Enchantment — Aura
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.)
|Want (5)||gobzombie , potatoparker , Jackicecloud , MisterFamous , dmtopgun|
Printings View all
|Commander 2018 (C18)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Bear Umbra occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
GWU (Bant): 0.85%
- What would happen with a Primal Surge and a Bear Umbra?
- What happens when Skullbriar dies after receiving Bear Umbra + Solidarity of Heroes?
- Interaction between enchantments untapping land on attack
- Which happens first in a case of a creature having multiple instances of "Whenever this creature attacks, X happens."
- Totem Armor vs Lifelink and Infect
Bear Umbra Discussion
2 weeks ago
I dont see any equipment in your list? Yes, some of these suggestions are not budget but I figured you should be aware of them should you wish to make some upgrades for the future.
Predator, Flagship - Too expensive
Emerald Medallion - You have lots of 1 drops which wont benefit from it. Its an ok card, but rarely used in green decks for good reason
Burgeoning - Not enough lands to abuse IMO
Prodigious Growth - Enchantments are 2 for 1. Either they kill it in response to enchanting, or they kill it down the line. If you REALLY want an enchantment, then add Bear Umbra. Even though they can kill in response, it at least has armor so that if it does get enchanted and they try to remove it, you are good for 1 time. Untapping lands is always nice
Colossal Majesty - Replace with any of the card draw I mentioned
Clip Wings - Unless you have lots of flying in the meta, cut. Very weak.
Jungle Basin - Just bad
Desert Twister - Too expensive. If you need permanent removal, add song of the dryads. Although its $, its cheaper and can mess with commanders. I also dont want to make you feel you NEED to change a lot of your deck, so twister can stay if you wish. Removal is always nice, and needed in green.
Tranquility - Limited
Whirlwind - Limited
Journey of Discovery - Better ramp out there
Overrun - Worse version of overwhelming stampede, redundancy is not needed IMO
Gaea's Bounty - Better ramp out there
Rude Awakening/sylvan awakening is really fun with cradle (out of budget but you have psedu cradle). With rude awakening, you can make all your lands creatures and use psuedo cradle for mana.
I wont comment on the creatures yet as most are fine and want to hear your thoughts on this first
2 weeks ago
Hey, what are your thoughts with Ghired? What would you like to do?
An idea with Ghired is hatebears and pillowfort strategy to slow down your opponents and then win with an infinite attack combo of Ghired and/or hatebears. The combo is Aggravated Assault + Savage Ventmaw/Bear Umbra/Nature's Will to make infinite mana for Assault activations.
My thoughts are Ghired creates the 4/4 Rhino token and he can populate that token. He's an army in a can and that's a good thing to have when the rest of the table is disrupted. Ghired wants to attack and you need more turns then normal with an attacking strategy. Disrupting your opponents gives you more turns to attack.
Luminarch Ascension can be the backup win condition since it's very good with a pillowfort strategy and it creates Angels tokens which can be populated by Ghired.
If you're interested in this idea with Ghired I can continue.
2 weeks ago
Cut Creatures for Voltron/Aura-Stuff like: Dont cut Cards like Mesa, Argothian...
Your Commander is also good for beating CMD DMG so use them. Also more Enchantments/Auras, more Carddraw = Awesome.
Pick Auras first.
1 month ago
Rdmdhudlum I originally had Nature's Will in the original but it was replaced in favor of Bear Umbra because it was basically an additional way to protect Najeela, I could see why it'd be a good idea now to add it but I don't know what I'd replace considering I have most of the better options in the deck anyway. If it comes to a point where I feel like I need more consistent amounts of mana, then I'd put it in the deck, but for now I think it'll hangout in the maybeboard.
1 month ago
1 month ago
Hey Berryjon, thank you once again for producing another fun article.
I just wanted to say though, I don't think that you gave Green all the kudos that it's due for what it can add to a voltron strategy. So just to even things out a bit, I'm going to toss some additional info here for people who might be new to the format and/or the voltron strategy.
First off, Green does offer protection for your commander with cards like Heroic Intervention and Vines of Vastwood, which not only protects your creature but can also help it hit harder as well. Granted, White's color protection spells also allow your creatures to attack past blockers while Blue's counterspells can stop wrath effects and enchantment/artifact removal, so I do understand that Green's additions may seem lackluster in comparison.
But where green can shine is that it is the primary color for Hexproof, which shows up on a number of its creatures. You see it on the Sigarda, Host of Herons that is mentioned in the article, and on other classic voltron commanders like Uril, the Miststalker. Being able to save some card slots on protection because your commander already has some built in allows you to include more cards for hindering your opponents so that your commander has more opportunities to swing in.
Speaking of hindering, Sigarda, Host of Herons's ability to prevent sacrifice effects is part of the green color pie, although I think it only also appears on Tajuru Preserver. Green can hate on counterspells, which are a particular bane of strategies like voltron that focus primarily on producing single big threats, with the help of cards like Prowling Serpopard, Vexing Shusher, Rhythm of the Wild, and the newly printed Destiny Spinner. Green likes to see its creatures hit the board and it has the tools to help make it happen.
Green is also one of the colors for a notable selection of effective voltron commanders beyond the ones that have already been mentioned, so just to list a couple more:
Jenara, Asura of War can often enter the battlefield as early as turn 2 with the help of something like Birds of Paradise, has built in evasion with flying, and is capable of permanently pumping herself. If nothing is done about her, A turn 2 Jenara can potentially kill an opponent as early as turn 5 all on her own.
Rafiq of the Many is another classic voltron commander that can quickly kill opponents with his exalted boosts and double strike. Giving double strike with cards like Silverblade Paladin is really effective at ramping up a voltron commander's kill time, and Rafiq already has it built in. Rafiq's double strike also make him a dangerous carrier of equipment like Sword of Fire and Ice since it lets you get twice the number of triggers if you manage to deal combat damage.
As a side note, both of those commanders being Bant colors means that they get access to Finest Hour. Who needs red for extra combat steps? :D
So yeah, Green can contribute some pretty strong tools when it comes to the voltron game. Is it better than Red? I have to admit that all the extra combat step cards that Red has makes a compelling argument for its superiority. But when I see an Aggravated Assault teamed up with a Nature's Will or Bear Umbra to create infinite combat steps, you'll have to forgive me for smiling just a bit. ;)
1 month ago
king-saproling Thanks for the suggestions! Some of those cards flew under my radar, so I put them into my considerations. Opal Palace is one I have had on my lists before, its just the 1 mana effect has made me indecisive on it. Archfiend of Ifnir also seems potentially tasty, same with Bear Umbra and Seize the Day.