
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.
Flubs rewards you for keeping an empty hand: dump your hand fast, then turn every land drop and spell into a free card draw. You play Magic at hellbent, replaying cards from the graveyard and chaining spells, looting away dead cards into payoffs while the extra land drop accelerates your mana. Win by ramping into big payoffs or by grinding card advantage no one else can match once your hand is empty.
Tighten the curve toward cheap cantrips, free spells, and madness/flashback cards so an empty hand is always a benefit and the discard clause rarely stings. Add fast mana (Mana Crypt, Mox Diamond, Lotus Petal), strong land recursion (Crucible, Ramunap Excavator), and a dedicated combo finish like Underworld Breach + Brain Freeze. Round out with premium interaction and dual lands/fetches to support the color-hungry three-color base.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GRU), by popularity.