Hello and happiest of days to each of you out there! For my next thang I am doing my first Commander Madness brew for you all! Most decks today are in Rakdos colors with leaders like Anje and Chainer. This dominated Standard in U/G however and then I'd thought I'd add in the awesome Red with Temur but then it's too hard to add in Black though - sorry. I have been talking recently about this fun little thang here, with my Top Commanders and Flubs does hit there! In real life I had a Five Color Format Madness brew called "Madness 250". Actually, could I build an All-But White one with Yidris or all five with Kenrith? Hmmmmmmm... I'll stick with Flubs. But I'll miss things like Necrogoyf.
Here he is! He costs us three mana for a nice blocking size at 0/5 and then first he's an Exploration for another land drop each turn. Then when you drop that land or cast a spell with a card in hand, discard or draw on an empty hand. We need to manipulate our hand to maximize that card draw when needed or discard when I have a great madness card in hand - so I need card draw that doesn't trigger it usually like Fact or Fiction and Mulldrifter with stuff like Treasure Trove to activate.
Let's kick this fun lil' thang off!
Mana, Ramp, Lands and Stuff
Let's start with the boring ramp and such. Sorry! The three-drop replaces the Sol Ring I started with and pulled. It turns my card draw into two if I had no cards in hand - easy here. Then tap for mana! Then I added in three dorks also like our leader with more than one-droppable land per turn like the two above! The enchantment dork above costs three with a blocking 2/4 size and then your lands count as every land type - then the four-drop latter one with a 2/2 body will play them from the top of your library so that's card draw too, but your foes will know!
Life from the Loam dredges three and then reloads three lands that have in your graveyard for up to and then drop them with your extra land drops and then I tossed in a few fetches and then most cycling lands too as well. Then there are four spells that discard one, draw two and then make Treasures and then all four are here for the ramping. I also tossed in Icetill Explorer to combine an Exploration and Crucible in one card here and then Boseiju for the channeling.
Now let's turn to lands! Geier Reach Sanitarium taps with two to have everyone draw and then discard - great here, and then Cephalid Coliseum tap it with Blue to sac and then loot three! Also recur with...the above two!
Let's finish lands with this duo! The first one comes from my graveyard tapped with three mana so fine to discard or get back if dredged. Then the Red tapper uncommon has Hellbent to tap with two for pinging any target from dorks to players!
Synergies and Win-Cons
Now let's turn to synergies and win cons these two make your stuff unblockable! The three-drop planeswalker with three loyalty is here with the ability for creature damage to increase its loyalty and then +1 him to make your dork unblockable and then draw and discard for madness. Then you can -2 him to make a 2/1 dork to save him if needed! The two-drop rock taps with nothing, discards and then makes your dork unblockable! When you untap it you can draw with two mana spent.
Now let's turn to Red dork win-cons. The three-drop odd sized Red 2/4 with haste turns discards into each foe getting pinged! Then if it's swinging you can spend two mana to discard and then draw. Then the legendary four-drop one turns your discards into pings on your foes and then also grows this with a counter each time too. Then the two-drop uncommon 1/1 has a cast trigger from stuff that ain't our hand like...say...the exile zone as madness spells! Then you can shoot someone for two and then they'll discard, draw and then you'll grow this too with a counter. You can do that early with you and then later to kill someone.
Surly Badgersaur has three discard triggers - one for each type of what you discarded! Lands are Treasure, dorks are counters here and then the other stuff is a Fight removal spell! Then the three-cost Blue enchantment Drake Haven has a discard trigger to spend a mana to make a 2/2 flying Drake dork! Save yourself and friends from Flyers or win with attackers over the ground!
Now let's turn to these three Red/colorless madness spells or support stuff! Malevolent Whispers is pretty great here. Revolutionist is next and then reloads a spell to our hand on arrival! Then the on-curve 2/1 two-drop artifact dork Containment Construct has a discard trigger to may exile and then cast it again this turn. Great with cycling or discard draw too.
Now let's turn to this support Blue dork duo! The four-drop Clone will also have connive when it attacks to dig, loot and then grow here too. Then the four-drop Izzet 5/4 with ward legendary Shark is next! It has a discard trigger to give your stuff a double power boost for each one. Then they are Coastal Piracy too.
The five-drop Borborygmos and Fblthp ETBs and then swings too to draw and then discard lands may to shoot a dork for double that amount of discard. Then the two-drop Gruul Cait, Cage Brawler has 1/1 size and then indestructible on our turn. Then when she swings you and then the person you swing at draw, discard for triggering, and then if you discarded the biggest cost or tied you grow her with two counters. Then the four-drop Song of Creation will also ramp another land, when you cast anything draw two! Then discard in our EOT to get a ton of triggers!
Answers
Now let's turn to the next thing I always add to my brews after mana - answers! In Blue we start with counters, like these two madness ones! The first one is a Force Spike for each card in our graveyard nasty here with one madness. Then the three-cost one counters anything with a four-mana madness and then I also tossed in the phasing out and conniving for card flow and counters as a combat trick next or answer with an X cost.
Now let's turn to burn! Violent Eruption will divide four damage onto any number of targets! There's the classic Bolt-like Fiery Temper, and then Avacyn's Judgment with two base or with madness and then it also divides two damage unless you madnessed it, then you'll divide X . Great group!
Now let's turn to this removal-ish slate. The targeted bounce spell for a dork can bounce your thing to save it from removal or Commander Tax or opponents for tempo and then costs two, madness one. Then the four-cost sorcery can steal a foes small toughness dork. Then it's got madness and then deals that X cost toughness instead. Then the last one-costing three on an escalate one base can Lightning Blast a dork, Bolt their planeswalker or them and then you dump your hand and then draw that many back! Love it here!
Card Draw
Now let's turn to card draw and here that's often in the form or looting or rummaging. The one-drop dork above with a 1/2 size can spend three over and over again to connive! Then the two-drop enchantment in Blue can spend two to discard and then draw - reverse of looting in Blue. Then the discard trigger rock can ramp a Treasure, shoot each foe for three or draw, one each turn.
The 3-drop on-curve with 3/3 size and then madness two is first. It attacks every turn and then when it does you discard your hand and then draw three. The trampling three-drop with madness two has a combat damage trigger to exile and then cast impulsively. The Izzet three-drop lady has 0/3 size with power equal to your graveyard spell count and then when you discard once each turn draw that many.
Now let's turn to these rummaging discard and then draw three-drops! Seasoned Pyromancer can rummage two and then draw and then if you discard nonlands you can make dork tokens and then in our graveyard spend to make two more. Then Dismissive Pyromancer has tap with Red to rummage one and then tap with three and then sac to shoot a dork for four as emergency removal. Ashling, Flame Dancer is the best costing four for a 4/4 legendary lady with no Red mana leaving EOT so you can tap it and then she's got magecraft and then you rummage a card, then Shock each foe the second time it resolves and then 3rd time you make four Red mana - see why I adore her here?
Let's finish with this couple. The planeswalker costs two for a three loyalty one with +1 Loot. That's why he's here, but you can also +1 him to exile a nonland with a cheap cost and then it's plotted and then cast it later from exile to trigger that dork too. Then the sorcery in Red costs four and then has two modes - both if you control your Commander! First, everyone can discard and then draw five - it's a may but that's fine here. Then each spell in our graveyard has flashback and then that's equal to its cost. Great stuff!
Temur Madness with Flubs | Commander | Abe Sargent
- Commander (1)
- 1 Flubs, the Fool
- Creatures (29)
- 1 Anger
- 1 Anje's Ravager
- 1 Arrogant Wurm
- 1 Ashling, Flame Dancer
- 1 Basking Rootwalla
- 1 Bedlam Reveler
- 1 Blazing Rootwalla
- 1 Borborygmos and Fblthp
- 1 Brallin, Skyshark Rider
- 1 Cait, Cage Brawler
- 1 Captain Howler, Sea Scourge
- 1 Containment Construct
- 1 Copycrook
- 1 Dismissive Pyromancer
- 1 Dryad of the Ilysian Grove
- 1 Glint-Horn Buccaneer
- 1 Hypnotic Grifter
- 1 Icetill Explorer
- 1 Incorrigible Youths
- 1 Ledger Shredder
- 1 Memory Worm
- 1 Oracle of Mul Daya
- 1 Reckless Wurm
- 1 Revolutionist
- 1 Rielle, the Everwise
- 1 Seasoned Pyromancer
- 1 Stromkirk Occultist
- 1 Surly Badgersaur
- 1 Wonder
- Planeswalkers (2)
- 1 Jace Reawakened
- 1 Kaito, Cunning Infiltrator
- Spells (24)
- 1 Alchemist's Greeting
- 1 Avacyn's Judgment
- 1 Big Score
- 1 Broken Concentration
- 1 Cathartic Reunion
- 1 Change of Plans
- 1 Circular Logic
- 1 Collective Defiance
- 1 Counterspell
- 1 Cultivate
- 1 Fiery Temper
- 1 Izzet Charm
- 1 Just the Wind
- 1 Kodama's Reach
- 1 Life from the Loam
- 1 Malevolent Whispers
- 1 Nagging Thoughts
- 1 Pirate's Pillage
- 1 Quarrel's End
- 1 Seize the Spoils
- 1 Unexpected Windfall
- 1 Violent Eruption
- 1 Welcome to the Fold
- 1 Will of the Jeskai
- Enchantments (4)
- 1 Drake Haven
- 1 Compulsion
- 1 Sorcerer Class
- 1 Song of Creation
- Artifacts (3)
- 1 Key to the City
- 1 Monument to Endurance
- 1 Phial of Galadriel
- Lands (37)
- 1 Alchemist's Refuge
- 1 Bountiful Landscape
- 1 Boseiju, Who Endures
- 1 Breeding Pool
- 1 Cephalid Coliseum
- 1 Command Tower
- 1 Commercial District
- 1 Drownyard Temple
- 1 Evolving Wilds
- 1 Forgotten Cave
- 1 Frontier Bivouac
- 1 Geier Reach Sanitarium
- 1 Hedge Maze
- 1 Keldon Megaliths
- 1 Ketria Triome
- 1 Lonely Sandbar
- 1 Otawara, Soaring City
- 1 Remote Isle
- 1 Slippery Karst
- 1 Sheltered Thicket
- 1 Shifting Woodland
- 1 Smoldering Crater
- 1 Sokenzan, Crucible of Defiance
- 1 Steam Vents
- 1 Stomping Ground
- 1 Terramorphic Expanse
- 1 Tranquil Thicket
- 1 Thundering Falls
- 4 Forest
- 3 Mountain
- 2 Island
There you go! Would you wanna add Obsessive Search or Null Brooch? Ensnaring Bridge? Bottomless Pit? Daretti or Dack Fayden? Crucible of Worlds? Ghostly Pilferer or Me, the Immortal? Bag of Holding? Roar of the Wurm or Deep Analysis? Wild Mongrel or Aquamoeba? Wheels or Windfall? Hollow One? Curator of Mysteries? Faithless Looting or Frantic Search? Demonfire? Mystic Redaction for mills? Manabond? Krosan Tusker for ramping and triggering and card draw with Greater Tanuki? Passionate Archeologist? Tons of great stuff even though madness isn't that deep with too many cards. Ruin Grinder?
Please note that I tossed in the Cultivate stuff since you can get two lands there with our leader out. Then in went the obvious Wonder and Anger too and then the fun and interesting Izzet Charm.
Enjoy the brew!
































