KingKazoon
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Commander
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Commander
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.)
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

Commander
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Counters
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.
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

Counters
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Creature
Creature
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Draw
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.)
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

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.
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

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

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."
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

Draw
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Enchantment
Enchantment
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Evasion
Evasion
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Instant
Instant
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Land
Land
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Proliferate
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.
• 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

Proliferate
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Protection
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.)
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

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.
Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
Instant

Protection
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Ramp
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.
• 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

Ramp
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Recursion
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.
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

Recursion
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Removal
Removal
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Tokens
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.
−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

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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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"}]}










































































