Bonds of Mortality


Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Uncommon

Combos Browse all

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.

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Recent Decks

Bonds of Mortality Discussion

cyclinggamer on Ishkanah, tokens and counters

2 days ago

I sometimes get stuck on land drops. But usually my mana dorks help with pushing through - or my mana "doublers". Gyre Sage and Karametra's Acolyte do tremendous work getting me there with green mana, while zendikar resurgent and mana reflection scare people enough to start focusing on me.

I haven't been able to get Disturbed Burial to work any time that I might have needed it, so that's going to come out.

Bonds of Mortality just seemed like a good idea for when my Grave Pact is not in play. So, I like this one being removed as well.

Awakening really helps with my "doing stuff" with mana every turn that this deck likes to do. I only play it when I can start doing ridiculous stuff with mana, for tokens or +1/+1 counters or both, to include grave pact effects. Not as good as Seedborn Muse, but I'm greedy for doing stuff with mana.

I think for now I'll add either a traverse or another cheap mana ramp sorcery, artist, and zulaport. I might just take out Tormod's crypt, and replace it with a basic land, since I still have strictly worse graveyard hate Agent of Erebos, and as I have Scavenging Ooze and Necrogenesis for targeted graveyard card removal.

I like your enchantments that bring back a creature from the graveyard, and I'll have to look into getting them.

Silence the believers is just sick once I get to a large amount of mana - anything not hexproofed or shrouded will get exiled, if my pact effects are removed.

Lots to think about. Thank you again for your thoughtful advice.

msanchez13 on Ishkanah, tokens and counters

5 days ago

Some cards I don't think pull their weight:
Disturbed Burial, since you're probably pretty happy just making another token instead of having to cast this card, buy it back, then cast the creature AGAIN. That much mana just makes my head hurt.
Bonds of Mortality seems irrelevant with the Grave Pact effects you run since they get around indestructible/hexproof.
Awakening seems nice when only considering your own board state but given mana, your opponents will likely be using it for removal. Asceticism helps to keep your dudes safe but it's not a reliable backup plan.
Waker of the Wilds fits the theme for sure and could make some powerful dudes but it's extremely risky to open your lands up to creature removal. I like the idea of putting +1/+1 counters on things in this deck, I would just recommend not turning lands into creatures. Unfortunately I can't think of any replacements off the top of my head. I'll get back to you if I do.

Additionally, now that I'm paying more attention:
Attune with Aether should just be Traverse the Ulvenwald, it's strictly better since you list exactly 0 cards that interact with energy.
Wear Away could be replaced with Naturalize, or even Deglamer if you face a lot of indestructible artifacts/enchantments.
Silence the Believers seems like it could just be Vraska's Contempt, unless you specifically have trouble with Rancor. And for that matter if your metagame does much graveyard interaction, Leyline of the Void fits your enchantress theme. It might be an appropriate replacement for Tormod's Crypt if you need a cut but crypt is a powerful card on its own.
Speaking of your enchantress theme, and how often creatures seem to be hitting the grave, you could probably make use of Animate Dead, Necromancy, or even Dance of the Dead.
Noosegraf Mob seems like it works great with Dread Return, which is a powerful card on its own that sees legacy play for that reason. Also activates your Grave Pact effects. Might be worth replacing Disturbed Burial with.

Also does your deck ever have problems with mana? 33 lands seems pretty light, and green benefits from having access to the most powerful ramp in the game (other than black's Cabal Coffers and Crypt Ghast), such as Sakura-Tribe Elder and Search for Tomorrow. But hey, if it works, it works.

Final note, I would run Blood Artist and Falkenrath Noble over Zulaport Cutthroat, since they activate more often. In a 4 player game that's 4x the triggers with a Grave Pact :P Hope this helps, best of luck!

brandonsperry25 on Stopping blue from taking creatures?

3 weeks ago

DrukenReaps thanks for the comment. I am running Sylvan Scrying and that typically will fetch a few different lands depending on my situation. I suppose having another way of doing that would be a good idea. Bonds of Mortality and Greater Good are pretty sweet ideas as well. I like that they have utility outside of just being an answer to my commander being taken.

I appreciate it!

DrukenReaps on Stopping blue from taking creatures?

3 weeks ago

Expedition Map will grab Homeward Path, green has some other stuff that grabs any land as well.

Bonds of Mortality is a great card allowing you to deal with any indestructible and/or hexproof more easily, such as a stolen commander in this case.

Free sac outlets and even non free ones if you hold up the mana for them in response to the steal effect. Ashnod's Altar, Greater Good, others?

If the steal is an enchantment green has tons of ways to kill those. That is about all I can think of...

JuQ on Yasova EDH

3 weeks ago

Personally I'd go with around seven counterspells, that's what I have in my Simic aggro deck and feels about right.
I'd go with Counterspell, Negate, Disdainful Stroke, Swan Song, Stubborn Denial, Arcane Denial, Deprive, Familiar's Ruse. You want them low cost, but you want them to counter something for sure, they will most likely have some mana available after casting their spell. Keep in mind that sorceries are usually the most dangerous type of spell gainst permanents, most board wipes are sorceries.

Yasova is controlly with her stealing creatures all the time, you will be on the recieving end of the board wipes (at least figuring this on my meta). A bit of targeted removal for those creatures too big to control. Chandra's Ignition would be good, to clean the tokens, tho. Vandalblast for artifacts.

In my opinion you have more than enough sacrifice outlets and blinkers which have in fact the same job, not giving back the creatures you just borrowed. I think I'm counting about 17 all together.
I would cut:
Feed the Pack quite costly and you don't have much to do with all those wolves anyway. yes, you turn them sideways and they deal damage or you can sac them to goblin bombardment, but it's still way too expensive IMO, you need to keep your lands untapped.
Heart-Piercer Manticore and Fling. Again your problem are the creatures too big to steal with Yasova, and the burst of damage you get with them is not that relevant, you are controling the board, it's more important to preserve what you built.
Scourge of Skola Vale you gotta chose between keeping it as a sac outlet or attacking with it. you can only sac one creature per turn.
Ooze Garden I like the fact that it can trigger Temur Ascendency, but having to use it as a sorcery is a problem when you use Domineering Will or Reins of Power out of your turn, also you have to pay a bit of mana each time.
Keiga, the Tide Star I don't like having to kill it to gain control of something. It's better the way Conquering Manticore does it, take something, attack, sac it, keep manticore. Also doesn't combo with Deadeye Navigator or Conjurer's Closet. You have enough stealing creatures anyway.

Definitely keep Skullclamp, you are low on card draw and include the Greater Good you have in the maybe board, You need to dig through your library a lot to find the combo pieces.

Might want to get Arcane Lighthouse and Bonds of Mortality.

DrukenReaps on Specifically Anti-Narset List

1 month ago

Glaring Spotlight, Arcane Lighthouse, Bonds of Mortality- ignore her hexproof so you can Murder her. I don't know if there are others.

Pillow fort effects like Propaganda stop attacks before they happen.

Stranglehold is awesome against extra turn decks.

Archetype of Courage makes her much easier to block.

A very different approach could be Hive Mind, make them regret everything. Say the narset player casts Time Stretch. Narset's goes on the stack first and then player 2, player 3 and finally player 4. After the narset player's turn ends player 4 will get 2 extra turns then player 3 then player 2 and finally the narset player gets their 2 extra turns. Mostly just hilarious but their isn't much a hive mind won't screw with.

Barito on Mo Money (Omnath)

2 months ago

Hey nice deck! I have a couple of card suggestions. Choose any or none of them - you know the deck best

Skyshroud Claim could replace your explosive vegetation as a slightly better version or make a nice addition. Doubling Cube can become crazy with Omnath giving you extreme amounts of mana as well as Seedborn Muse. Emerald Medallion is a great way to save a bunch of your mana for other uses. Additionally Rhonas's Monument can save you mana but also has good synergy with Omnath and your other high power creatures that you want to give trample.

A couple other cards: Bonds of Mortality, Canopy Cover, Worldly Tutor, and Stonehoof Chieftain

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