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Evercoat UrsineHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Bloomburrow Commander· August 2, 2024
Carte Magic Evercoat Ursine

Evercoat Ursine is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Trample Hideaway 3, hideaway 3 (When this creature enters, look at the top three cards of your library, exile one face down, then put the rest on the bottom in a random order. Then do it again.) Whenever this creature deals combat damage to a player, if there are cards exiled with it, you may play one of them without paying its mana cost.

Complete guide

Evercoat Ursine is a massive Elemental Bear that brings the classic Hideaway mechanic back with a powerful double twist. While most Hideaway cards only let you stash one card away, this beast lets you tuck two cards under its fur and cast them for free just by dealing combat damage.

Double the Secrets

When Evercoat Ursine enters the battlefield, its two Hideaway 3 abilities trigger separately. For each trigger, you look at the top three cards of your library, exile one face down, and put the rest on the bottom in a random order. You are allowed to look at these face-down cards at any time while you control the Ursine.

Resolving the Damage Trigger

When the Ursine deals combat damage to a player, its last ability triggers. As this ability resolves, you may choose one of the cards currently exiled with it and play it without paying its mana cost. If you choose to cast a spell this way, you do so immediately while the ability is still on the stack; you cannot wait until later in the turn. If you play a land, it counts as your land play for the turn.

Costs and Restrictions

Playing a card 'without paying its mana cost' means you ignore the mana cost in the corner, but you must still pay any mandatory additional costs. If a spell has {X} in the cost, X must be zero. Also, standard timing rules for card types are ignored because the ability gives you permission to play the card right then, but you still cannot play a land if it is not your turn or you have no land plays left.

When to Play It

Evercoat Ursine is best utilized in decks that can ensure it connects with the opponent. Thanks to its Trample ability, even small blockers won't stop the damage from getting through. It is an excellent choice for Midrange decks looking to cheat expensive spells into play while maintaining board presence.

Interaction examples

Maximizing the Hideaway

If you control Roaming Throne with 'Bear' or 'Elemental' chosen, Evercoat Ursine's Hideaway abilities will trigger an additional time. Since the Ursine has two instances of Hideaway 3, you will actually perform the Hideaway process four times, exiling four cards total. Furthermore, when the Ursine deals combat damage, the Roaming Throne causes that trigger to fire twice, allowing you to cast two of those exiled cards for free in a single combat step.

Value Through Combat

Suppose you exiled Solemn Simulacrum with one of the Ursine's Hideaway triggers. After Evercoat Ursine deals combat damage to your opponent, you choose to play the Solemn Simulacrum for free. The Golem enters the battlefield, allowing you to search for a land. This interaction generates immense value, providing a free creature and a land search on top of the combat damage already dealt.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Evercoat Ursine

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    "Hideaway N" means "When this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.'"

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You choose and play the card while Evercoat Ursine's last ability is resolving and still on the stack. You can't wait to play it later in the turn.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If one of the exiled cards is a land card, you may play it only if you have an available land play remaining this turn.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a spell has {X} in its mana cost, you must choose 0 as the value of X when playing it without paying its mana cost.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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