Ashcoat Bear

Ashcoat Bear

Creature — Bear

Flash (You may play this spell any time you could play an instant.)

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Set Rarity
Time Spiral (TSP) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Ashcoat Bear Discussion

lagotripha on Does a Bear Shit in the Woods

4 months ago

I feel like this needs to lean harder into the +1/+1 counters theme, or lean into 'bear value' rather than 'bear aggro'.

Universal Automaton would help a bit with the aggro gameplan, as would Metallic Mimic / Adaptive Automaton . Ashcoat Bear is a flat upgrade.

Vivien's Grizzly points to a value gameplan, but it calling for creatures/plainswalkers is a little limiting.

G/(u) offers another option- Treasure Hunt . If your deck is treasure hunt, ayla, influence, reliquary tower, then islands/forests, you can spit out a lot of bears.

Jamming black and just running a ton of hand disruption/carddraw is a strong option. Duress looks less awful when you can fight any creature they play.

Flaxen Intruder might be worth it in the sideboard.

Good luck with the brew. Ayla feels strong enough to carry the entire tribe on her own.

M_Malcom on Need help building a deck ...

1 year ago

I would go with a red green efficiency build. Here’s just an idea of a list.

Creatures 4x Goreclaw, Terror of Qal Sisma 4x Alpine Grizzly 4x Werebear 4x Ashcoat Bear 4x Immerwolf 4x Lupine Prototype 4x Young Wolf 2x Wolf of Devil's Breach 2x Assembled Alphas

Spells 4x Sarkhan's Unsealing 4x Rhonas's Monument

Land 12x Forest 4x Mountain 4x Game Trail

Sideboard 4x Heaven//Earth 2x Tormod's Crypt 4x Feed the Clan 2x By Force 2x Back to Nature 1x Red Sun's Zenith

It’s a simple strategy, play creatures when you shouldn’t and get triggers off of Sarkhan's Unsealing, Rhonas's Monument and Goreclaw, Terror of Qal Sisma. Play fast and play bombs. The Sideboard is a little shakey and you can probley do better than I could.

rothgar13 on Potential from Dominaria?

1 year ago

It's an incredible card. It helps push damage by tapping down blockers (relevant against Tarmogoyfs, Shadows, and other beefsticks), deal with creatures you otherwise can't touch (for example, you can flash it in after your opponent attacks with a flier to ground it), and is an Ashcoat Bear as a worst-case scenario. It's a windmill-slam 4-of.

Aside: You really shouldn't be running in this meta. I jammed it and enjoyed it for a time, but this is mono-'s time to shine. Master of Waves is absurd right now.

sylvannos on Why hasn't Mardu found a ...

2 years ago

@Xica: That kind of misses the point. Tarmogoyf and Snapcaster Mage aren't included just because they're staples. They're staples because they're powerful cards, thus a deck needs a good reason to not play them when the deck is in those colors.

Tarmogoyf rewards you for just playing Magic. You fetch up a land and cast Inquisition of Kozilek. You now have a 3/4 that just grows larger the longer the game goes on. The only thing you had to do was do what you'd normally do.

Snapcaster Mage is just a Swiss Army knife. He can be Ashcoat Bear or Anarchist. He's blue. His effect is an ETB which opens up a lot of room to use bounce spells. If you're a blue deck with lots of instants and sorceries, you have to have a specific reason not to play him.

Tarmogoyf isn't something you play in Collected Company because your deck is basically creatures and lands, meaning he never grows beyond a 2/3. Nor is it something you play in Tron, because by the time you can play Tarmogoyf, you're a turn away from casting Wurmcoil Engine.

Snapcaster Mage isn't something you play in Storm because you're already playing Past in Flames or Noxious Revival. By the time you can flash something back with Snapcaster Mage, you could have just won with Past in Flames.

So despite being format staples and incredibly powerful cards, there are definitely reasons not to play either one. There's also high-tier decks that don't play either one.

The issue with Mardu is that it needs something that rewards you for just playing Magic, is versatile, or generates a bunch of value on its own. Young Pyromancer comes really close. In fact, I'd say it's on the same power level as Snapcaster Mage. The problem is Modern doesn't have all of the high-value, low casting cost instants/sorceries that Legacy has (like Hymn to Tourach or Swords to Plowshares). Nor does Modern have all the fast mana of Vintage so you can cast more expensive spells the same turn you play Young Pyromancer (such as going turn 2 Young Pyromancer -> Mox Sapphire -> Mox Pearl -> Gush -> Time Walk).

Mardu really needs something like Stoneforge Mystic that generates a ton of value immediately, but unbanning it will just mean Abzan is still the stronger deck.

I think what Mardu really needs and could actually be fine for Modern is Goblin Bombardment. Not only do you get to ping your opponent to death with Gravecrawlers and Bloodghasts, you get to do dumb things with Tidehollow Sculler and Fiend Hunter.

McKendry2 on

2 years ago

Dragon-Scarred Bear could be a constant threat mid/late game after you drop a strong Caller of the Claw or a Soulbonded Druid's Familiar

Gnarlid Pack is as much a bear as Woodland Bellower and could replace your Ashcoat Bear. Loss of Flash utility for the sake of late game relevance