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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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Binding the Old Gods Discussion
1 month ago
Rasaru there are a couple more ramp pieces or mana base fixing listed under different purposes that usually play well. Shiny Impetus, Culling Ritual, Binding the Old Gods, Klothys, God of Destiny & Thaumatic Compass Flip are examples of additional pieces that help mana base but weren't categorized expressly as ramp. I also added one of my tutors back in but haven't updated the list I believe. All that added with the large land total & it usually plays well.
1 month ago
3 months ago
Immersturm Predator - Been ridiculous solid. If someone has a necrodeck in play he is self-politicking for players to let him hang to chisel the most important recursion targets. He is a good attacker, but doesn't have to. Often hanging up as a blocker to instant indestructible & exile a graveyard piece in token heavy deck. His tempo always seems to work out incredibly for me. Just hangs around, does work.
Shiny Impetus - Not a big removal fan without some associated progress in the game, this way I get to keep the damage train rolling for others, let other players worry about removing the problem. Usually the floor is: 1 treasure returned & another player uses a removal. The ceiling is quite high: a bunch of damage, building spite, & treasure ramp.
Binding the Old Gods - Why just ramp or remove a permanent when I can do both? May be a spendy & clunkier removal piece, but it works beyond just removal & again, when put to practice this card has done work for me every time.
4 months ago
How is the Thantis'ing going? Have you gotten to playtest some more? I had a solid Thantis-win this weekend. Didn't actually get to cast Thantis, but the rest of the deck forces some discomfort, so it was ok :) Consider Binding the Old Gods as a surprisingly good little utility card. I found the slow-ramp after the spendy removal to be worth it. Consider that it uses 2 important slots on one card (swiss-army knife removal, then ramp). I think it is a bit of a sleeper. If you are like me you like your removal to also keep the game moving in some way (your way :) )
4 months ago
Also, just noticed Binding the Old Gods is already in there. Whoops!!! my bad
4 months ago
Interesting take on elfball tribal. Have you thought of using Umbral Mantle to help with infinite mana combo? providing you have an elf that can tap for 4 mana (not too hard with Marwyn, the Nurturer or Elvish Archdruid ), you will always net a positive mana outcome.
Also, whilst I know Big Hoof!!! is off the table, what about something like Decimator of the Provinces or End-Raze Forerunners ? Combine any trample effect with a Binding the Old Gods (which is awesome and should be considered for your deck) final part of the saga, that interaction between Deathtouch and Trample is usually a game over situation.
Will be really interested to see all the changes you make. From 1 elf player to another, +1 all day :)
4 months ago
- 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
- 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
4 months ago
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.