). Make sure you play big Gruul Beaters AND payoffs from playing lots of cards from exile. Here are the finishers: -Invasion of Karsus (try to have creatures with 4 toughness so they don't die, flip this land and the card will single handedly burn your opponents to death). -Memory Worm (shocks a player and grows every time you play from exile) -DragonHawk, Fate's Tempest (pair it up with other big gruul beaters and you'll be able to deal 6-10 damage every end step) -Valakut Exploration (a weaker but better dragonhawk effect). -If you can shell out $10, buy Flaming Tyrannosaurus. This is a lightning bolt machine with the rest of the Impulse Draw/Exile effects and a great finisher effect on death. -Laelia, The Blade Reforged - Impending Flux (one of the few "storm" payoffs that we can Foretell to keep for a big turn).
I build a Fool deck. I found myself exiling 4 cards a turn and exiled thassas oracle and laboratory manic when I had not enough mana to play them. Drew myself out. Still fun being so odd to play without a hand
While psychosis crawler is a nice card in a deck that draws a lot of cards, it is a huge anti synergy in this deck since you will have 0 cards in hand most of the game, meaning that it will die instantly. Especially with song of creation.
I do agree the with song of creation, psychosis crawler is useless, however, technically sense you play a card, flubs triggers allowing you to draw a card…I believe psychosis only sees your hand after flubs ability resolves. I think at The instant you have 0 cards in hand during a triggered ability psychosis see itself as N/N which is a number determined by the ability resolving…at least that how I understand it sense psychosis is very popular in wheel decks. So when you have psychosis on the battle field, keep at this one card in hand at the end of Your turn, then at the end of your next upkeep, use a discard outet to bring your hand back to 1.
Love the deck list and ideas you're working with! Question: Why not Party Thrasher? 2 cost, a way to discard a card, and non-creature spells you cast from exile have convoke. Seems pretty good but curious to your thoughts!
It's most definitely not a typo, if you listen closely to him, you can tell that there's no "ed" at the end of Fool (he instead uses the dJ sound from Jew to mask it) and he also distinctly does not say an O for his you. It's an E. This is a concerning dogwhistle. Get the fuck out of here with that on my magic content.
Wanna build a commander deck from bloomburrow but i don't know wich one i pick. Glarb, Helga or Finneas. What do you think? Hope Mitch make a deck tech of one of them!
but pshycosis crawler will die as soon as you discard your whole hand, and since it's the purpose of the deck it would happen very soon, thus not utilizing the card very much, am i not seeing the utility of the card in the deck?
19:02 Doesn't it die the exact same moment we go down to 0 cards in hand? I mean... This one should be played only once your commander becomes too expensive to be played again
I feel like Psychosis Crawler is a bad pick for a deck who goal to have 0 cards in hand as often as possible. I believe Ramunap Excavator would be better in that place.
How does psychosis crawler work in this deck? Since power and toughness = number of cards in hand isnt it very likely to kill itself when you play your one card in hand and have zero cards before drawing?
How does Psychosis Crawler work with Flubs? I am trying to figure out but wouldn't Psychosis Crawler dies whenever your hand size reach 0 and that would occur before you can resolve Flubs triggered ability?
how does psycho crawler work with flubs exactly? I think you might have overlooked the first line on the crawler: "p/t equal to cards in hand".... in order to draw a ton of cards with flubs, you need 0 cards in hand, which makes psycho crawler a 0/0, which makes it die before the flubs trigger resolves
@@TeethMeat-jm8ou im just very mad that flubs is such a one trick pony... You either build it as a storm type combo deck or boring landfall. When you find something unique like in this decktech, once you play it, you realize its just 😞
@@pepi560 i plan to use some permanent based interaction and some other tricks for flubs. I plan to do more the storm route cause I think it sounds fun. If you don't think it's fun, that's ok. Find a card/deck the speaks to you. You got this! Have fun out there
@@pepi560 and maybe flubs is one trick but I like the truck he's doing. At least the idea. Going to make the deck soon. Don't play too much these days but looking for another group.
@@TeethMeat-jm8ou haha yeah this is my personal rant about flubs, its just that i have played these kinds of decks before and know from experience that they get boring after a couple of games and will just waste away in my binder eventually... Thats why im dissapointed but dont let me stop you, flubs is for sure an interesting and flavourful card!
I feel like he would be a good adventure commander. Play out the adventure side Willie nilly emptying your hand and now your drawing card with him and you have a bunch of creatures sitting in exile ready to go.
Psychosis crawler would die if it's toughness is 0 when the state based actions are checked. State based actions are checked whenever a player would receive priority. So I think the plan is to not leverage Flubs but set up and destroy with psychosis crawler in a turn
@@cammorris8636 Problem is you won't be drawing cards with Flubs unless your hand is empty, and SBA's are checked before any player receives priority, so Psychosis Crawler dies before Flubs can draw you a card
@@sarahbuck2506 good call, yeah I think I would only use it if I could end up with a large hand to change up the strategy .... Personally i don't think I'd run it, but it is a solid card to have in your collection!
I noticed a lot of people talking about psychosis crawler being bad, I'm pretty new but saw the following rule. Wont that make it good 704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability. Example: A player controls a creature with the ability “This creature’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” The creature will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.
If I then understand this correctly, having one card in hand, casting it, and triggering flubs, the crawler will go to 0 and die due to the stack resolving flubs and the spell?
Yeah, the important thing here is you need to have at least one card in hand still after you have cast your spell, and if the spell is discarding your hand, it needs to be drawing you cards within its effect. With Flubs, when you're casting your only spell in hand, you're getting a card draw trigger when you cast it. So at the moment of casting, the spell is on the stack with the Flubs trigger atop it, and your hand is empty. State based actions are then checked before everyone received priority, and the Crawler dies
It still surprises me how people see this and think discard, slam in a bunch of draw instead of embracing the fool and find a way to play while keeping 0-1 card in hand. Card draw is a tool of the government to keep you dependent on it man! Except the bliss of an empty mind!
the discard effects are for when u are down to 2 cards, because if u have 2 cards in hand then when you play one of them you are going to end up with no cards in hand after Flubs effect. And if you don't have any flashback cards then you are kinda screwed for the rest of your turn
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You should do a break the bank episode on this commander would love to see to see it
I better get this deck built before cards prices sky rocket
Too late. It’s already at a hundred dollars.
Blacked out and woke up to a receipt that the deck is on the way...
lmao sameee
Valakut Exploration has printings at about 70c and lets you take advantage of your extra land drops by giving you impulses, which increase the cards you have access to for casting but doesnt load up your hands with cards to force you to discard. Then any of those cards go into your graveyard instead of fully exiling so you can get them back eith graveyard stuff and chips down your opponent along the way. Seems worth consideration.
My play style is usually to play a bunch of low to the ground cards and dump my hand ASAP and then top deck the rest of the game. I've been waiting for a better commander to work with my play style and I think this is it.
I’ve seen this deck pop off in Arena, and my god the number of triggers to keep track of… I swore I’d never play it in paper, because I can’t handle 600 triggers on the stack
Yeah, I was excited to play flubs - until I saw a pro put out 50 cards in a turn
@@wolfbirdhomestead600 This works! Love to hold the pod hostage
I feel like I need to build this commander to teach myself how to live in the moment.
Mulligan, mulligan, mulligan! This commander makes less cards in your opening hand an upside 😎
I didn't even think of that.... touché sir, touché.
Ehhh you still have to get Flubbs onto the field
@@TheRockerrwlAll you need is a way to get your three mana for Dat Boi. Heart of the cards all the way!!!
I Absolutely love this commander. I like doing a higher powered cheerios strategy with him and I love the fact that I finally have a home to put containment construct in. I've always liked the card but never could find a good deck to utilize it in, but it is crazy good in a Flubs deck. Also the synergy with Eruth, tormented prophet is insane. It is also crazy just how many ways you can build Flubs. Right now I have a ton of free spells (aka cheerios) just to churn through my deck consistently, and I have storm payoffs like Temporal Fissure and Radstorm. Since most of my cheerios are artifacts I thought I might as well throw in Rise and Shine for its sweet overload effect. I'm using Null Brooch as well, one of my favorite pet cards that never seems to work well in any deck thanks to its discard hand ability, but works great in Flubs. Good find btw Mitch on Conspiracy Theorist because I totally forgot about that card, and the fact that it is basically another containment construct effect is fantastic.
If you want another home for Containment Construct, Rielle the Everwise is an excellent option. CC ensures you can fully utilize Cycling lands if you Cycle them on your turn, you can also run Reckless Handling to fetch CC and have better odds of keeping it in hand while still feeding Rielle's effect when you discard. Rielle is fairly cheap to build and at a fairly high power thanks to discard based spells being balanced by the logic that discarding is supposed to be a risky cost, but Rielle turns it into a Tolarian Winds + toolbox effect really easily. Tolarian Winds becomes a trade your hand for a bigger hand, Turbulent Dreams is a mini Cyclonic Rift, Nahiri's Wrath is a one sided Blasphemous Act. Hell discard one to draw two spells like Tormenting Voice become super draw spells. You can sculpt your hand or redraw a new hand by giving up your current one for some big explosion. And the build as a whole is very much budgetable with my build being about $60 for the stuff that works with Rielle.
Some of the cards recommended look like they work well but actually struggle like phial of galadrial, tatyova, psychosis crawler, and even explore/growth spiral so if you’re building this deck these are the first cards you should cut.
I was thinking Psychosis Crawler is just gonna die the moment you're jazz hands...which should be almost all the time?
I love that Flubs can be built very cheap or very expensive and it works no matter what :)
I've been having a lot of fun/success with tunnelling geopede+spitfire lagac and valakut exploration. tuning my numerous land drops, and recursions in to a machine gun to the table is a way to put everyone on a clock
Maybe i am wrong, but is Phial of Galadriel not one of the worst cards for this deck?
If you have no cards in hand, you draw two cards. Then if you play one of the cards you have to discard the other and end up with having no cards in hand.
If my thoughts are right, you always want to have an odd number of cards in hand.
I playtested with it and it was horrible.
it's kind of like a surveil instead of an actual extra draw but it triggers discard effects. not bad considering it's a mana rock too
Meloku fits perfectly on the deck, at the end of an opponent turn just return a lot of lands to make many tokens and on your turn play those lands all again, draw a ton of cards and many things more....
Same way valakut exploration shines a lot here.
love the vid! im working on a cedh list and wanted to mention that cards like phial of galadriel are not ideal. when you have one card in hand you can draw 2. seems great but with two cards in hand you have to play one discard the other. its fine if you have a discard outlet but it just leads to a lot of feel bads
I was just looking at this silly guy lol
Quite silly!
I can finally run deck of many things in here for jank. Having no hand means you cant fail :)
I feel like this is the perfect deck to put a song of creation in! Almost kind of like a second flubs
Phial of Galadriel and Tatyova feel a bit risky to me, seeing they nonbo if you don't have a discard outlet. I also thought, maybe some foretell cards could be a good way to keep up some interaction on an empty hand: demon bolt, depart the realm, mystic reflection, saw it coming
Saw it coming would be especially effective cause the one thing I was worried about with this deck is it’s a bit commander reliant and if flubs is killed it slows down a lot
ive been playing a list that is mostly 0 drops, very fun way to play him.
Nice was thinking about flub as my first paper deck and you drop this, insta buy
GOD this deck list sucks, even considering the budget. Please do not follow this guide if you want your Flubs deck to work. Having said that, here are some budget card ideas that can help you build this deck:
Goal #1 - Empty your hand and ramp: For the love of all that is holy, do NOT play artifact ramp besides Sol Ring/Arcane Signet. Flubs best ramp spells are in the form of cards that say "you may play an additional land this turn".
Almost all of these cards are budget picks, here is the list:
-Beanstalk Wurm,
-Azusa's Many Journeys (also untaps lands later),
-Kellan, Inquisitive Prodigy,
-Mina and Denn, Wildborn,
-Summer Bloom (INCREDIBLE IN THIS DECK),
-Hugs, Grizly Guardian.
-Song of Creation
I try to avoid cards that draw you an additional card, as you want to remain at 0 or 1 card in hand at all times, but of course Explore, Scale the Heights and Growth Spiral are also great in this deck while being a tier below, as they don't help you stay without a Hand.
Additionally, you can slot your deck with cards that cost 0 mana to slim down your hand even faster. Depending on your budget, those cards will vary in amount and utility, but here are some great value options. Drawing into these cards is amazing because it just means that you can keep chaining spells and keep churning to your deck.
-Tormod's Crypt
-Zuran Orb
-Mishra's Bauble
-Rograkh, Son of Rogahh
-Ornithopter
-Pact of the Titan (better later in the game).
Goal #2 - Stay Hellbent. PLEASE, do NOT put Tatyova/Aesi or Phial of Galadriel in your decks, it will actively ruin your Flubs chain turn after turn. You have to always stay with an odd number of cards while playing your turns, and an even number of cards before your draw step in order to keep chaining flubs. The way you stay hellbent is through discard effects, playing from exile and from keeping your ramp chain going by being able to play as many additional lands as possible. Here are some budget options:
-Diamond Lion (why is NOBODY talking about how good this card is in this deck).
-Containment Construct
-Conspiracy Theorist
-Ghostly Pilferer
-Magmatic Channeler
-Wild Wasteland (Skipping your draw step and playing fully from exile is HUGE in this deck).
-Eruth, Tormented Prophet (best card in the deck with Flubs)
-Abundance (close second).
-Abundant Harvest (Sorcery version of Abundance, really great in a pinch to keep the chain going)
-Escape to the Wilds
A GREAT way to cheat having to play the cards as you draw into them is to send them elsewhere to play later. One of the cards that does this amazingly is on the Reserve List and therefore more expensive (Gustha's Scepter), but here are two budget options:
-Fblthp, Lost on the range (plot your wincons for when you actually need them).
-Jacob Hawken, Inspector (tuck your best cards and then cast them for free in the late game).
-Bag of Holding (Worst in the list, but very necessary and comes down early)
Goal #3, win (consistently): The most consistent way to win with this deck is NOT storm (especially on a budget). Make sure you play big Gruul Beaters AND payoffs from playing lots of cards from exile. Here are the finishers:
-Invasion of Karsus (try to have creatures with 4 toughness so they don't die, flip this land and the card will single handedly burn your opponents to death).
-Memory Worm (shocks a player and grows every time you play from exile)
-DragonHawk, Fate's Tempest (pair it up with other big gruul beaters and you'll be able to deal 6-10 damage every end step)
-Valakut Exploration (a weaker but better dragonhawk effect).
-If you can shell out $10, buy Flaming Tyrannosaurus. This is a lightning bolt machine with the rest of the Impulse Draw/Exile effects and a great finisher effect on death.
-Laelia, The Blade Reforged
- Impending Flux (one of the few "storm" payoffs that we can Foretell to keep for a big turn).
I feel like Hugs has a really nice home in Flubs. Extra lands and a big impulse draw on ETB? Sounds perfect.
Like Eruth, I apparently didn't read Hugs when I built my Flubs. Welp, time for revisions...
Cascade, landfall, descend, discover and plot 🙏🙏🙏
I build a Fool deck. I found myself exiling 4 cards a turn and exiled thassas oracle and laboratory manic when I had not enough mana to play them. Drew myself out. Still fun being so odd to play without a hand
While psychosis crawler is a nice card in a deck that draws a lot of cards, it is a huge anti synergy in this deck since you will have 0 cards in hand most of the game, meaning that it will die instantly. Especially with song of creation.
Yeah there's a lot of anti-synergy in this deck. For instance even something like Explore feels bad as a top deck without a discard outlet out.
I do agree the with song of creation, psychosis crawler is useless, however, technically sense you play a card, flubs triggers allowing you to draw a card…I believe psychosis only sees your hand after flubs ability resolves. I think at The instant you have 0 cards in hand during a triggered ability psychosis see itself as N/N which is a number determined by the ability resolving…at least that how I understand it sense psychosis is very popular in wheel decks. So when you have psychosis on the battle field, keep at this one card in hand at the end of
Your turn, then at the end of your next upkeep, use a discard outet to bring your hand back to 1.
Awesome looking deck! the value is already hurting my brain.
Love your vids mitch! Very fun and unique
Glad you like them!
Love the deck list and ideas you're working with!
Question: Why not Party Thrasher? 2 cost, a way to discard a card, and non-creature spells you cast from exile have convoke. Seems pretty good but curious to your thoughts!
Seems pretty solid. Looking forward to trying it out
Flubs was built for Plot, Foretell, Flashback, Retrace, Jump-Start
I don't know If somebody said that. But psycho crawler would die if u wanna trigger him
I love This deck and thanks to bring vídeo like this
Just an FYI, the chapter after "Drake Haven" and before "Ramp" is titled "Fool Jew." Not sure if that was a typo or what.
It's most definitely not a typo, if you listen closely to him, you can tell that there's no "ed" at the end of Fool (he instead uses the dJ sound from Jew to mask it) and he also distinctly does not say an O for his you. It's an E.
This is a concerning dogwhistle. Get the fuck out of here with that on my magic content.
Would you ever consider making a video on a clement the worry wart deck? I recently built one and I could use some pointers
Wanna build a commander deck from bloomburrow but i don't know wich one i pick.
Glarb, Helga or Finneas. What do you think? Hope Mitch make a deck tech of one of them!
but pshycosis crawler will die as soon as you discard your whole hand, and since it's the purpose of the deck it would happen very soon, thus not utilizing the card very much, am i not seeing the utility of the card in the deck?
I do wonder how much play testing he performs before recommending a deck. I get the feeling it's a looks good in theory but mediocre in practice.
19:02 Doesn't it die the exact same moment we go down to 0 cards in hand? I mean... This one should be played only once your commander becomes too expensive to be played again
Wait, isn't psychosis crawler a bit of a nonbo? You want to have no hand, so you're likely gonna kill it really fast
No Fortell cards? Also I was expecting some Madness ones too
I feel like Psychosis Crawler is a bad pick for a deck who goal to have 0 cards in hand as often as possible. I believe Ramunap Excavator would be better in that place.
This has been out for six hours and I just tried to buy this deck. It cost $80 +79 in shipping😂
this looks very spicy!
If you run all 0 mana cards you could spam out your entire deck right? That seems nuts
You slept on this.
How was Madness not one of the strategies?!
I don't know If psychosis crawler is really worth it in this deck since it dies when you have no cards in hand...
How does psychosis crawler work in this deck? Since power and toughness = number of cards in hand isnt it very likely to kill itself when you play your one card in hand and have zero cards before drawing?
How does Psychosis Crawler work with Flubs? I am trying to figure out but wouldn't Psychosis Crawler dies whenever your hand size reach 0 and that would occur before you can resolve Flubs triggered ability?
I price checked this deck and the cheapest I could get it for was ~$140.
Just play 0 drops, it goes HAM sandwich 😊
Seems pretty decent.
how does psycho crawler work with flubs exactly? I think you might have overlooked the first line on the crawler: "p/t equal to cards in hand".... in order to draw a ton of cards with flubs, you need 0 cards in hand, which makes psycho crawler a 0/0, which makes it die before the flubs trigger resolves
Your right. Don't think it's a great fit but if you really wanted the crawler then some equipment like a shield to raise it's toughness would work.
@@TeethMeat-jm8ou im just very mad that flubs is such a one trick pony... You either build it as a storm type combo deck or boring landfall. When you find something unique like in this decktech, once you play it, you realize its just 😞
@@pepi560 i plan to use some permanent based interaction and some other tricks for flubs. I plan to do more the storm route cause I think it sounds fun. If you don't think it's fun, that's ok. Find a card/deck the speaks to you. You got this! Have fun out there
@@pepi560 and maybe flubs is one trick but I like the truck he's doing. At least the idea. Going to make the deck soon. Don't play too much these days but looking for another group.
@@TeethMeat-jm8ou haha yeah this is my personal rant about flubs, its just that i have played these kinds of decks before and know from experience that they get boring after a couple of games and will just waste away in my binder eventually... Thats why im dissapointed but dont let me stop you, flubs is for sure an interesting and flavourful card!
There are a few cards here that hurt you, you don't ever want to have 2 cards I'm hand since then you would discard instead of drawing
I feel like he would be a good adventure commander. Play out the adventure side Willie nilly emptying your hand and now your drawing card with him and you have a bunch of creatures sitting in exile ready to go.
dosent the crawler die when you have no cards?
I got this card for free, now I need the other 99 XD
Does psychosis crawler actually work? Won't it die when you get to no cards in hand?
Google seems to think it stays on the board... I wonder why tho...
Psychosis crawler would die if it's toughness is 0 when the state based actions are checked. State based actions are checked whenever a player would receive priority. So I think the plan is to not leverage Flubs but set up and destroy with psychosis crawler in a turn
@@cammorris8636 Problem is you won't be drawing cards with Flubs unless your hand is empty, and SBA's are checked before any player receives priority, so Psychosis Crawler dies before Flubs can draw you a card
@@sarahbuck2506 good call, yeah I think I would only use it if I could end up with a large hand to change up the strategy .... Personally i don't think I'd run it, but it is a solid card to have in your collection!
Currently $35 for singles and $35 for shipping. Lowest print Lp, Oof.
I noticed a lot of people talking about psychosis crawler being bad, I'm pretty new but saw the following rule. Wont that make it good
704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
Example: A player controls a creature with the ability “This creature’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” The creature will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.
If I then understand this correctly, having one card in hand, casting it, and triggering flubs, the crawler will go to 0 and die due to the stack resolving flubs and the spell?
Yeah, the important thing here is you need to have at least one card in hand still after you have cast your spell, and if the spell is discarding your hand, it needs to be drawing you cards within its effect. With Flubs, when you're casting your only spell in hand, you're getting a card draw trigger when you cast it. So at the moment of casting, the spell is on the stack with the Flubs trigger atop it, and your hand is empty. State based actions are then checked before everyone received priority, and the Crawler dies
Make him Voltron! Flubotron
Psychosis crawler is gonna die a lot in this deck lol
Can someone explain how Psychosis Crawler works here? Wont you have no cards in hand so it just dies?
Yes, it dies when you reach 0 cards in hand. Imo its bad here
Dude. Diamond Lion.
It still surprises me how people see this and think discard, slam in a bunch of draw instead of embracing the fool and find a way to play while keeping 0-1 card in hand. Card draw is a tool of the government to keep you dependent on it man! Except the bliss of an empty mind!
psychosis crawler just dies to 0 toughness once before you trigger flubs' draw no?
Psychosis crawler is a bit of a nonbo
Turns out this card was just designed to counter Jin-Gitaxias players…
one of my friends thinks that this guy is on the same strength level as nadu. he will not listen
You don’t want even cards so the phial of galadriel isn’t great in this
Lots of useless discard effects when your commander already makes you discard everything.
the discard effects are for when u are down to 2 cards, because if u have 2 cards in hand then when you play one of them you are going to end up with no cards in hand after Flubs effect. And if you don't have any flashback cards then you are kinda screwed for the rest of your turn
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Casually naming a section "Fool Jew" is wildly antisemetic. Like what?!