Elemental Bond

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins Uncommon

Combos Browse all

Elemental Bond

Enchantment

Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.

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Elemental Bond Discussion

griz024 on A Michael Bay Film, Omnath: Age of Explosions! v2

2 days ago

Nice list

However, your lack of Elemental Bond disturbs me.

Great card when ahead, and really helps rebuild after a boardwipe.

GoodLuckGuy on Wurm Prototype

5 days ago

I used to have a Mayael deck, and I love the Wurm Tribal concept. I've got some suggestions for you, these will be just some of the stuff I'm thinking of, if you want more suggestions, just ask.

Seedborn Muse is SO nuts with Mayael, it allows you to activate her ability every turn, if it's a 4 player game, you can activate her 4 times in one turn cycle. It also gives you the option to only activate her during your opponents' turns to free up mana on your turn.

Illusionist's Bracers pretty much speaks for itself. Doubling up on Mayael's ability makes her twice as good.

Scroll Rack is not only an amazing card in general, but also can be used to put a power 5+ creature in your hand on top of your library while throwing away any unwanted cards permanently with Mayael's ability.

BONUS: While Mayael's Aria isn't technically synergistic with your commander, it's a serious flavor-win and works super well in one of these decks.

You can get crazy mileage out of cards like Soul of the Harvest, Garruk's Packleader, and Elemental Bond.

Lifecrafter's Bestiary is a staple in zoo decks already, but the scry 1 every turn makes your commander more reliable, giving it some extra value.

How are you in Mirari's Wake colors and not running Mirari's Wake? It's like, literally the best ramp card in your colors.

Bloom Tender is particularly strong with a 3color/3mana commander, puts you at 6 mana on turn 3, and then you can start activating Mayael starting on turn 4.

Selvala, Heart of the Wilds ramps pretty damn well but can also double as draw condition. The symmetricality of her draw ability is usually a non-issue in a deck with this many huge creatures.

Similarly to Mirari's Wake, if you're in W/G, you should be running Aura Shards. It is (again) literally the best card that does this.

Where Ancients Tread is essentially free murders for the rest of the game.

Paleoloth is yet another card that sees a lot of play in Mayael decks, for obvious reasons.

Mimic Vat makes sure you will never be without a creature to play for as long as it stays around. It's especially fun to do to your opponents' creatures.

Colfenor's Urn is about as obscure as playable cards get. If you wrath with this out, you'll get all your stuff back at the end of turn.

TheRedKnight on Moonlight Marauders - Werewolf & Wolf Themed EDH

1 week ago

Elemental Bond for more draw power! I tried to build around Ulrich too but I lost every game because I had no cards in hand by turns 5/6...

TheRedKnight on Gruuldrazi EDH

3 weeks ago

Thank you very much! I actually threw this together from what I had lying around at home. Your suggestions are all worthy of consideration! I don't know about the first two... but Somberwald Sage and Shaman of Forgotten Ways are very good as is Elemental Bond!

Tio_Infernape on Gruuldrazi EDH

3 weeks ago

NIce. May i give you some ideas?

Drumhunter and Exuberant Firestoker are mana dorks that also have bonus abilities if you control anything with power bigger than 5, which is pretty easy.

Somberwald Sage and Shaman of Forgotten Ways are the old brothers of Beastcaller Savant

Elemental Bond is a better draw engine than Sixth Sense, because is basically the enchantment version of Garruk's Packleader

NV_1980 on Trostani, Selesnya's Voice - Tokens Big and Small

1 month ago

Hi,

The average CMC of your deck seems very high. I just drew 20 hands to see what would happen. Out of those twenty, I drew one hand with which I could do something within the first two turns. I think your deck could work if you'd:

  • add some ramp creatures to replace some beaters/finishers;
  • add some more mana rocks (artifacts) to replace some of your current artifacts;
  • add some card draw (or at least some scrying tools) to cycle through your deck quicker.

Some ideas for ramp:- Elvish Mystic, Birds of Paradise, Sakura-Tribe Elder, Rampant Growth, Burgeoning and Exploration

Some ideas for mana rocks:- Selesnya Signet, Worn Powerstone and Thran Dynamo.

Some ideas for card draw/scrying:- Sensei's Divining Top, Scroll Rack, Temple Bell, Elemental Bond, Drumhunter and Sylvan Library.

Mj3913 on The Indomitable Pubstomper

1 month ago

Draw power may help being faster by keeping you gassed up. Things like Soul of the Harvest, Elemental Bond, Harmonize, and Garruk's Packleader all net you cards when you play critters.

If by faster you mean haste, you have Lightning Greaves and Swiftfoot Boots. Yeva, Nature's Herald may not give haste, but you can play your things during opponents turns so they are available... Not really sure if it makes a difference or not, but never know. Hope it helps anyway.

feyn_do_alduin on [[Primer v3.1]] - OM_RATH!!! (HOU Update!!!)

1 month ago

OK. got to do some play testing with Cream of the Crop. It's the synergy with Elemental Bond is INSANE.

(I had Ghirapur Orrery, Exploration, Ashnod's Altar and omnath in play also. and for context I played only one land this turn)

I had dropped a Boundless Realms (leaving 4 lands available) to net 13 basics, 13 elementals, and my choice of 13 cards tutored from my top five. grabbing all kinds of foolish combo pieces like: akromas memorial titania, scapeshift, splendid reclamation, e-wit, am-vigour, boseiju, and what ever else look fun!

The game ending play:Amulet of Vigor, Akroma's Memorial, Scapeshift, Splendid Reclamation (allowing my to grab all my remaining lands from my library, untapped), followed by Eternal Witness to grab Scapeshift, then the Titania, Protector of Argoth/Scapeshift combo for the overkill.

created a total of 88 5/5 elemental tokens in the process, without Doubling Seasons or Parallel Lives

IN SUMMARY: cream of the crop deserves a slot in this list. why? this deck has consistency issues if you fail to shuffle effectively. you get to choose Gas, removal, or that last combo piece you need to end the game or to shut someone down in a hurry

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