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Burning Bridge in Commander with Flubs, the Fool

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Hello awesome folks! I hope your day is going super mega well! A couple of weeks ago, Stephen Johnson wrote a landfall take on Flubs, the Fool which you can find here.

I saw Flubs and read his article and felt that this could really be a nice place to try out Burning Bridge.

Here is our good Fool! Let's look:

Flubs, the Fool

He costs a minimum of three mana for a blocking of 0/5 with the ability to play another land on your turn. He's in Temur colors. The problem with Temur is that burn matters outside of mono-Red is very much a Rakdos and/or Boros thing. When you drop a land or cast a spell with cards in your hand, you'll discard, but if no cards, you'll draw, so he's a bit weird.

What is Burning Bridge, the strategy I'm going to implement here?

Lightning Bolt
Grafted Skullcap
Ensnaring Bridge

It was built around this trio of cards! You would burn with Lightning Bolt dorks and foes alike. Then the four-cost artifact would Howling Mine just you but discard EOT. The three cost in the name would prevent any attacks back after you dropped your hand. Well here, you can draw each time you use a card as long as you have none, so that's like a Skullcap in the Command Zone for massive use. We are going to kill with burn, and keep us alive with the Bridge!

Ready?

Let's do it to it!

Mana, Rocks, Ramp, Land

I am going to try and keep this reactively different card list than Stephen, but there is one place we'll be similar... This section! We both need to cast our Commander as soon as possible! And our lands will be similar too.

Farseek
Cultivate

Not exactly, we are going in different directions, like this pair, not in his deck. Since we have a three-drop EDH, the only way to cast it turn 2 is with creature accelerants, btu we need to be creature light for our game winning triggers. Enter Green ramp that costs two and three mana respectfully. For example, we have two-drop stuff that'll grab dual lands like Three Visits and the above one! I am also running a trio of three-cost sorceries that ramp a basic tapped and another to your hand you can drop with Flubs's double land drop. Love this ramp stuff loads!

Next lets turn to lands! Shifting Woodland can ETB untapped at times, then if you have delirium will tap with four mana to copy a permanent in your graveyard. It's here in case someone answers your key permanent stuff like the Bridge or things we'll see later. Field of the Dead adds mana early and while it'll only work when you have 7 differently named lands, but that's a lot here! I am also running one each of the Snow lands here to maximize that.

Alchemist's Refuge
Ketria Triome
Shivan Gorge

Let's finish with this trio! The Simic one taps for colorless and with that mana to cast with flash this turn. The cycling land for three mana taps for all three color and can be fetched with most two-drop land ramp here. The legendary land taps for colorless and with three mana to ting your opponents for one damage each and can be increased with your damaged stuff to finish them off!

Synergies and Winning Conditions

Now let's turn to synergies and ways of increasing that damage! Fiery Emancipation costs six mana total and triples all damage. Torbran, Thane of Red Fell is a hard-to-cast four-drop 2/4 that adds two damage to all red stuff from burn to combat damage! Love this damage adder and tripler. We need to ensure I have enough Red for that in our mana base!

Coruscation Mage
Price of Progress

Now let's turn to win-cons. The dork costs two base for an on curve 2/2 with offspring two to make another dork. This has a non-dork trigger to shot each foe for two damage. All non-critter tings to all foes are here since our mana rocks, enchantments, and planeswalkers will trigger and these are why I am not running Birds of Paradise. I am also running the expected Guttersnipe too and Fiery Inscription. The instant costs two and will shoot each player (you too) for damage equal to twice their non-basic land count which should close out stuff fast.

Now let's turn to two non-devotion to Red monocolor Gods! The one from the plane of Kaldheim, Toralf, God of Fury has a massively on curve 5/4 trampler body for four mana! Then when excess damage is dealt to an opposing dork, it'll shoot that excess damage to another target to kill a dork, player or planeswalker off. The God from the plane of Amonkhet, Hazoret the Fervent has four cost too this time for a 5/4 too with haste and indestructible and it cannot engage in combat without one or fewer cards and can turn discards two player damage win con to ensure you'll draw from Flubs. Indestructible is great here surviving from mass damage or other removal options often relied on plus haste.

Neheb, Dreadhorde Champion
Birgi, God of Storytelling
Chandra, Hope's Beacon

Now let's finish with a ramping trio! The Zombie (5/4 trample four five mana again), will turn combat damage into mana if you discard cards to draw that many too, handy for delirium. The God will have an on-curve 3/3 for three mana and turns spell casts into mana. The planeswalker costs six for five loyalty and +2s to make two mana, and then she'll copy the first instant/sorcery you cast that turn and +1 to cast them from your library and then -X to shoot two targets which can be dorks or players or 'walkers too.

Answers AND Card Draw

Avaricious Dragon
Future Sight

Since most of our card drawing comes from Flubs and we don't want to overdraw, I am not running traditional card draw just the backup Commander of the Skullcap and this four-drop 4/4 flyer Dragon! Don't drop them with your Commander out, save for later. My favorite adjunct to this is casting from the top of your library in the context of the classic five cost triple-Blue enchantment above! We'll need to ensure that mana cost works though. You can trigger not having cards in your hand to draw while also drawing tons! I am also running the impulsive card "drawer" Jeska's Will and those are my four card draw slots. The rest is burn and removal!

Since I am in Blue, I wanted some backup removal to anything that might cause your foes to win or answer your Guttersnipe or Fiery Emancipation. Enter a handful of counters like Desertion and Long River's Pull! The classic five cost will counter anything and then steal their dork/artifact for free. Love it loads! I choose not favorite critter counters like Mystic Snake or Draining Whelk but the gift a card two cost to counter any spell if not a dork is great here, ditto Arcane Denial!

Next let's turn to emergency targeted removal to add to your burn slate! Beast Within destroys anything, even lands, but leaves them a 3/3 Beast. Chaos Warp will shuffle it so it's a tuck effect to answer anything targetable, and then they might get a free permanent out. Sundering Eruption is a destruction of any land and then it's a Falter effect to stop some blockers as a win con outta nowhere, but they'll ramp a basic and then this is a modal spell // land so you can just drop it if you need the mana or there are no great targets.

Fire // Ice
Firebolt
Comet Storm

Now let's turn to burn! The split card instant two cost either side will tap and cantrip or deal two damage divided into up to two targets. The one cost sorcery speed flashbackable Shock for five mana is here to trigger our stuff twice and with flashback if you discard it you can still use it. I am running three X spells to increase and finish off players too. The best is the instant above with multikicker to kill all three foes with two spent pus it's instant. Also splitting is Fireball and Rolling Thunder.

I did want to run some emergency mass removal and not the loathed and pricey on the secondary market Cyclonic Rift, just Mizzium Mortars and Blasphemous Act! They will be increased by my damage based increasers since they are Red. The overload ones a rougher triple cost, but it'll shoot all opposing stuff for four damage base.

Now let's move to my decklist!

Burning Bridge Commander with Flubs | Commander | Abe Sargent

Card Display

Note I am running two 1/1 poison counter lands to smash with one card in hand and then a Bridge to hide behind. Attack and then cast your stuff and drop to zero cards in hand. This might be a bit slower with a lot of ETB tapped lands, but that's worth being able to cast your stuff to my mind. I'd rather cast Future Sight on turn 6 but cast it. Also note that I am running six modal spells as well as the flippable Ojer. I am running both modal damage-based spells, but the best might be Pinnacle Monk.

Pyromancy
Seismic Assault

You might want to toss in Pyromancy to discard at random and shoot something for damage equal to the casting cost of what was discarded. What about Seismic Assault to turn discarded lands into Shocks? Ditto Molten Vortex.

Have you ever tried Burning Bridge in Commander? Do you think this is the right shell?

Your Help Needed!

Hello happy folks! I hope your day is going super mega well! In case you didn't know, I have a YouTube channel called "TheWorstThingAboutNewBooks" which you can find here. I typically do reviews of older Sci Fi, Fantasy and Horror stuff. I am trying to monetize it to help with local costs living back home with parents. I never wanted to when I was working since I wanted to keep things pure. Anyways, I have enough of a sub base, but not hours. In the past year my hours are around 2.8k and I need 4k. I try to keep my three videos/week smaller in length to avoid people spending too much time. To monetize it, I need to get the view count up - I really need your help, so if you could please take a look at some of my older videos that would be awesome possum!

Have an amazing day and thanks so much I appreciate your time!

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