You could certainly view the deck as needing balance, but cards that are only hate or only a bear threaten to disrupt the balance of the deck.
Just the overall idea of a “hatebear” is that it is both hate and a bear. Both a disruption card and a threat. A deck dense with these cards will always have hands loaded with both disruption and threats. It’s always balanced.
Tarmogoyf, I actually consider a “hatebear” in a number of creature heavy matchups since I mostly use her as a wall to prevent my opponent from attacking without losing one of their creatures in the process. Her hate being that she disrupts their ability to play aggro. Similarly, I’d look through each card and decide if it can be considered both under special circumstances, certain matchups, against certain cards, ect.
The hardest problem to me with these decks is the 1-drop problem. Very few 1 mana hatebears are printed. Weak hate cards aren’t real disruption, and 1 power creatures aren’t real bears. Deathrite is really the only card I consider to be a true hatebear. As a result, these decks tend to be very slow outside of Deathrite hands.
This is why I think the best iterations have played some 0/1 mana hate only cards, like counterspells. These aren’t hatebears, but they function to cover the deck’s biggest weakness of losing before you even get to play a bear.
A secondary problem with these decks is the card advantage problem (which is the main problem OP is running into). Hatebears are good, but they don’t generate card advantage. I think the best solution is to play Hatewalkers as they stay on strategy. May have to get creative since the restriction of the best hatewalker in Narset though. Wrenn and Six seems like a prime option.
Traditionally, hatebear decks have tried to play these “dual threat” cards, like Bob and Cold Eyed Selkie. These again, are nice cards, but they don’t satisfy the hate component of the deck.
I mean, sporting events are a totally different class, but sure some are very expensive. They are expensive for legitimate reasons though usually (you need a lot of land). Magic is only expensive because they choose to make it expensive.
The loss of re-selling is still significant, with exception to only a few cards. The “collector” portion of Magic’s hurts the “game” part of magic.
Wizards could make significantly more money by reducing cost. These cards are highly elastic. If you provide a cheaper supply, you will get more demand. The game will end up with more users, those users will have a better experience (shorter match finding, more bloggers), and other benefits of having a larger more popular game.
This is getting off topic though. My main point is that through Restricting everything you reduce the need to keep purchasing play sets of expensive new cards. At most you need to get 1.
Its not, sure there are some rares/uncommons/commens that become playable, but there are still a number of mythics. The most recent card that I would like to play, but can't reason the sticker price is Wrenn and Six, the is $70 a piece that's $280 for a playset. That's an absurd price point. I can buy an entire gaming system for that amount. I can buy at least half a dozen other games for that amount.
To top that off, I am paying real dollars just to even play the game against a decent opponent online (sure there are prizes, but they pale in comparison to the entry cost).
When there were actual physical cards and store fronts to support, I could understand the cost (at least a bunch of the money was going to someone I knew), but its mostly an online game now (especially with the pandemic).
I'm pretty sure this is the most expensive game out there (at least the most expensive that I am aware of), and its not even remotely close.
My stance has remained unchanged. Restrict everything. Other than basic lands of course. The format will gain significant stability.
The constant rotation over the last few years has been a huge turn off for me. By the time I get around to building a working deck with the new cards, another restriction or major printing occurs. I simply don’t have the time to devote to the game, like I could as a college student. I think there are a number of other players in the same boat.
The other issue is that the cost of playing is still very prohibitive. Not just with the reserved list that will just keep rising, but the new cards are rarely ever cheap. The mythic rare system along with these limited release sets are a blight on the game. Dropping $50 on 1 copy of some random new card every time they do that is just an awful feeling. The game is expensive enough just throwing money at entry fees.
This Hatebear list of mine is a year old, but no 1 toughness creatures:
The recursive spell aspect might certainly have some non-traditional spells that are much better than usual.
I’m not sure about Fogs, but they could slow the Bazaar decks by about a turn (maybe 2 in Tangle’s case). If an extra turn is enough to get to a loop then sure. It could be like Veil of Summer in a sense against those decks, which makes me think you may also want a copy of Veil of Summer.
Tabernacle is not a good card, in my opinion. It requires a GY hate card, or Wasteland support to win. If you were playing it as hate for those decks, I’d certainly look elsewhere given your main deck doesn’t play Strip/Waste.
Are there other strong sideboard spells that maybe we are missing?
One other suggestion that I would have is to look at Collector Ouphe or Null Rod for the sideboard, at least as a singleton. These cards don't impact the list itself so having them available is a great option of to beating all of the artifact heavy decks (and even just a stray Tormod's Crypt).
Ummm... Uro is a 3 mana spell initially and then 4 mana to "flash" it back. Its still drawing you cards, gaining you life, and smashing for 6. I don't know why you think its only function is as a Fastbond effect. Fastbond comes down 2 turns earlier.
The deck revolves around using its "singleton" Gush to iterate its primary combo of Gush + Sanctuary. It is going to be casting Gush, not just once, but near infinite times if you can assemble Gush + Sanctuary + Fastbond. That may be unnecessary in most games, but a singleton Fastbond opening up that line of play can be significant.
Me suggesting a singleton Fastbond is a very minimal change to the deck's overall strategy. I don't think Crucible or Strip mine make sense for the deck as currently built. It plays no mana denial, and the Explore effects its playing can't use Crucible.
It sounds like you are making significant alterations to the deck though if you are going to add more Snow-Lands and a bunch of cards that function with them.
Including the two in the deck and explore itself, there are up to 12 explore specific effects that I am aware of that are good. Why exactly 6? Why not 3, or 4, or 11, or 12? Why 2 Uro -the clearly more powerful of the 2? 2 vs 3 mana is clearly important (just like 1 vs 2 mana).
Fastbond has significant advantages. It’s a perfect card as a singleton. Much worse in multiples. I feel like the 1st Fastbond is probably better than the 6th explore.
We then have the pseudo-explores that are part of an engine, like Oracle of Mul Daya, and its many interactions. Is the 1st copy of an explore engine better than the 5th or 6th copy of explore? I think Uro being in the deck is probably good enough to not want this effect. But I would still consider looking into it.
I think it’s a cool concept. Just some thoughts, I’d have two major questions if I were to work on this list:
Is 1 Gush + 2 Daze enough land bouncing? The quality of other options is not great, but there are cards, like Ghostly Flicker, that get around the land drop issue altogether, and Trade Routes that provides an engine to return your lands.
Is 6 explores and 0 fastbonds/explorations the correct configuration for additional land drops? I know there are diminishing returns on Fastbond effects due to the card disadvantage and this deck doesn’t completely need the effect, but the first one seems like it might be worth it if you are running into a lot of land drop issues.
Death’s Shadow isn’t really an early game combo card. I think if you are trying to play it that way, you are kind of playing it wrong.
It is a valuable mid game 1 drop in a deck with life loss cards. You want to look at the best cards that make you lose life, like Necropotence, Thoughtseize, Bob and Bolas’s Citadel. Dark Times was a deck list back in the day that easily could support these types of cards. Those lists can probably be updated to fit the metagame.
I don’t think this card does enough in hatebears. Getting Force of Will’ed is not a big issue for those decks. Getting crushed by your opponents busted draws while you play fair is. This does nothing to slow your opponent, or get you back into the game when you fall behind. If there’s no green combo worth playing in Vintage then this card is a long shot to be playable.
Eerie Ultimatum you can resurrect your entire graveyard.
Biorhythm can instant kill an opponent.
Time Walk, Ancestral, Force of Vigor, ect are other cards the deck typically can support and cast.
Not sure what configuration, but this seems like a better option for DR given these choices.
Would you care to show me what elves deck you are talking about then? Because this has been roughly what Legacy Elves has looked like for some time. I can't recall a time when they ran a multitude of Lords, at most they play like 1 or 2 to GSZ for.