Polluted Bonds

Legality

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

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Polluted Bonds

Enchantment

Whenever a land enters the battlefield under an opponent's control, that player loses 2 life and you gain 2 life.

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Polluted Bonds Discussion

Jagd_Tallgeese on Marchesa's Fortress of Solitude

1 month ago

So....the deck up until now didn't have a way to punish other players for playing lands. However, with the addition of Polluted Bonds to replace Citadel Siege, that will no longer be an issue!

griffin_15 on Nicol Bolas, the Ravager

1 month ago

I would think about running Polluted Bonds. It's a really solid card. Everyone's going to need to play lands, and the two life doesn't seem like that big of a hit, so people are willing to take it. But, in a 4-player game, one round of single land drops will net you 6 life. However, it also works to deter Green Ramp and can become prohibitive as the game progresses longer, which this deck seems to want. It doesn't really fit the discard theme, but it works from more of a controlling aspect, which I feel Grixis is pretty good at. Additionally, while I know he's got a high price, Jace, the Mind Sculptor would be an interesting pair with Nicol Bolas, the Arisen. Both of their Ults basically say, "Target Player loses the Game in a few turns." Plus, he gives great card advantage, particularly with a discard deck.

Bigred9001 on Lord Windgrace

1 month ago

Retreat to Hagra and Retreat to Kazandu were considered but i couldn't find a spot for them. Polluted Bonds is reliant on my opponents so I'm on the fence about it. Collective Voyage only gets basics so not a huge boon for me. My basic count is fairly low because fetches are a huge part of the game plan.

golgariizzet on Lord Windgrace

1 month ago

if you had Retreat to Hagra with it's landfall ability you could be be gaing life with your land drops and if you have Polluted Bonds when your opponents drop a land you gain 2 life and opponents lose 2 life and to top it off throw Collective Voyage in there you will gain a lot of life this way and do a lot of damage to your opponents because even if they don't pay mana and you dump a shit ton of mana into it they still have to drop lands and trigger you other 2 enchantments just something to think about. here is my lord of windgrace deck if you want to check it out. Grave Lands Fall

golgariizzet on Grave Lands Fall

1 month ago

one thing _Delta_ think about Collective Voyage if you play this with Polluted Bonds and Retreat to Hagra and lets say you are the only one paying into it and you pay 9 and one forest you are dealing everyone 18 damage and a lot of life because they are forced to search for lands and and put them into play.

The_Hunter on

1 month ago

Hi, so I see what you are trying to do here but I think you went to all in on destroying lands. What I mean by this is there are too many Stone Rain effects, not enough ways for your deck to operate. For a deck like this to win you need to be able to draw a lot of cards and sustain your own game. A lot of the times a deck like this will draw a lot of aggression on a table, so you need to be able to protect your self and make the most out of a low land count and a lot of enemy's. Dingus Egg can help you actually kill players instead of just annoying them,Jokulhaups will neuter the table, but keep your "do stuff" enchantment and planeswalkers alive. These cards are a little protection for you Polluted Bonds,Ankh of Mishra,Crawlspace,Price of Glory,No Mercy,Burning Sands,Smoke, Tainted AEther, Rain of Gore, War's Toll. You also need more card draw so Necropotence, Underworld Connections, Greed, Phyrexian Arena,Erebos, God of the Dead, Solemn Simulacrum,Yavimaya Elder,and Memory Jar are good inclusions. Some other just good cards for you are Thaumatic Compass  Flip,Borborygmos Enraged, Multani, Yavimaya's Avatar,Creeping Renaissance, Praetor's Counsel,Burgeoning,Tilling Treefolk,Krosan Tusker,World Shaper,Constant Mists,Tempt with Discovery,Horn of Greed,Vaevictis Asmadi, the Dire. There are a lot more cards that would make this deck much more explosive and be more punishing. I would go on EDHREC.com and look at the commonly used cards of Vaevictis Asmadi, the Dire,The Gitrog Monster,Mogis, God of Slaughter and Borborygmos Enraged to focus your list.

JoeNathan37 on Input on deck idea

2 months ago

Polluted Bonds seems like it might be the kind of card you’re talking about

Guviwex on Xantcha wish your girlfriend was hot like me

2 months ago

Great list so far. Here are you my suggestions:

I'd swap out the infect cards for an evasion suite. Infect is great on paper, but you don't get to direct where it's going. Thus, it comes with #1 negative (painting a large target on yourself that says: 'kill me now') without the #1 benefit (eliminating your greatest threat in a turn or two). I think you'll do better flying lower on the radar. Stick the five commander damage and be happy. Some combination of Corrupting Licid, Sleeper's Guile, Dauthi Embrace, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep should do the trick. Add in a Nim Deathmantle to keep Xantcha on the field indefinitely.

Total War seems particularly punishing. As does Errantry. I wouldn't run many Creature Auras, but Errantry locks down a board state and shortens the commander damage clock to 3 hits.

War's Toll should incentivize others to use Xantcha as a mana sink on their own turn. Which is exactly what you want.

Unnerve is both a 10/10 flavor win, and another incentive for others to activate Xantcha's draw ability. Also Arterial Flow and Words of Waste come to mind.

Glacial Chasm is good protection. Sit back and watch the world burn.

Alhammarret's Archive seems great w/Xantcha's ability, although it is quite slow. Maybe get a feel for how your opponents are dealing with Xantcha first. If you get to sit around a lot, slot this in.

I'd switch out some of your Xantcha-killing board wipes for Languish and Wildfire. Xantcha on turn three, ramp into Wildfire on turn 4-5? Yikes.

If you find that Xantcha is eating removal often, Fury Storm seems like a good add. Playing Xantcha three times, and quintupling an x=6 Exsanguinate to drain the table for 30 sounds like a positively delightful way to spend 10 mana. Works with that Profane Command in your Maybeboard as well.

Speaking of mana, you probably want Cabal Stronghold and Neheb, the Eternal in here.

Maybe Mana Geyser for a game ending drain from Xantcha or Exsanguinate-- although that might be too cute. Works great with War's Toll.

Howl from Beyond and Torment of Hailfire are also good ways to finish people off.

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As far as what to swap out:

Spiteful Visions isn't asymmetrical enough. You're probably going to be using Xantcha's ability often enough to make this hurt.

Exquisite Blood isn't really working within your game plan. You're using it as a defensive option here. I think there are better options (Chasm, for example).

Blood Sun works against you too much.

Polluted Bonds could probably be swapped out for something. I get that your opponents will be drawing more, but if feels like 5 mana good stuff.

I think War Cadence could be swappped out for any of the evasion enchantments suggested above. Dauthi Embrace probably.

Vow of Lightning and Vow of Malice should probably also be swapped out for more solid evasion.

Rite of the Raging Storm might also be too cute, but it's hard to judge.

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Overall, this is a really good list. Xantcha is a cool card and it's fun to see how many niche interactions she enables. Good luck with it!

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