Elemental Bond

Elemental Bond

Enchantment

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

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Want (4) ephemeralAubade , solitudinous , gdonner6 , tjkoivunen

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Set Rarity
Commander 2019 (C19) Uncommon
Commander 2017 (C17) Uncommon
Magic Origins (ORI) Uncommon

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Legality

Format Legality
Pioneer Legal
Highlander Legal
1v1 Commander Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Casual Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Unformat Legal
Modern Legal
Oathbreaker Legal
Duel Commander Legal
Commander / EDH Legal
Custom Legal
Limited Legal
Canadian Highlander Legal

Elemental Bond occurrence in decks from the last year

Latest Decks as Commander

Elemental Bond Discussion

Epicurus on Yarok, Landlubber

1 day ago

HELLcaster19, thank you for the in depth comment! I'll do my best to respond in full:

You're probably right about Deathsprout, mostly because of the 4 CMC. I originally figured that it would come in handy as an added bonus to fetching a land, but I'm generally disappointed when I draw it.

Ghirapur Orrery also seemed better on paper than in practice, because the second ability helps my opponents way more often than it helps me. I'd hate to lose one of the cards that allow additional land drops, though, because that has become the deck's most powerful feature, from my experience of playing the deck.

Oh, my, God, Storm Cauldron. I have won every single game that I get that beauty onto the board. Given even just a couple of cards that allow multiple land drops, and my opponents are f'd, whilst I get everything back into place, setting off landfall abilities left and right. It's awesome. Never cutting that one. Ever.

Path of Discovery could go, but only if I were replacing it with more multi-land fetching spells.

Rites of Flourishing is important. If I'm able to drop multiple lands, and have a landfall trigger or two, then the extra draw each turn helps me more than the opposition more often than not. Again, that's from my experience from playing the deck. Maybe it's just my meta. But it's also the reason I added in Howling Mine, which I'm yet to draw in a game.

A lot of your suggestions care about creatures entering the battlefield, which make a lot of sense for a Yarok deck. However, this deck is fundamentally a landfall deck. So, for instance, Panharmonicon is out.

And I've considered adding Beast Whisperer, but decided against it so far because he only counts creature spells, not tokens. And Elemental Bond has very limited upside in this deck because most of the creatures are small. Sure, it would rock face with Rampaging Baloths, but the Baloths are really mostly just there as hate bait.

Drownyard Temple is probably a definite include. It does exactly what I want land to do in this deck. Field of the Dead is worth playtesting, though 7 lands with different names might prove difficult with all of the basics I'm running.

Ashaya, Soul of the Wild interests me. Maybe that's what I should replace the Orrery with. I just don't own one, so I haven't tried very hard to find a way to add it into the deck.

The Great Henge is one of my favorite cards ever, but I hadn't really ever even thought about it for this deck. Actually, it might be even better for the Yarok Ninjutsu deck I have. Most of my creatures are small in here, though, but I'm down for trying it out.

Thanks again! Cheers!

HELLcaster19 on Yarok, Landlubber

2 days ago

Epicurus Greetings! It is shaping up to a great start, so far!

Some cards that I would definitely consider cutting:

Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.

Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.

Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.

Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.

Some worthwhile additions that I believe will help develop and accelerate your board:

Growing Rites of Itlimoc  Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.

Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!

Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!

Alchemist's Refuge Allows you to play at instant speed.

Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)

Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!

Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.

The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.

Guardian Project and Elemental Bond are two strong Enchantments that will garner you some massive draw with your creatures.

Hopefully some of this information will add some spice to your deck. :) +1 from me.

TheValeffort on Zaxara, Xplodes

1 week ago

Considering removing (more imediatly).

  1. Hooded Hydra
  2. Kalonian Hydra
  3. Mistcutter Hydra
  4. Animist's Awakening
  5. Wildest Dreams
  6. Doubling Season
  7. Elemental Bond
  8. Retribution of the Ancients
  9. Putrefy

Not to mention the land base, but this will be a talk for later. Then, for now, I have 9 spots open.

Optimator on Giant's Deck

1 week ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

Optimator on 6yo me would be proud

1 week ago

Everything looks really quite good except you have really low ramp. You have a few cost-reducers and two mana rocks, one of which doesn't necessarily come out early. Personally, I aim for at least eight pieces in all my decks. For an expensive deck like this I might go for ten. Land is queen with Zacama so I'd recommend the classics like Rampant Growth, Cultivate, Kodama's Reach, Thunderherd Migration, Explosive Vegetation, Migration Path, Nissa's Pilgrimage, Sakura-Tribe Elder, and Vastwood Surge are all good choices that aren't too expensive. Ranger's Path is good too since you have lands with multiple types. Nissa's Renewal might be good in this deck, since it's budget and getting to nine mana is indeed a goal. Frontier Siege is good on a budget too.

You don't have much in the way of card-draw or card-advantage either. Look into Harmonize, Return of the Wildspeaker, Soul's Majesty, Elemental Bond, Colossal Majesty, Lifecrafter's Bestiary, Shamanic Revelation, Bonders' Enclave, and Garruk's Uprising in particular. Adding a few of these will smooth out your games for sure. Draw also helps with land drops.

Keep up the good work and happy planeswalking!

Optimator on Giant's Deck

1 week ago

Potential Non-Boros Commanders: Show

RealNeel on Infinite combat Radha

1 week ago

If you are looking for good cards to draw cards, I noticed a lot of big creatures, so a card like Elemental Bond or Soul of the Harvest or maybe even Path of Discovery would be good value for all the tokens in your deck. Other cards that come to mind are: Garruk's Uprising, Colossal Majesty and Garruk's Packleader

Good luck!

cameronhawk2 on Cracked Earth - Omnath LoR EDH

2 weeks ago

yo, Just leaving this here to recommend some cards I would think about upgrading first.

-Elemental Bond

-Garruk's Uprising

-Valakut Awakening  Flip

-Return to Nature

-Nissa, Worldwaker

-Chandra, Flamecaller

-Tempt with Vengeance

-Broken Bond

-Tilonalli's Summoner

-Thicket Crasher

all of these are kinda weak in your deck. Here are some of my recommendations

-Living Twister

-Oracle of Mul Daya (I know he's expensive)

-Crucible of Worlds (I also know this is expensive)

-Purphoros, God of the Forge

-Second Harvest (this is more of a meme card than anything)

-Growing Rites of Itlimoc  Flip

-Xenagos, the Reveler (if you still want to include some planeswalkers I think xenagos is better than the other two you have)

-Radha, Heart of Keld (She is new and pretty cheap as well. playing lands from your library is basically drawing cards)

-Lithoform Engine (This is another meme card)

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