Bonders' Enclave

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bonders' Enclave

Land

: Add .

, : Draw a card. Activate this ability only if you control a creature with power 4 or greater.

DreadKhan on Jor Kadeen, the Prevailer Home Brew Deck

1 month ago

I'm not sure if you're interested in adjusting this at some point, but I often get ideas when I look over decks/test them out (and like the list enough to get a bit invested in it), so here's a few ideas I had, maybe something will spark your interest! Also, you're at 99 cards atm, if you add 1 more the deck will show as legal in Commander.

I have some decks that mix Voltron/Aggro, I have rarely been unhappy with Berserkers' Onslaught, even if you already have First Strike getting Double Strike also doubles everything on your board's power while attacking (you'll still have First Strike while blocking, which is still very useful imho). True Conviction is a White version with a bit more upside, but it's 6 mana, I think you could run both to get that Double Strike Anthem out more often. Scavenged Brawler is a weird new card that offers two uses, if you cast it it's a 4/4 artifact creature with a heap of upsides, but imagine using that on Jor! Vigilance and First Strike are AMAZING together. With your Average MV I wonder if Detective's Phoenix is worth a look? Haste and Flying for only is amazing later game, especially with an 8 power Commander! Rite of the Raging Storm is a weird card that synergizes with your Commander (an 8/1 is actually intimidating IMHO, and if you can give it Double Strike, it gets ugly...). Gisela, Blade of Goldnight is an interesting late game card, the effect is stronger than it looks, and it stacks with Double Strike. Two-Handed Axe and Inquisitor's Flail are nice equipment with First Strike.

If you like The Prydwn, maybe Parhelion II? If Jor is online it's 8 mana to swing for 22 by itself (well, with it's two Vigilance angels that each get +3), this also plays well with any power double effects. It is a LOT of mana fwiw, but it's a decent closer that only needs a pilot to work.

This is going to sound a bit crazy, but have you ever considered Harmonious Archon? This has big synergies with Jor (and any other anthems you have), maybe not ideal if you have opponents who have larger armies of smaller tokens? Oh, if people do tend to swarm you maybe Brave the Sands would help? It's very good with First Strike, as well as Jor's ability.

Liquimetal Torque is a neat mana rock that can help you get a problem card off the board (artifacts are more often removed), and with your Commander you could use this to gain access to an extra artifact to turn on The Prevailer in a pinch, I think that's enough use cases to matter. I have had fun with Torque + Gorilla Shaman, Viashino Heretic, and Devout Witness as permanents that can repeatedly remove problematic cards without generating too much salt. Since they're also creatures they offer you upside of being capable of swinging with +3 in a pinch. Great with Double Strike obviously!

Bonders' Enclave and War Roomfoil are pretty handy in a Boros list, especially with a Commander that turns on the Enclave. Enclave is pretty cheap ATM, War Room seems to get reprinted a lot so if it's too much it'll probably go down at some point.

Oh, just remembered, have you got a Transmogrifying Wand kicking around? This is an artifact that will stick around after you've removed 3 creatures with it, the only real drawback in my experience is that it costs 3 up front, though in practice this is often an upside because you can play it out whenever for Metalcraft, then use it to Ox a problem creature.

Profet93 on Unashamedly Gruul Assault

1 month ago

Headers13

Bonders' Enclave/War Roomfoil - Draw

Kessig Wolf Run - Used prior to commander ability + politics

Reliquary Tower - Nice to keep a fat hand. At this iteration of the deck, given your low avg cmc and not a lot of draw to keep up gas, it's premature. But worth noting for the future

Sheltered Thicket - Comes in tapped like your other land but is a dual land and can be cycled

Temple of Abandon - Also comes in tapped, not a dual but scry is nice. In a build like yours with a low cmc, I would try to remove any tapped land but if you're gonna use them for budget or other reasons, then this is better than what you currently have

Let me know what you think of each suggestion. Hope this helps

SufferFromEDHD on Mountain Dew Maha Blast

2 months ago

Great deck name and a great list!

Darkblast and Screams from Within reusable removal

You definitely have room for some utility nonbasic lands. Stuff like Cabal Pit, Deserted Temple, Bojuka Bog, Cabal Stronghold, Crypt of Agadeem, Bonders' Enclave, War Roomfoil

Contamination if you hate your friends

DreadKhan on bungo

5 months ago

I'm not super familiar with Zombie decks (and have zero experience with Crime decks), but I think I can spot a few cards that you could probably cut for something better. Brain Pry seems like it'd be embarrassing to cast, I'd cut this unless you want actively bad cards (I keep them in some decks so I know when I'm drawing truly awful, but it's very suboptimal). Crippling Fear seems pretty small when there is Kindred Dominance and even Necromantic Selection, either of these is a much bigger, beefier effect. Diabolic Tutor is not a very good card IMHO, if you have access to large amounts of mana potentially (and you do from multiple sources) Diabolic Revelation is a much bigger, better effect, I like to run it with Emergence Zone. Gravestorm is a pretty uneven card if your Commander isn't out, I'd cut this for Phyrexian Arena, your Commander comes out late and resolving Arena on turn 3 feels amazing, if you miss 2 or 3 free cards you might not even be able to cast Gisa. I feel like I'd run Sadistic Hypnotist over Cabal Therapist, even at 5 mana the effect is so much stronger. I might be missing something with Hunted Bonebrute, it's not a Zombie, and Hunted Horror exists, offering a much stronger political play. I usually like Keen Duelist, but your MV might not be high enough to support this kind of effect, in general you should be regularly walloping your opponent with huge MV stuff to justify this. I guess if you throw in Kindred Dominance and/or Necromantic Selection Duelist gets a bit better, but your MV probably needs to be closer to 4 or this will just give free cards to opponents unless your Commander is out (and people are going to be wiping you a lot I suspect). Unless you throw an Urborg, Tomb of Yawgmoth in I don't know if Oblivion Sower is good enough, ymmv. If you already have it by all means keep it in, but I feel like Urza's Incubator is not a very good card in here? You have a lot of mana requirements, and your zombies aren't especially big overall, I'd switch this for Sceptre of Eternal Glory if possible.

This is a bit out in left field, but can you imagine if you have Zombie Trailblazer out with your Commander and an Amulet of Vigor? That's infinite, right? Not sure if you want infinites or not, just wanted to mention it (because it'd be a sweet combo because you'd still need Haste or your Altar of Dementia, so it'd still be a 'look out next turn!' thing at 3 cards).

Generally I'd say discard effects are a lot less powerful the less of them you use, but I get that you want to commit crimes in here, perhaps you could look into repeatable removal sources? Drana, Kalastria Bloodchief is a budget card that can commit a crime for BB, and if you have extra mana you can also pump Drana while killing off Blockers. You might also try out Transmogrifying Wand, this can commit 3 very useful crimes, 2/4 vanillas are about as useful as floppy carrots in Commander, especially compared to 3 of the best creatures on the board (which you can reanimate I guess, since it's a Destroy effect). There is always good old Royal Assassin, this is SO MUCH better than Urza's Glasses in practice, and it's only BB more to make a gigantic impact on the board.

Here's some stuff you might consider adding, Night's Whisper is a very good low-to-the-ground card draw effect, as is Sign in Blood, both can help you get your Commander out on time more consistently. Sign can even be used to finish off a vulnerable opponent in a pinch. You also might be curious about War Room and Bonders' Enclave, both are lands that can draw, very useful with Urborg, Tomb of Yawgmoth.

Sorry if I missed some synergies, I like the idea of this deck but am a bit agog at how much this Commander can do if properly supported, Ward seems like major overkill! Have fun out there!

Profet93 on Beats by Xenagos ( Xenagos, God of Revels )

7 months ago

MattMan1982 I'm gonna throw a bunch of ideas at you, some are better than others, just wanna see if anything interests you. I'm not gonna provide any creature suggestions yet. Yours are always solid and I want your thoughts on these cards first.

None of these are needed but definitely are helpful assuming you can fit them into the mana base

Bonders' Enclave - Draw

Cragcrown Pathway  Flip/Spire Garden - Color Fixing

Blighted Woodland/Myriad Landscape - "Ramp"

Raging Ravine/Dread Statuary - Manlands. Nice to use with Greater Good or if you run out of creatures. The Dread Statuary is a personal favorite of mine for that reason

Rancor - Reuseable buff, trample enabler. I like using rancor on selvala and buff with commander for lots of mana should need be

Sylvan Library - Great to set up your draw and ensure you get your land drops. Given you only run 34 lands, that can potentially be an issue, especially given the relatively high avg cmc of the deck.

Skullclamp - Should you ever find yourself needing more draw, this can be an option. It's nice because if they want to use spot removal, they need to do so prior to combat, as you equip it. So if they do, you can pump a different creature and target that opponent.

Momentous Fall - Draw, used in response to removal to gain value. Beware of the blue player though

Return of the Wildspeaker > Garruk PW - Can be used in response to removal so you don't get 2 for 1ed. It's easier to cast and has an additional mode. While the PW has the option to make a token should you need a creature, I don't believe it's impactful enough

Berserk - Super fun! Politics, finisher, all for 1 mana. seriously underrated.

Green Sun's Zenith - Tutor

Decimate - 4 for 1. I see no way for you to deal with a maze of ith. Strip mine can be also used.

Profet93 on Karlach the Outlander

9 months ago

SoulXCross +1

Godo, Bandit Warlord - Synergy with embercleave, can also tutor greaves if needed.

Berserk - Can also be used on opposing creatures that are attacking your opponents for fun. Double commander damage anyone?

Tooth and Nail - Tutor for big dudes, one that gives has like Xenagos and a big beater

Green Sun's Zenith - Solid tutor

I don't see many draw sources. Have you considered the following...

Rishkar's Expertise - Draw + Tempo

Momentous Fall/Life's Legacy - The former can be used in response to removal, both fold to blue. Nevertheless, it's a huge draw source.

Bonders' Enclave - Land slot

Elder Gargaroth - Versatile

Skullclamp - Forces interaction pre-combat or else you can usually draw if it isn't exile removal

Selvala, Heart of the Wilds - Super ramp, also some draw

NV_1980 on Imodane Burn

1 year ago

As Imodane is rather powerful in a deck like this, I'd recommend adding in some stuff that either prevents Imodane from being countered (maybe some counters of your own like Pyroblast/Red Elemental Blast) when he's cast and/or stuff to protect him from (targeted) removal (the boots (Lightning Greaves/Swiftfoot Boots).

Also, I should point out that currently the deck has very few resources available to draw additional cards with. You can add some utility lands to help you out (Bonders' Enclave/Mikokoro, Center of the Sea/War Room) or maybe some more non-permanents (my favorites in mono-red include Seize the Spotlight/Valakut Awakening  Flip/Wheel of Misfortune)

Last but not least, would care to hear your thoughts on also including Braid of Fire. I'm thinking it might be worth it, considering the amount of damage-instants you're running.

Profet93 on War of the Machines

1 year ago

Skullclamp - Top choice

Mask of Memory - Relies on combat player damage

Infiltration Lens - Relies on opponent blocking (or you get to attack them directly, probably best for your commander)

Karn, Scion of Urza - Pretty cool walker, mini commander so to speak.

Bonders' Enclave - Draw in a land

Hedron Archive/Mind Stone - Ramp when you need it, draw when you don't. Stone acts as more of a cantrip while archive provides actual card draw. Stone helps get your commander faster while hedron does not.

I got some ideas for cuts for the combos I mentioned previously and/or the cards in this comment should you wish.

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