Maybeboard


Divination, The Occult, and Winning Commander

Introduction to Tarot

Tarot is a set of playing cards used in tarot games and in fortune-telling or divination. From at least the mid-15th century, the tarot was used to play trick-taking card games such as Tarocchini. From their Italian roots, tarot games spread to most of Europe, evolving into new forms including German Grosstarok and modern examples such as French Tarot and Austrian Königrufen.

The Major Arcana are the named cards in a [Commander] tarot [deck]. There are usually 22 such cards in a standard [100]-card [deck], typically numbered from 0 to 21 (or 1 to 21, with the Fool being left unnumbered). Although the cards correspond to the trump cards of a [deck] used for playing [Magic the Gathering] card games, the term 'Major Arcana' is rarely used by players and is typically associated exclusively with use for divination by [Planeswalkers].

Cartomancy and Commander


Flubs, the Fool is a weird one, but in a good way! A 3-drop Commander in Temur who not only lets you play an additional land each turn but also lets you draw a card every time you cast a spell or play a land. The catch? If you’ve got even one card in hand, you discard instead. This can put a player in an interesting position. You can get insane card draw off just playing your turn, but you effectively have a hand size of zero. This makes planning your next action… borderline impossible, at least more than a card or 2 at a time. My solution to this has been rather simple: leaning into the way I believe WotC meant this card to be played.


You’ve likely already noticed, but there’s no harm in pointing out that Flubs, the Fool was designed to represent The Fool Tarot card, the Major Arcana typically represented with the number “0”, giving us the implied hand size. The Fool can be thought of as a protagonist, and the other 21 Major Arcana are the paths that The Fool must take along his journey, so having him as the Commander only seems fitting. For this deck, Flubs, the Fool isn’t just a good idea; he’s mandatory. The 99 cards around him are entirely chosen with the idea that Flubs, the Fool is on field and untouched.

Major Arcana


Technically every card in this deck is important due to Flubs, the Fool ‘s ability, but I’ve selected 22 cards in this deck to represent Major Arcana as a way to signify their importance to making this deck run better. Getting any (or all) of them on field is effectively game over and a win for you.

WORK IN PROGRESS

The Fool: Flubs, the Fool
The Magician: Laboratory Maniacfoil
The High Priestess: Eruth, Tormented Prophetfoil
The Empress: Azusa, Lost but Seeking
The Emperor: Purphoros, God of the Forge *f-etch*
The Hierophant:
The Lovers: Kobolds of Kher Keep
The Chariot:
Strength:
The Hermit:
Wheel of Fortune:
Justice:
The Hanged Man: Wild Mongrel
Death: Noose Constrictor
Temperance: Earthcraft
The Devil: Rograkh, Son of Rohgahh
The Tower: Underworld Breach
The Star: Song of Creation
The Moon:
The Sun:
Judgement:
The World: Brain Freeze

The Fool’s Journey


"A journey of a thousand miles begins with a single step" is a common saying that originated from a Chinese proverb. The quotation is from chapter 64 of the Tao Te Ching ascribed to Laozi, although it is also erroneously ascribed to his contemporary Confucius. Philosophy aside, your first step with this deck is a good hand. You need as quickly as possible, but this deck doesn’t have the usual items like Commander staple Rocks and Dorks due to how inefficient they are once Flubs, the Fool is on field. This realistically means we can’t start the engine until Turn 3, but that doesn’t put this deck too far behind due to how fast it takes off once it’s running. Once Flubs, the Fool is on field, the next step is to ditch your hand ASAP. If you’ve got Noose Constrictor or Wild Mongrel on field already, this goes super smooth. If not, just pick and choose your next few spells wisely. Casting any 0 CMC card here is also great because your mana is already thin due to casting Flubs, the Fool. Ultimately, plan your hand out so that you have an odd number of cards in your hand when you cast Flubs, the Fool. This means that you’ll be whittling your hand down so that you cast or play the last card in your hand, triggering a card draw off Flubs, the Fool the same turn you cast him, starting the engine.

If you've got Flubs, the Fool on field and just 1 card in hand, you're in the ideal position. This deck has a bunch of cards that are "free casts", which is to say the spell has a CMC of 0, it produces enough mana to pay for itself like Wild Cantor, or makes more mana than is needed to cast it like Sol Ring. From here, it's cast, cast, cast until you hit a WinCon and/or major synergy. Here's a few to look for:

- Purphoros, God of the Forge and Agate Instigator for 3 total ping damage to all opponents triggered by many other cards. Cast Chatterstorm for a likely game ender.
- Aetherflux Reservoir to very quickly eliminate another player, if not the whole pod in one turn.
- Laboratory Maniac should you successfully play all other cards, which can be done no later than Turn 7 consistently.
- Rograkh, Son of Rohgahh + Kobolds of Kher Keep + Cloudstone Curio to draw your entire deck.
- Underworld Breach + Brain Freeze to Storm off most Player's decks.
- Eruth, Tormented Prophet or Song of Creation to really push the engine into overdrive. Combine with Abundance to filter out what you don't need.

Closing Remarks

While I'm very happy with this deck's performance, I'm nowhere near done tweaking this to be tighter and faster, without spending thousands to do it. Please don't expect this list to stay as it is forever; it will very likely change with new ideas and synergies, as you can no doubt tell from the Maybeboard. If you're ballin' on a budget, check my Card Swap Updates and Maybeboard for some cheaper options for the real expensive cards, or just write up some MDFCs!

Suggestions

Updates Add

Realized late one night while running this deck on air for a while that there's more Purphoros, God of the Forge style cards in Magic, but rather the opposite effect of dealing pod-wide damage by casting noncreature spells. Tallied up my deck and realized I had more noncreatures than creatures, so we've come to the below. Ping damage isn't necessarily cEDH, but this deck storms off very fast and spectacularly, so I feel like this change is a good move.

Walking Ballista -> General Kreat, the Boltbringer
Crucible of Worlds -> Impact Tremorsfoil
Ramunap Excavator -> Firebrand Archer
Icetill Explorer -> Kessig Flamebreather
Oracle of Mul Daya -> Longshot, Rebel Bowman
Squee, the Immortal -> Coruscation Mage
Clout of the Dominus -> Cloud of Faeries

Comments

Casual

92% Competitive