Elemental Bond


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Elemental Bond


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

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Elemental Bond Discussion

sanddeviljack on Trostani Populate

1 day ago

I feel ya--it can be easy to go off the rails with deck building. You've got some good stuff to work with here, though, so if you don't mind some less-than-expert ideas, I'll throw a bunch of ideas your way.

I like your big finishers: Phyrexian Processor, Desolation Twin, the wurms (including Sandwurm Convergence), Giant Adephage, Trostani's Summoner. You're packing pretty much all the Populate spells--that's good. Let's protect that stuff with Heroic Intervention, Eerie Interlude, Cloudshift and--if you can justify the price tag--Teferi's Protection.

Hoofprints of the Stag works a little differently from Angelic Accord, but the result is functionally the same. Spawning Grounds is similar to Sandwurm Convergence, but let's you create the token before the end step (but also any end step) which will trigger Accord. Land aura, though, so you have to weigh that. But multiples of your tokens is always better than one, so if doublers are not too hard on your budget, you can't go wrong with those, either.

Eerie Interlude and Cloudshift can also be token doublers by giving you multiple ETBs from each Armada Wurm-style creature. If you go this route, Flickerwisp, Whitemane Lion, Jeskai Barricade, Eldrazi Displacer, Dust Elemental, even Roaring Primadox or Invasive Species will all help you get multiple ETBs. Other creatures that will benefit from this strategy include Hornet Queen, Regal Caracal, and Avenger of Zendikar. I've even used Fiend Hunter to "hide away" one of these (Trostani's Summoner is best) as wrath protection.

Herald of the Host and Nacatl War-Pride are both excellent Populate targets. Timing is everything, so you have to have mana and your Populater ready before the original tokens disappear. Loads of fun when you Second Harvest a board full of NWP tokens. :D

A couple wraths are good to have despite being a creature strategy: Martial Coup has the benefit of wrathing or not and creating some soldiers, while Phyrexian Rebirth gives you a huge threat that's definitely worth populating.

Finally, Garruk's Packleader and Elemental Bond draw you cards for every 3+ power creature that ETBs for you. You can't go wrong with card draw. If you do nothing else, add card draw.

Best of luck!

clayperce on Need help building a deck ...

3 days ago

Elemental Bond may be good in a deck like that too.

I love Chameleon Colossus in any tribal deck that can run it, partly for the pro-Black but also since it'll pick up buffs from many of your opponents' Lords as well (e.g., +2/+2 and Haste from the Lovisa Coldeyes your Barbarian coworker will likely run).

Shared Animosity would take up a huge chunk of your budget, but it may be worth it. Door of Destinies is another solid option along the same lines.

I expect G1 will just be Big Beats from everyone, but winning the removal war (board wipes, especially) may be the key post-board. If so, cards like Heroic Intervention or even Guttural Response may be useful in the sideboard.

Color-specific hate (e.g., Choke and Flashfires) may be useful in the board as well.

Please keep us posted as the list evolves, and on how the tournament goes!

Captain_Kinnbart on gishath dino edh

4 days ago

I'd remove the Raptor Hatchling as long as you you have no way to stack damage triggers or something. It just doesn't have real impact in EDH.

Same goes for Arlinn Kord  Flip. I'd rather play other, more consistent ways of giving your commander (and other creatures) haste like Fires of Yavimaya or other enchantments that give your creatures haste and trample.

I'd also remove the monuments, they won't help you so much. For example Oketra's Monuments second effect won't impact the game much, and you have like 10 white creatures that can profit from the cost reduction. You'd have to play all of them after the monument to save like 7 mana. If you just play Kodama's Reach you will profit a lot more of it. Instead of Hazoret's I'd play anything that lets you draw a card whenever you play a creature, something like Elemental Bond. Rhona's is fine, you have enough green creatures, I personally would prefer something like Primal Rage or Nylea, God of the Hunt to keep the trample even without casting creatures.

Also I recommend Caltrops for the enrage trigger, if the lack of flavor doesn't matter to you.

passascats on Dinosaur are Awesome !!!

5 days ago

Welcome to the format! and yes, Dinosaurs are awesome.
I'm not sure what kind of meta you are going to play in, so some of my suggestions may be moot, but here are some quick thoughts on my first look:
You need more bombs. Etali, Primal Storm, Zacama, Primal Calamity, and Regisaur Alpha are all probably must haves. Your commander puts dinos on the field, so running all the low cost dinos means you've got a great curve, but you won't have the power to end games.
You'll find planeswalkers underwhelming in most commander games, and the two you have don't synergize with your wincons effectively.
If you can get your hands on a Vandalblast do so, you will probably want some more artifact and enchantment removal.
Your ramp looks solid, but is excessive for your curve, if you add the bigger bombs, this should be fine.
Lastly you need a little card draw, not much cause you want your commander to bring your big dinos in, but something like Elemental Bond can really keep you moving.
Good Luck!

DrkNinja on Jurassic Deck

1 week ago

Also I think Elemental Bond has a good home here...

Pabs4444 on Gruul lands wins

1 week ago

DrkNinja As I previously said, I already run Elemental Bond. Also, I know that Colossal Majesty only triggers on upkeep. I just figured Gruul I might as well consider any card advantage available. Especially when It's only 3 cmc. I do happen to love infect, lol. Triumph of the Hordes will come in when I get the card. I really appreciate all the advice you've given on the deck. Thank you. And yeah, I know Vedalken Orrery is crazy good, lol. I'm glad to have had the chance to pick it up for about $12.50 before the crazy spike.

Pabs4444 on Gruul lands wins

1 week ago

DrkNinja and Megalomania I appreciate both of the advice. I have a similar strategy as a combo deck with both The Gitrog Frog (deck not yet completed) and Horde of Notions. As of now, I want to focus on the landfall package. I have another aristocrats deck I want to build. But I will consider sacrifice outlets to get in the final damages in. I originally had this deck listed as budget, but I removed it after the price spike of Vedalken Orrery in specific. I will include the more expensive cards as my budget allows for it. And I am definitely considering Scapeshift. As for mana dorks, I prefer to have artifacts as they tend to serve a better purpose as well as having not as much removal options. I already have Elemental Bond, but I am also considering Colossal Majesty for card draw. I am also thinking of Sarkhan's Unsealing, but I don't think I'm running quite the recursion or big creatures for it.

DrkNinja on Gruul lands wins

1 week ago

Mending is in essence what you want to do with this deck, BUT its just really shitty honestly. It takes 3 turns and what happens when the card you turn over is a combo piece? Like lets say you flip over a Purphoros and now its stuck in your grave... This card doesn't do recursion really.

I'd also be careful about tutors, one worldly tutor is really all you need simply because most of your combo pieces are gonna be enchantments. You want draw power so Elemental Bond or Greater Good might be worth looking into. Also Birthing Pod is ONLY usuable IF you build your deck around it; you have to have make a perfect CMC curve otherwise it's effectiveness/value is just little to none.

@Megalomania honestly unless you're aiming your deck to be turn 4 kill or you care about creatures (which this deck doesn't), mana dorks are bad in commander. Think about this if you are on turn 1-3 and you draw a mana dork that's awesome but turn 4+ the last thing you want to see is a mana dork. Turn 4+ you want to be drawing things that have high value and impact on the game.

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