91 views9 days ago
Commander
Size: 100Salt sum: 35.78
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KingKazoon

91 views9 days ago
Commander
Size: 100Salt sum: 35.78

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Commander

Qty: 2 Price: $2.28
Esior, Wardwing Familiar
Flying
Spells your opponents cast that target one or more commanders you control cost
more to cast.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Bird
Esior, Wardwing Familiar (cmr) 67
Sidar Kondo of Jamuraa
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Creatures your opponents control without flying or reach can't block creatures with power 2 or less.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Knight
Sidar Kondo of Jamuraa (tdc) 303

Commander

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Anthem

Qty: 1 Price: $0.49
Kudo, King Among Bears
Other creatures have base power and toughness 2/2 and are Bears in addition to their other types.
Legendary Creature - Bear
Kudo, King Among Bears (mh3) 192

Anthem

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Counters

Qty: 2 Price: $3.28
Ajani, the Greathearted
Creatures you control have vigilance.
+1: You gain 3 life.
−2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control.
Legendary Planeswalker - Ajani
Ajani, the Greathearted (plst) WAR-184
Denry Klin, Editor in Chief
Denry Klin enters with your choice of a +1/+1, first strike, or vigilance counter on it.
Whenever a nontoken creature you control enters, if Denry Klin has counters on it, put the same number of each kind of counter on that creature.
Legendary Creature - Advisor Cat
Denry Klin, Editor in Chief (ncc) 71

Counters

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Creature

Qty: 8 Price: $30.22
Ashcoat Bear
Flash (You may cast this spell any time you could cast an instant.)
Creature - Bear
Ashcoat Bear (tsp) 190
Balduvian Bears
Creature - Bear
Balduvian Bears (ice) 226
Bear Cub
Creature - Bear
Bear Cub (fdn) 552
Forest Bear
Creature - Bear
Forest Bear (ptk) 135
Grizzly Bears
Creature - Bear
Grizzly Bears (10e) 268
Runeclaw Bear
Creature - Bear
Runeclaw Bear (plst) M15-197
Studious First-Year
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Bear
Studious First-Year // Rampant Growth (sos) 162
Troop of Ponies
,
, Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put one onto the battlefield tapped and the other into your hand, then shuffle.
Creature - Horse
Troop of Ponies (hob) 3

Creature

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Draw

Qty: 7 Price: $25.79
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer
Enduring Innocence (dsk) 6
Falco Spara, Pactweaver
Flying, trample
Falco Spara enters with a shield counter on it.
You may look at the top card of your library any time.
You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
Legendary Creature - Demon Bird
Falco Spara, Pactweaver (snc) 186
Family's Favor
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Enchantment
Family's Favor (ncc) 59
Library Larcenist
Whenever this creature attacks, draw a card.
Creature - Merfolk Rogue
Library Larcenist (j22) 314
Striped Bears
When this creature enters, draw a card.
Creature - Bear
Striped Bears (wth) 140
Tezzeret, Artifice Master
+1: Create a 1/1 colorless Thopter artifact creature token with flying.
0: Draw a card. If you control three or more artifacts, draw two cards instead.
−9: You get an emblem with "At the beginning of your end step, search your library for a permanent card, put it onto the battlefield, then shuffle."
Legendary Planeswalker - Tezzeret
Tezzeret, Artifice Master (j22) 360
Welcoming Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Creature - Vampire
Welcoming Vampire (tdc) 140

Draw

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Enchantment

Qty: 1 Price: $9.99
Dancing from Dark to Dawn
Whenever you cast a creature spell, put X +1/+1 counters on target creature you control, where X is that spell's mana value.
Landfall — Whenever a land you control enters, create a 2/2 green Bear creature token.
Enchantment
Dancing from Dark to Dawn (hob) 123

Enchantment

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Evasion

Qty: 2 Price: $55.98
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 337
Pale Bears
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Creature - Bear
Pale Bears (ice) 256

Evasion

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Instant

Qty: 2 Price: $0.70
Brush Off
This spell costs
less to cast if it targets an instant or sorcery spell.
Counter target spell.
Instant
Brush Off (sos) 39
Quandrix Charm
Choose one —
• Counter target spell unless its controller pays
.
• Destroy target enchantment.
• Target creature has base power and toughness 5/5 until end of turn.
Instant
Quandrix Charm (sos) 217

Instant

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Land

Qty: 33 Price: $131.93
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (dsc) 261
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (fic) 377
Cabaretti Courtyard
When this land enters, sacrifice it. When you do, search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Cabaretti Courtyard (eoc) 151
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (msc) 227
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 325
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Obscura Storefront
When this land enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Obscura Storefront (dsc) 291
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Seaside Citadel
This land enters tapped.
: Add
,
, or
.
Land
Seaside Citadel (ecc) 166
Selesnya Sanctuary
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Selesnya Sanctuary (clu) 246
Simic Growth Chamber
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Simic Growth Chamber (dsc) 298
Spara's Headquarters
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Forest
Spara's Headquarters (snc) 257
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (trk) 301
Three Tree City
As Three Tree City enters, choose a creature type.
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
Legendary Land
Three Tree City (blb) 260
Treva's Ruins
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand.
: Add
,
, or
.
Land - Lair
Treva's Ruins (dmr) 260
Wooded Bastion
: Add
.
,
: Add
,
, or
.
Land
Wooded Bastion (plst) 2XM-332

Land

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Lifegain

Qty: 1 Price: $3.99
Ajani's Welcome
Whenever a creature you control enters, you gain 1 life.
Enchantment
Ajani's Welcome (plst) M19-6

Lifegain

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Proliferate

Qty: 1 Price: $1.29
Brokers Confluence
Choose three. You may choose the same mode more than once.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
• Target creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
• Counter target activated or triggered ability.
Instant
Brokers Confluence (ncc) 68

Proliferate

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Protection

Qty: 9 Price: $98.07
And They Shall Know No Fear
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
Instant
And They Shall Know No Fear (40k) 9
Artificial Evolution
Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Wall. (This effect lasts indefinitely.)
Instant
Artificial Evolution (ons) 67
Boon of Safety
Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Scry 1.
Instant
Boon of Safety (snc) 4
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (msc) 125
Contractual Safeguard
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
Instant
Contractual Safeguard (ncc) 14
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (big) 2
Mystic Decree
All creatures lose flying and islandwalk.
World Enchantment
Mystic Decree (hml) 34
Reverence
Creatures with power 2 or less can't attack you.
Enchantment
Reverence (sok) 26

Protection

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Ramp

Qty: 11 Price: $31.55
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Azorius Keyrune
: Add
or
.
: This artifact becomes a 2/2 white and blue Bird artifact creature with flying until end of turn.
Artifact
Azorius Keyrune (cma) 209
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Emerald Medallion
Green spells you cast cost
less to cast.
Artifact
Emerald Medallion (mh3) 291
Kami of Whispered Hopes
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
Creature - Spirit
Kami of Whispered Hopes (soc) 273
Selesnya Signet
,
: Add
.
Artifact
Selesnya Signet (tdc) 324
Simic Keyrune
: Add
or
.
: This artifact becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Artifact
Simic Keyrune (c15) 265
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181
Titania's Command
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery
Titania's Command (bro) 194
Werebear
: Add
.
Threshold — This creature gets +3/+3 as long as there are seven or more cards in your graveyard.
Creature - Human Druid Bear
Werebear (dmr) 182

Ramp

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Recursion

Qty: 1 Price: $0.59
The Mending of Dominaria
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
Enchantment - Saga
The Mending of Dominaria (otc) 197

Recursion

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Removal

Qty: 12 Price: $28.36
Amazing Acrobatics
Choose one or both —
• Counter target spell.
• Tap one or two target creatures.
Instant
Amazing Acrobatics (spm) 25
Ayula, Queen Among Bears
Whenever another Bear you control enters, choose one —
• Put two +1/+1 counters on target Bear.
• Target Bear you control fights target creature you don't control.
Legendary Creature - Bear
Ayula, Queen Among Bears (h1r) 19
Bant Charm
Choose one —
• Destroy target artifact.
• Put target creature on the bottom of its owner's library.
• Counter target instant spell.
Instant
Bant Charm (2x2) 181
Brokers Charm
Choose one —
• Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature or planeswalker an opponent controls.
• Destroy target enchantment.
• Draw two cards.
Instant
Brokers Charm (snc) 171
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Dusk
Destroy all creatures with power 3 or greater.
Sorcery
Dusk // Dawn (drc) 65
Flaxen Intruder
Whenever this creature deals combat damage to a player, you may sacrifice it. When you do, destroy target artifact or enchantment.
Creature - Human Berserker
Flaxen Intruder // Welcome Home (eld) 155
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (blc) 143
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (msc) 141
Quandrix Command
Choose two —
• Return target creature or planeswalker to its owner's hand.
• Counter target artifact or enchantment spell.
• Put two +1/+1 counters on target creature.
• Target player shuffles up to three target cards from their graveyard into their library.
Instant
Quandrix Command (soc) 325
Solar Tide
Choose one —
• Destroy all creatures with power 2 or less.
• Destroy all creatures with power 3 or greater.
Entwine—Sacrifice two lands. (Choose both if you pay the entwine cost.)
Sorcery
Solar Tide (mrd) 24
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143

Removal

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Tokens

Qty: 6 Price: $19.74
Arcane Adaptation
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Enchantment
Arcane Adaptation (plst) XLN-46
Archangel Elspeth
+1: Create a 1/1 white Soldier creature token with lifelink.
−2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying.
−6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
Legendary Planeswalker - Elspeth
Archangel Elspeth (mom) 6
Ayula's Influence
Discard a land card: Create a 2/2 green Bear creature token.
Enchantment
Ayula's Influence (mh1) 156
Elspeth, Sun's Champion
+1: Create three 1/1 white Soldier creature tokens.
−3: Destroy all creatures with power 4 or greater.
−7: You get an emblem with "Creatures you control get +2/+2 and have flying."
Legendary Planeswalker - Elspeth
Elspeth, Sun's Champion (mkc) 62
Mother Bear
, Exile this card from your graveyard: Create two 2/2 green Bear creature tokens. Activate only as a sorcery.
Creature - Bear
Mother Bear (mh1) 171
Thrumming Hivepool
Affinity for Slivers (This spell costs
less to cast for each Sliver you control.)
Slivers you control have double strike and haste.
At the beginning of your upkeep, create two 1/1 colorless Sliver creature tokens.
Artifact
Thrumming Hivepool (eoe) 247

Tokens

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Untap

Qty: 1 Price: $3.99
Drumbellower
Flying
Untap all creatures you control during each other player's untap step.
Creature - Spirit
Drumbellower (soc) 143

Untap

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Deck Info

Deck stats

37 pips - 27 cards
25 mana - 23 cards
21 pips - 16 cards
17 mana - 17 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
37 pips - 29 cards
24 mana - 22 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Have you ever wanted a brute force deck that forces strange logic and questionable strategies instead of big power? Not really? That sucks, you're getting one anyway.\n\nThe name of the game is 2s, and this is because of our primary (and really only important) Commander: "},{"insert":{"card-link":"Sidar Kondo of Jamuraa"}},{"insert":". The simple strategy of the deck is to get Sidar out as quickly as possible and start swinging bears (bear anatomy not required) at your opponents. That's the simple strategy. Obviously, you aren't here for that.\n\nThe more complex way to go about this is to lean heavily into the blue and white aspect of Bant. Your key cards are going to be: "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":", "},{"insert":{"card-link":"Kudo, King Among Bears"}},{"insert":", "},{"insert":{"card-link":"Reverence"}},{"insert":", and "},{"insert":{"card-link":"Mystic Decree"}},{"insert":". These cards paired with Sidar, and "},{"insert":{"card-link":"Esior, Wardwing Familiar"}},{"insert":" to make sure Sidar stays out as long as possible, will make it incredibly difficult for you to be hit or blocked.\n\nAnother key combo is probably the strangest and jankiest one I've ever come up with. You'll want to have Grand Abolisher out, ideally, when you go to attempt this. There is an alternative way to benefit from it, using "},{"insert":{"card-link":"Arcane Adaptation"}},{"insert":", but it puts you in a position of needing two somewhat pricey (and removable) permanents out on the field rather than just "},{"insert":{"card-link":"Thrumming Hivepool"}},{"insert":". What you'll want to do is cast Thrumming Hivepool, and you can do this first and let it resolve into being a permanent, or you can leave it on the stack and play the second part of this combo, "},{"insert":{"card-link":"Artificial Evolution"}},{"insert":", targeting Thrumming Hivepool either as a spell on the stack or as a permanent on the field. Choose to replace every instance of \"slivers\" with \"bears\", and now anywhere from half to all of your creatures in the deck have double strike and haste as long as Thrumming Hivepool is out. You'll also create 2 bears at your upkeep, which gives a quick burst of "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" triggers if she's out. Now, regardless of the order you cast it in, someone will likely try to counter it if "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" is not out. This is when we exercise our right to Bear arms, or more reasonably, our own "},{"insert":{"card-link":"Counterspell"}},{"insert":"s! \n\nAs I mentioned before, if for some reason you lose the ability to modify "},{"insert":{"card-link":"Thrumming Hivepool"}},{"insert":" with "},{"insert":{"card-link":"Artificial Evolution"}},{"insert":", you can also use "},{"insert":{"card-link":"Arcane Adaptation"}},{"insert":" to turn all your creatures into Slivers. This does put you in the position of needing to keep both cards from being removed instead of just one, but the benefits of nearly unblockable double strike creatures is undeniable.\n\nYou'll notice that all 25 of our creatures have between 0 and 2 power except for one: "},{"insert":{"card-link":"Falco Spara, Pactweaver"}},{"insert":". This card is how we make sure our creatures stay at 2 or less power, and how we have access to cards in our library. The most ideal time to play Falco is immediately, as long as "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" and "},{"insert":{"card-link":"Kudo, King Among Bears"}},{"insert":" are on the field. The combo of those two will cause Falco to enter as a 2/2 and therefore have his ETB effect retriggered by Delney, causing him to enter with two Shield Counters. Not only does this mean that can avoid death (not exile) twice, it also means that you can give every creature you control a Shield Counter using "},{"insert":{"card-link":"Contractual Safeguard"}},{"insert":", even outside of your main phase. Back to Falco himself though, you'll notice that he removes counters as an additional cost to cast from your library with his ability. This is an incredibly beneficial transaction, as we want to avoid having +1/+1 counters on our creatures until we're ready to do a finishing slam (see: "},{"insert":{"card-link":"Elspeth, Sun's Champion"}},{"insert":"s emblem and "},{"insert":{"card-link":"Ajani, the Greathearted"}},{"insert":"). I find that the best way to utilise Falcos' ability is with "},{"insert":{"card-link":"Archangel Elspeth"}},{"insert":". It does not state that gaining Flying is a result of the counters, nor that the Flying itself is a counter. This means you can give a creature Flying until it dies, and if needed, bring it back down to being a 2/2 by casting 1 or 2 spells from the top of your library. If you do not have Falco out, then the best thing to do is to throw all of your counters onto "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" to maximise your nonland mana production and avoid negating Sidars' ability.\n\nThere are two realistic ways to bring an opponent down to 0 with this deck. You can either swing mostly unblockable 2/2s (ideally with the double strike benefit of Thrumming Hivepool) until death, or you can deal small amounts of damage here and there while building up your board to create an army of superbuffed flying double strike bears and creatures. The second strategy hinges on your Planeswalkers and "},{"insert":{"card-link":"Drumbellower"}},{"insert":". You'll want to make sure you get "},{"insert":{"card-link":"Elspeth, Sun's Champion Emblem"}},{"insert":" at just the right time, and that time is when people begin to see you as a threat, usually once the modified "},{"insert":{"card-link":"Thrumming Hivepool"}},{"insert":" tries to enter the field. You don't need to worry about the power buff, as Flying and Reach creatures could block you even when at power 2 or less. The buff does, however, negate any real use for Delney so feel free to use her as a blocker or attacker -- emblems can't be removed without resetting the game so no creature you have will ever be at power 2 or less, barring exceptions such as -1/-1 counters and certain creature abilities ("},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" is your biggest enemy with this deck). Once the emblem is out, feel free to let "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":", "},{"insert":{"card-link":"Ajani, the Greathearted"}},{"insert":", "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":" and "},{"insert":{"card-link":"Archangel Elspeth"}},{"insert":" buff your creatures as much as they want.\n\nNow let's talk about the rest of the deck, as well as how to deal with opponents decks. First off, board wipes. This deck has two conditional ones, "},{"insert":{"card-link":"Dusk // Dawn"}},{"insert":" and "},{"insert":{"card-link":"Solar Tide"}},{"insert":". Dusk is meant for the early-mid game, or any time when Kudo is off the field and things aren't looking good. The main thing to watch for is the aftermath half, Dawn. It will return every creature in your graveyard to your hand, except for "},{"insert":{"card-link":"Falco Spara, Pactweaver"}},{"insert":". This even works with Elspeth's emblem out, as her emblem states you have to control (they must be on the field) the creatures. Solar Tide is more expensive but more versatile, you can choose to either destroy all creatures with power 2 or less, or power 3 or more. You can also sacrifice two lands to select both modes for a total board wipe. For example, if your creatures are not buffed, Kudo is down, or your opponents managed to get very big creatures up, then you can choose to destroy everything with power 3 or more for a rather onesided boardwipe. Alternatively, if your creatures are all buffed up and Kudo is out, then you can choose to destroy everything with power 2 or less for a similar effect. If things are very bad, feel absolutely free to sacrifice the two lands needed to do a total boardwipe. "},{"insert":{"card-link":"Archangel Elspeth"}},{"insert":", "},{"insert":{"card-link":"The Mending of Dominaria"}},{"insert":", and "},{"insert":{"card-link":"Dusk // Dawn"}},{"insert":" can all return nearly every creature you own in the graveyard either to your hand or to the battlefield itself. You can rebuild very quickly with cheap creatures and token generating permanents. Your opponents may struggle more. For boardwipes coming from the other end of the table, your options are any of the counterspells in the deck, "},{"insert":{"card-link":"Clever Concealment"}},{"insert":", "},{"insert":{"card-link":"Flawless Maneuver"}},{"insert":", "},{"insert":{"card-link":"And They Shall Know No Fear"}},{"insert":", and even a combo of "},{"insert":{"card-link":"Falco Spara, Pactweaver"}},{"insert":"s shield counter and "},{"insert":{"card-link":"Contractual Safeguard"}},{"insert":" for \"destroy\" or \"deal n damage\" boardwipes.\n\nNext up, tokens and ETB effects. I've already talked about the Thrumming Hivepool strategy you can take, but you also have 2 other major token generators. "},{"insert":{"card-link":"Ayula's Influence"}},{"insert":" and "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":". They're a bit counterproductive to eachother but they ensure that you can get extra bears up if you have, for example, 3 lands in hand and you're farther along in the game with a solid land count. Play one, discard one, keep one. 2 bears, 2 turns of land drop, all around good stuff. Any lands discarded with Ayula's Influence will be brought back in with "},{"insert":{"card-link":"The Mending of Dominaria"}},{"insert":"s 3rd stage. Another token producer is "},{"insert":{"card-link":"Tezzeret, Artifice Master"}},{"insert":". His job is primarily to create fliers to block and to occasionally attack with as backup for the bears, since Sidar does not prevent Reach or Flying creatures from blocking. Getting his emblem is always a very welcome bonus though, as it gives you a guaranteed permanent at the end of each of your turns. For ETBs, you'll have "},{"insert":{"card-link":"Denry Klin, Editor in Chief"}},{"insert":", "},{"insert":{"card-link":"Welcoming Vampire"}},{"insert":", "},{"insert":{"card-link":"Enduring Innocence"}},{"insert":", "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":", and "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":". You'll notice, only one of these has an actual ETB effect. This is because these 5 cards are what makes sure you benefit from every creature you play. You'll want Delney out before Denry, and Denry as soon as possible. Her ability will trigger Denry to pick another counter. Pick both first strike and vigilance, now every other nontoken creature you play with also enter with first strike and vigilance. Hit him with "},{"insert":{"card-link":"Boon of Safety"}},{"insert":" to benefit even harder. Welcoming Vampire and Enduring Innocence will ensure you get to draw a card or two for the first creature of a turn (note: Delney CANNOT retrigger the abilities of Vampire and Innocence, as their \"can't\" rule trumps her ability). Ayula lets you buff a creature or make two creatures fight everytime a bear enters, which isn't terribly useful for this deck itself, but gives great benefit to Falco and Kami as long as Kudo is out. It's a more useful effect late game or when you decide to swing. \n\nFinally, the overall strategy and goal. I won't try to reexplain this entire description in a paragraph, so here's a quick list of general goals and specific cards and synergies, in a rough order.\n\n"},{"attributes":{"bold":true},"insert":"Early Game:"},{"insert":" "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" and "},{"insert":{"card-link":"Denry Klin, Editor in Chief"}},{"insert":", as soon as possible. You'll want to get your Commanders out as well (Esior before Sidar).\n"},{"attributes":{"bold":true},"insert":"Early-Mid Game:"},{"insert":" Sling bears. Any bears. Play your enchantments, artifacts, Planeswalkers. Just make sure you put down as many creatures as quickly as you can. Play land tutors too, such as "},{"insert":{"card-link":"Troop of Ponies"}},{"insert":" and "},{"insert":{"card-link":"Three Visits"}},{"insert":". You're at a point where nobody will have any significant way to block your bears as a result of "},{"insert":{"card-link":"Sidar Kondo of Jamuraa"}},{"insert":", so start hitting people.\n"},{"attributes":{"bold":true},"insert":"Mid Game:"},{"insert":" Deal a nonthreatening yet continuous stream of damage to your opponents. Let them take themselves out, politick your way to safety. You just have weak bears, you aren't dangerous! You're removing and refusing counters after all. Use "},{"insert":{"card-link":"Falco Spara, Pactweaver"}},{"insert":" and "},{"insert":{"card-link":"Library Larcenist"}},{"insert":" to keep a steady flow of cards for you to choose from. Get your expensive enchantments up around this time, you don't want to wait too long.\n"},{"attributes":{"bold":true},"insert":"Mid-Late Game:"},{"insert":" Begin playing your core pieces and gradually building up your individual creatures with +1/+1s and keyword counters. Reduce the frequency of any large attacks, keep the heat off yourself but do not appear weak or that you've fallen behind. This is not a very strong deck by nature, and you need to remember that the primary strategy is stalling for long enough to send an All-Out Attack.\n"},{"attributes":{"bold":true},"insert":"Late Game:"},{"insert":" Drop all niceities and appearances, get emblems, get "},{"insert":{"card-link":"Kudo, King Among Bears"}},{"insert":" and "},{"insert":{"card-link":"Reverence"}},{"insert":" on the field, politick yourself out of any bad situations with the threat of your counterspells, boardwipes, keyword soup, and the fact that "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" can send a superbuffed bear at someones golden child creature on a whim. Use "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" or "},{"insert":{"card-link":"Flaxen Intruder // Welcome Home"}},{"insert":" to destroy your own "},{"insert":{"card-link":"Mystic Decree"}},{"insert":" so that you can utilise the flying buffs of either Elspeth Planeswalker. Have "},{"insert":{"card-link":"Ajani, the Greathearted"}},{"insert":" or "},{"insert":{"card-link":"Drumbellower"}},{"insert":" out so that you're never leaving yourself open after swinging at somebody, there is functionally zero lifegain in this deck outside of Ajani and "},{"insert":{"card-link":"Ajani's Welcome"}},{"insert":" so every bit of damage you take matters.\n\nOverall, this is a very weird and unnecessarily convoluted deck, not exactly hard to play but a lot to keep track of. However, I enjoyed making a bear tribal deck that didn't follow the usual expectations or rules of a bear deck. There's a level of fun that comes with playing bears in a way where you control the field with spells in addition to strength, instead of just raw power. It was also somewhat refreshing to make a bear deck that didn't include some of the more OP strategies that bears have sometimes, as they harmed the synergy and purpose of the deck instead of helping it. \n\n"}]}
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