Beorn the Fierce wants a deck that loves coin flips, dice rolls and wild surprises. It also suits a deck that is built around one creature type, like Elves or Dragons.
Mana cost
Green ()
Power / toughness6 / 6
RarityMythic
Trample
Other Bears you control get +2/+2.
At the beginning of combat on your turn, put a trample counter on up to one target creature you control. It becomes a Bear in addition to its other types. Then if you control three or more Bears, draw two cards.
Picked for what they do in Beorn the Fierce's deck. When two cards do the same job, the one with the lower comes first. All of them fit Beorn the Fierce's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Beorn the Fierce works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast29 Jun 2026
The type-changing effect of the triggered ability lasts indefinitely. It doesn't wear off during the cleanup step or when Beorn the Fierce leaves the battlefield. The creature couldn't bear not being a Bear!
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryGPlayers write colors as letters: G for green.ChaosChaos decks fill the game with random effects like coin flips, dice rolls and random swaps, so nobody's plan goes as expected. It is built for fun and big stories more than for winning quickly.Open the Chaos pageText/Type/Color ShifterChanges what a card *is* rather than what it does: its color, its creature types, or the words in its text box. Often used to switch on cards that only interact with one color or type. Mycosynth Lattice, Leyline of the GuildpactOpen the Text/Type/Color Shifter pageType ChangerAdds a type to permanents on top of the types they already have. Making everything an artifact or a land switches on cards that only interact with that type. Liquimetal Torque, Phyrexian MetamorphOpen the Type Changer pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff pageBearsBears are almost all green, from the classic Grizzly Bears, a two-mana creature with 2 power and 2 toughness, to much bigger ones. Some cards, like Ayula, Queen Among Bears, reward you for playing lots of Bears.Open the Bears page
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