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Legendary Creature — Frog Scout
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.
“Chaotic Temur ramp and draw engine that cycles resources for incremental value.”
Flubs, the Fool is a chaotic draw engine that rewards you for playing lots of lands and spells while punishing a full hand. The deck wants to maximize land plays each turn using the extra land drop, then cast cheap spells to trigger card draw whenever your hand is empty. You're essentially spinning a wheel each turn—emptying your hand, refilling, and discarding what you don't need. This creates a naturally flowing game where you're constantly cycling resources and sculpting your hand for the right answers. The deck wins through incremental value and card advantage, eventually overwhelming opponents with a combination of tempo plays, ramp, and superior resources.
Build around cheap spells and land ramp to maximize Flubs's triggers. Include fetchlands, cheap cantrips, and mana acceleration so you're casting something nearly every turn. Cards that benefit from discard or sacrifice work beautifully here—you're discarding on purpose and turning those cards into value. The deck plays like a Temur tempo-ramp hybrid, using card advantage to find the right interaction or threats while your extra land drop keeps you ahead on mana. Flubs doesn't need to be aggressive; the plan is to out-resource your opponents and convert that advantage into a win through combat or a game-ending threat.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive fetches early—basic lands and budget ramp like Cultivate and Kodama's Reach do the job fine. Replace pricey cantrips like Fury with Opt or Expressive Iteration.
Inclusion = % of Flubs, the Fool decks running this card. +lift = percentage-point boost over the format average.
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