|Commander / EDH||Legal|
Printings View all
|Duel Decks: Blessed vs Cursed (DDQ)||Common|
|Duel Decks: Heroes vs. Monsters (DDL)||Common|
Combos Browse all
Bonds of Faith
Enchantment — Aura
Enchant creature gets +2/+2 as long as it's Human. Otherwise, it can't attack or block.
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Bonds of Faith Discussion
1 week ago
Bonds of Faith can be a fun flavor card.
1 month ago
I've been spending wayyy too much time building a 5 color EDH Mirror Entity deck with General Tazri at the helm (it's really dope, actually). Gonna just spampost a list of good white cards from my list that might fit.
Adanto Vanguard (a side objective of my EDH deck is to make sure I get/keep Odric, Lunarch Marshal out
Bonds of Faith excellent because it can be removal for almost all your opponent's creatures, but pumps yours after mirror entity's ability kicks in.
Mentor of the Meek
Spear of Heliod
Worth stating the obvious that any "lord" that gives +1/+1 to a particular creature type will be pumping your whole team after mirror entity.
Could be nice for your deck to splash green for ramp, creatures Llanowar Elves and the one that is the same but taps for white (i forget what it's called) would do double duty here, and things like Elvish Harbinger would be nice
3 months ago
No problem, it's hard to learn a completely new thing! I would recommend cutting the Bonds of Faith. In general Auras aren't good to put on your own creatures, and your deck won't really have a problem with opposing creatures.
5 months ago
White destroy all creatures type cards mixed with blue counters and unsummons could help beat it. Wrath of God is a good example and there are many variations of it. A heavy control deck with a few unblockable creatures like Latch Seeker buffed with Unstable Mutation would help help you beat him. I dunno what your budget is or cards on hand but a white blue control usually (in my experience) murders any green deck. Make a human variation and use Bonds of Faith and Neurok Invisimancer
5 months ago
Rev_Lycan60 Hey, thank you for your suggestion! On one hand I like the idea that it can both knock out a creature and boost one, while also being an aura for Eidolon of Countless Battles. On the other hand though, not all Heroic creatures in this deck are humans and I cannot depend on my opponent not playing humans.
If I were to play Bonds of Faith I would most likely switch it out for Pacifism. But as it is, I prefer the latter. In case I don't draw Hopeful Eidolon (which I want to switch out for something else anyway) or Ordeal of Heliod the entire game, I want do make sure that the removal I play is unconditional. The deck needs to reliably be able to deal with big evasive creatures.
5 months ago
Love the concept and look of the deck. I may make it myself. Since your creatures are humans wouldn't Bonds of Faith either benefit you to boost or could slow down your opponent's non-human creatures?
5 months ago
With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.
I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.
5 months ago
Bonds of Faith can help two ways in either stopping an opponent's creature or boosting your own human.