|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Uncommon|
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Bonds of Mortality
When Bonds of Mortality enters the battlefield, draw a card.
: Creatures your opponents control lose hexproof and indestructible until end of turn.
Bonds of Mortality Discussion
1 week ago
Hibernation's End does look really interesting. I think I may replace Genesis Hydra soon, and I haven't settled on a replacement. I'm considering Tireless Tracker to add to my Woodland Bellower package, of maybe even Bonds of Mortality to hose hexproof and indestructible. Or maybe Hibernation's End. So many possibilities.
1 week ago
AEther Barrier - While it doesn't help you further your voltron strategy, it does slow down your opponents, 1 mana every creature can be very detrimental to plenty decks, unless you find yourself facing other voltron decks.
Ana Sanctuary - A simple 3 mana enchantment that will buff Tuvasa, though the fact it triggers on upkeep might be a downside if you cast it the turn you plan to go off.
Ashes of the Abhorrent - A good graveyard-hate card.
Bonds of Mortality - If you find yourself having to deal with a lot of hexproof or indestructible creatures.
Chromatic Armor - Might be worthwhile to play
I don't fully understand why you run no Artifacts...there's some that are definitely worth playing like the staple, Sol Ring or Mana Crypt (If you've explained it in the primer, I must have missed it, in which case, my bad)
Counterbalance - If you're fighting stax, tell em to go shove it with this beauty
Hope this is of some use to you, +1
2 months ago
Bonds of Mortality is a great addition.
Greater Auramancy has been on my radar for a long time now. It's the only piece missing from my Zur deck.
Sterling Grove is on my radar as well... Maybe I need to eat homemade sandwiches for lunch for a month or so and put that money aside :)
2 months ago
I've also made changes to the deck recently and I have not updated it here so that will happen in the near future. 2 cards that I've added are Blind Obedience and Bonds of Mortality. But I don't remember what I took out for them so updated deck coming soon. I'll tag you guys in it in the near future since you both seem very interested in this deck.
5 months ago
thyrue13 I would not know unless you tested the deck against several play styles, especially a similar forced combat deck. If possible I would suggest looking into indestructible tactics and removing players indestructible Bonds of Mortality and Hour of Devastation. For indestructible you could go with Spearbreaker Behemoth, Roar of Challenge, Predator Ooze, Heroic Intervention and Inspiring Call.
I would suggest trial and error before using these suggestions.
5 months ago
Being a fellow "enchantment tribal" deck player, I know that this type of deck is rather slow to get going, which requires certain cards to help keep you in the game. My suggestions will be based around that, as well as the list of opponents you gave on your thread. If you have any questions on my suggestions or what to take out, I'd be happy to go into detail with you.
As for slowing down other players and keeping you in the game, Overburden is a rather unknown card but surprisingly effective. If not dealt with, it can leave players at 3 or 4 lands or stop them from playing creatures for a time. Personally, this card won me a game against an Ezuri, Renegade Leader deck because I got it out early enough.
Solitary Confinement is another underrated card. While the drawbacks are significant, the benefits are equally as potent. As long as you have some sort of draw engine, you will be fine.
Island Sanctuary goes in the same category as Solitary Confinement, providing you with significant creature evasion that's worth the price.
Energy Field is also an underrated card, especially with Estrid being able to ult and bring it back if needed. It's good early game to protect you and late game it's an added nuisance to your opponents.
One of the best draw engines I've found for this deck is Rayne, Academy Chancellor. If Anything you control or you is targeted, you can draw a card for each time. And with your commander's -1 ability being able to enchant her, you can draw 2 cards every time. It's a deterrent, while also a powerful draw engine when people want to get rid of some annoying enchantments.
As for dealing with the list of opponents you gave, these cards will deal with them to a point while also being just a general good addition to the deck:
1. Izzet Partner Politics: Difficult to suggest a card here as this can mean numerous things.
2. Yidris Cascade: Teferi, Mage of Zhalfir, Rule of Law, Eidolon of Rhetoric, Dovescape, Humility, Solitary Confinement, Maze of Ith, Vanishing.
3. Atraxa: Solemnity, Humility
4. Krenko: Damping Matrix, Humility, Overburden, Leyline of Singularity, Dueling Grounds
5. Sigarda: Bonds of Mortality, Humility
6. Zacama: Containment Priest, Humility, Overburden
7. Breya: Aura of Silence, Damping Matrix, Suppression Field (Affects planeswalkers too, so be aware), Solitary Confinement.
8.Edgar: Not familiar with vampire opponents, but Humility, Solitary Confinement, Dueling Grounds can help.
9.Shu yun: Humility, Maze of Ith, Vanishing, Solitary Confinement, Energy Field
Other cards that are worth including: Carpet of Flowers, Dawn's Reflection, Stasis, Fertile Ground, Rhystic Study, Mystic Remora, Sylvan Library, Overgrowth, Verdant Haven, Wild Growth, Supreme Verdict, Terminus, Boseiju, Who Shelters All.
7 months ago
7 months ago
Ok, I made a few changes and am happy with them so far. Please take a look and share your thoughts and comments :)
Bonds of Mortality now in, replacing Cyclonic Rift, now out. Wait! - Please hear me out! I do realize that Cyclonic Rift is one of the best board wipe cards in the game currently. Cyclonic Rift is a one sided board wipe that hits takes all permanents that I don't control, leaving me poised for the win! I have two other board wipes with Nevinyrral's Disk and Pernicious Deed. I can only cast Cyclonic Rift once, however in this deck all the other cards listed below can be cast multiple times each thanks to my girl Muldrotha, the Gravetide! So, the obvious upside is that Bonds of Mortality allows me to deal with hexproof and indestructible creatures on a much more regular basis. I already have heavy creature hate, non-artifact and non-black creature spot removal with Shriekmaw. I make my opponents sacrifice a creature at the beginning of their upkeep with Sheoldred, Whispering One. My opponents sacrifice a creature whenever any of my creatures die thanks to Dictate of Erebos and Grave Pact. Everyone sacrifices a creature whenever I cast Fleshbag Marauder. I also obnoxiously make all of my opponents sacrifice all except for two of their creatures in each of their own end steps thanks to Archfiend of Depravity. I have have artifact and enchantment spot removal with Seal of Primordium.
Death's Presence now in, replacing Exsanguinate, now out. First off I still have Gray Merchant of Asphodel in the deck so redundancy for the win. A high CMC card traded for a high CMC card and I think that the ongoing benefits I will get from Death's Presence is greater than the one shot use of Exsanguinate. I have compensated for the loss of life gain by adding in Zuran Orb as below. The obvious advantage that adding this card provides is granting my creatures the potential to become insanely powerful. As my creatures start to die either because of what my opponents are doing or because that is a part of my game plan, the result is the same: Death's Presence begins giving out +1/+1 counters! To top it all off i should be able to basically move them around from creature to creature as the game progresses.
Rite of Passage now in, replacing Copy Enchantment, now out. I am very fond of Rite of Passage as I think that my opponents will need to carefully consider their attacks against me as if any of my creatures survive the fight, they will get bigger and bigger each time.
Bonds of Mortality occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%