Bear Umbra

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has "Whenever this creature attack, untap all lands you control."

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

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Bear Umbra Discussion

Chauronslilsis on Karrthus, Tyrant of Jund Commander Deck

3 weeks ago

Yeah Canadiansnowdragon the way I build decks is I look at others' to see what I like and throw it all together in a temporary list for my boyfriend to look at, wonder how I came up with such a list, then throw it away and start over fresh using maybe 1/4 of what I had already put down :D

Lol, but seriously we were looking at dragon abilities then took that one out later for stuff to better fit the tribal theme. I've test played how it is currently and it's working great. I even pulled off a Bear Umbra and Hellkite Charger infinite combat phase combo and I didn't even mean to :P

Sarv on Karametra Landfall Beat Down

3 weeks ago

Garruk, Caller of Beasts might work better than Garruk, Primal Hunter

Also, why no Skullclamp ?

A Worldly Tutor is always good, gets you what you need.

I would also suggest Arbor Elf (mostly because it's my favourite card, but also because it's synergy with Dryad Arbor is so good) Also Bear Umbra is amazing with Dryad Arbor

One last thing, maybe toss in some staples like Sensei's Divining Top & Solemn Simulacrum

Broncini on Boris's Uril

3 weeks ago

Thanks for the suggestions.

Celestial Mantle is too costly mana-wise, and doubling my life is not as relevant I feel.

Bear Umbra is interesting, but a 4 mana Aura that doesn't give evasion is not as desirable in my gameplan :)

Daybreak Coronet is an extremely strong aura and I have considered it for a long time. There's two cons though: no evasion and removability. If I have only one other aura on uril, I can easily get 2-for-1-ed.But that's the aura I will add if I decide to cut something :)

Cartby on Boris's Uril

3 weeks ago

I have uril as a commander and personally love him (the rest of my play group... not so much). A couple suggestions for auras I would have would be Daybreak Coronet, Bear Umbra, and Celestial Mantle. Hope this helps!

Rzepkanut on The Wheels On The Bus Go Round And Round

1 month ago

Hey got a few ideas for ya...Sword of Feast and Famine, Nature's Will & Bear Umbra are great ways to get extra mana to use Yidris each turn. Consecrated Sphinx, Notion Thief, and Larceny can make your opponents lose more spells. Happy gathering!

PookandPie on Best Commander / Colors for ...

1 month ago

It's important to know if you like to combo, control, or beat face. A lot of Modern players tend to look down upon combo, so if you're going to do a combo deck it'd probably be better for you to look at one that makes creatures or deals heavily with creatures, which would make Ghave, Guru of Spores a great option. You can fall back on Abzan tokens as well, which works surprisingly well in a lot of meta games.

If you want to beat face, though, and swing for 48+ at your opponents early, I can highly recommend Xenagos, God of Revels. Running 37 lands + 13 or so acceleration cards makes landing Xenagos on turns 2-3 pretty easy, and it's terrifying to deal with a Heroes' Bane swinging for 48 on the fifth turn, or a hasted Atarka, World Render which deals 24. Also, Xenagos is pretty easy to protect if you play him conservatively as he's both indestructible and usually just an enchantment. You get additional combat steps with tons of cards (which further stacks Xenagos's buff every combat) and can even include Bear Umbra + Aggravated Assault for endless combat damage to end out games. Having been on the receiving end of this multiple times, I can highly recommend Xenagos as a Commander, especially now that tuck is gone. Just run some stuff that gives your guys trample (like Nylea, God of the Hunt and others) and you'll be swinging for huge damage all over the place on a reasonable budget.

If you want to control, I think that Grand Arbiter Augustin IV is a solid option for a beginner and builds well even as a budget deck. A poorly built control deck can be miserable for your opponents (and you, sometimes), so a Commander that's easily built to slow opponents down and give you time to cast spells and win conditions is pretty nice. Alternatively, Rashmi, Eternities Crafter is a solid option just because she rewards you with more cards for casting instants on opponent's turns. For mono color, Azami, Lady of Scrolls is a superb option that plays the control game pretty well until it comes time to end via Mind Over Matter. I'd recommend Teferi, Temporal Archmage, but several expensive cards are almost required for a decent build (Mana Crypt, Transmute Artifact to find The Chain Veil or Mana Crypt, etc.) so I don't think that's a good starter option, at least not in comparison to the above. Also, because there is always that one contrarian: I'm not saying Teferi is bad or that the above cards are outright required. However, I am saying that you're basically doing Teferi a disservice if you're not running them because they make your deck several times more consistent since you need all the artifact tutors and multi-mana-producers you can run.

luther on Casting Spells

1 month ago

As others have said, there isn't enough quality energy cards for edh to have that be part of your main plan in this deck. If you want to abuse your commander's triggers, a decent plan would be to take extra turns Beacon of Tomorrows, Capture of Jingzhou, Lighthouse Chronologist, Part the Waterveil, Savor the Moment, Temporal Manipulation, Temporal Mastery, Temporal Trespass,Time Stretch, Time Warp, and Walk the Aeons could all work well. I mean more turns makes for more first spells. I believe the first spell also can trigger (correct me if I'm wrong) on opponent's turns, so cards like Seedborn Muse, Awakening, Bear Umbra, and Nature's Will can help there. Hopefully that helps!

sonnet666 on I Need Help Making My ...

1 month ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

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