Binding the Old Gods

Binding the Old Gods

Enchantment — Saga

(As this saga enters and after your draw step, add a lore counter. Sacrifice after III.)

: Destroy target nonland permanent an opponent controls.

: Search your library for a Forest card, put it onto the battlefield tapped, then shuffle your library.

: Creatures you control gain deathtouch until end of turn.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Binding the Old Gods Discussion

Kukkakaali on Tuhmeliinit Cube

12 hours ago

Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury

- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek

Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles

- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement

- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe

- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming

- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright  Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent

- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed

- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth

razelfark on Quandrix Devotion

3 days ago

Hello Raknulfr,

I have tested the deck out and it has been performing very well most of the time.

The issue with removal has been surprisingly not that big of a deal. The only issues with removal is when someone uses a sweeper over targeted removal, and the sweeper is usually Extinction Event or Shadows' Verdict at which point Heroic Intervention just wasn't doing much even though it is in the side for white/red sweeper counter play.

Targetd removal play arounds are mostly you make sure not to play Scute Swarm until you can land drop with him and hopefully make it a double land drop for the turn to make sure you can keep it on the field. Remember to play land from hand after resolving the scute if possible to prevent your opponent from blasting it before moving to cast another spell, this is to keep your opponent from getting reaction priority to kill it before you can get a trigger.

Another thing about the removal protection, a lot of people are running cards that hit "Nonland" cards like Binding the Old Gods and Skyclave Apparition . What this means, is that having Ashaya, Soul of the Wild on the board all our non-token creatures will be considered lands. This also means that any nontoken creature that enters the battlefield will trigger Scute Swarm . This combo is soo strong I am thinking of adding another Ashaya just to make it more consistent. Small note: Ashaya does shrink when Tanazir Quandrix uses his attack trigger, so keep in mind.

As for the Master Symmetrist , this card is not going to do much for us. If we have either Tanazir Quandrix or Klothys's Design with a board of scutes, then we don't really need trample as the scutes power with numbers increase enough that our opponent won't be able to block enough to matter 9 out of 10 times (plus they usualy lose their board chumping 4/4 scutes).

Some quick math for the Klothys's Design to put in perspective why I don't care for trample; if I have 7 Scutes in play they will all get +7/+7 meaning I swing with 7 creatures that are 8/8. Meaning if 3 get through, I would kill most people that don't gain life. The numbers get much scarier if you take into account you can land drop the turn you play the spell to double your scutes in play to swing for even more.

The deck does takes some time to develop its board sometimes, but that is also why there are so many ramp spells to get it going fast enough and to help make sure you can trigger as many scutes as possible.

Hope this answers some of the questions about the card decisions.

SkoomaCat89 on Kills with Ills

3 days ago

Sorin_Markov_1947 Thanks for the tip. I considered Binding the Old Gods as an addition however I wanted to keep the mana curve 4 or below with Vorinclex, Monstrous Raider being the exception as it can be useful against spam decks that stop attackers. Vengeful Reaper was added due to its fortell cost and ability to swing for lethal so in reality the mana curve is below 3. And the land balancing is due to tappedout counting Necroblossom Snarl as 2 of each when it can be either.

Sorin_Markov_1947 on Kills with Ills

3 days ago

Binding the Old Gods is a good one here for problem cards. Also, add another forest or two instead of swamps to even out your land-to-pips ratio.

Beta323 on Ur-Dragon

1 week ago

Hi multimedia,

First of all thanks for the input and sorry for the delay in the reply; I have been testing with proxies.

Again, thanks for the input!

razelfark on Sultai Landfall

2 weeks ago

I see you have a strong combo with Nissa of Shadowed Boughs with her minus to setup a free Vorinclex, Monstrous Raider to the board that you can follow up with Professor Onyx . That seems interesting, but you look like your lacking ways to protect her if you resolve her. You may want to include some sweepers into your deck like Extinction Event or Shadows' Verdict to clean up the board for when you want to resolve your Nissa or for general survival as a lot of decks are finding ways to hit the board wide quickly.

For your land base, I would probably suggest removing the Evolving Wilds and just go with basic lands or more of the Triome lands. The reason for this suggestion is that you are running Cultivate , Fabled Passage , and Binding the Old Gods . With soo many cards to take lands from your deck, this may lead to you very quickly turning your Cultivate and Evolving Wilds / Fabled Passage into dead draws from taking your few basics from deck too quickly.

Cosima, God of the Voyage  Flip is a tricky card and I know you are using the Evolving Wilds to help trigger this card more likely then the Nissa. If that is the case then you would need more basics in the deck as previously stated (meaning you would need to trim pathways to keep the wilds).

You may want to consider running one Saw It Coming in the main board to make your opponent guess what you really have foretold since you are running the draw, kill, and extra turn spell already. Players will hesitate to play cards when they see certain spells once they know what kind of cards you foretell.

I think these small adjustments should boost your consistency a bit for your gameplay. Wish you the best of luck with the deck.

Sorin_Markov_1947 on WGB Doom Foretold

4 weeks ago

I don't think Omen of the Hunt belongs here. It's just not a good card. You also probably want Yorion as a companion just because he synergizes so well with the Doom Foretold attitude. You'll also want more removal, like the fourth Binding the Old Gods and some spell removal like Heartless Act . Take a look at some of the other Abzan Doom decks around and see what works for them.

Howwyl on Money for nothin'

1 month ago

Cut Suggestions:

  • Binding the Old Gods isn't good removal cause it doesn't have the benefit of being instant speed or being a creature you can reanimate. It also takes a whole turn rotation to ramp you one forest that you can't even use that turn.

  • Moldervine Reclamation is 5 mana for a draw engine which is kinda expensive. Your decks goal doesn't seem to be aristocrats, rather bringing back a bunch of lower power creatures with good effects or are actually thicc. In this case, you don't have good fodder to make this card work.

  • Collective Effort is kinda bad all around. it's removal is conditional and slow and you can only pick the +1/+1 option once so it can't make your men big.
  • Beast Whisperer same kinda think with moldervine. You are going to cast creatures on occasion, but what you really want is card draw when creatures etb so you can fill your hand after mutating Nethroi. It's decent in the early game, but etb draw is better for you in both the early and late game.
  • Wayfarer's Bauble . You are in green and there's better creature ramp that doesn't cost $4.

Add Suggestions:

  • Eternal Witness . good recursion outside of nethroi and allows you to get important non-creatures back when recurring.
  • Wood Elves . better than binding of the old gods for ramp in almost every way. It's creature based, non basic forest finding and the land doesn't enter tapped.
  • Springbloom Druid . like harrow, but on a creature. keep both if you want though.
  • Tortured Existence . Even though it's an enchantment, it's cheap and allows you to surprise your opponents with something from you hand and otherwise you can just trade creatures for whatever you need at the time.
  • Grim Haruspex . Decent card draw that give you some benefit if your board gets wiped.
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