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We're going on a bear hunt

Modern Combo GU (Simic)

urquarh


Sideboard


Maybeboard


We're going to catch a big one.

(How to play: mulligan until you have a treasure hunt, a blue source and a Reliquery tower, or an ayula's influence and GGG. At some point, cast treasure hunt, draw your deck, make a lot of bears. If you can, make only lethal bears and save more lands in hand for after a wrath.)

The most important choice when building this deck is finding your favourite forest arts which depict the various scenes from the children's story. Long Wavy grass, Deep Cold River, Thick Oozy Mud, Big Dark Forest, Swirling Whirling Snowstorm, Narrow Gloomy Cave. I don't recommend doing the whole way through the rhyme for every land you discard, as you may get a warning for slow play. Sadly.

Notes on card choices: why so many basic lands? Well, unlike Zombie Infestation, Influence costs GGG! Which means we need basically every non-utility land to tap for G. We run out of good lands quite quickly, so we just play lots of forests. In particular, our ideal opener has one of each of a tapped duel and a forest, and one more of either. The math says we're at 80%* to do this with 16 duels and 24 basics, so that's what we do. The rest are utility. Reliquary Tower isn't utility, it's an essential part of the combo. The rest are good creature lands and some land removal in ghost quarter. We switch up the utility lands in sideboarding but don't change the colour sources.

If it all goes wrong, kill them with creature lands. For agro, use the Labyrinths. Note, this one can remove blockers too, important for lifelinkers.

* not sure my spreadsheet is correct on this number yet, will get there later. Needs to account for heavy mulligans the deck takes.

Best story so far: through the breach/emrakul beaten! I managed a T4 or so Aryula's influence, passed the turn, and they put Emrakul, the Aeons Torn onto the battlefield with haste. So of course I do some quick math and at the beginning of combat I make just enough bears so I can sack bears and lands and only go to 3. On end step, they sack Emrakul and I make lethal bears for the crack back (their only blocker is Snapcaster).

I've also beaten decks playing wraths, as they never seem to notice that I have 12 more lands in hand, and only ever commit lethal bears to the board at once.

Deck just loses to: hand disruption, countermagic. You can put up a good fight with ghost quarters and blast zones, but only for so long. The creature land beat down plan is very slow, and the desert creature land is useless unless you have bears or a stackable land.

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92% Casual

Competitive

Revision 1 See all

(3 years ago)

-4 Simic Guildgate main
+4 Temple of Mystery main
Date added 4 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

20 - 6 Rares

8 - 2 Uncommons

4 - 7 Commons

Cards 60
Avg. CMC 2.50
Tokens Bear 2/2 G
Folders BudgetJank
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