Bond of Discipline

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Bond of Discipline

Sorcery

Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn.

seshiro_of_the_orochi on Card creation challenge

6 months ago

New Prahv Disciplinist

Creature - Vampire Advisor

Flash, Flying

Whenever ~ enters the battlefield or you cast a spell during an opponent's turn, tap target creature and put a stun counter on it. Its controller loses 1 life and you gain 1 life.

3/4


This is a card that combines Azorius and Orzhov, as suggested by Bond of Discipline. Create another creature that shows a result of one of the five bonds.

KongMing on Saskia the Viking

1 year ago

At this point, you need more field buffs, in order to make your multiple combats even direr.

Akroma's Will is just awesome. Even without doubling combat, if you have Saskia on the field, you will gain A LOT of life.

Bond of Discipline is great for the lifegain too, but Gruul Charm offers you a similar effect (getting creatures through) for cheaper.

Titanic Ultimatum or Beastmaster Ascension might also help you get damage through.

Austin_Smith_of_Cards on Repanse De Lyonesse (Knight Tribal and Recursion)

1 year ago

Some of the most critical components for this list to increase the amount of is mana ramp and card advantage, and increasing the quality of some of the removal; you generally want 10 in each category.

Top contenders that synergize with Knights and Equipment are Danitha Capashen, Paragon, Sword of the Animist, Sword of Hearth and Home, Forging the Tyrite Sword, Boros Signet, Orzhov Signet, and Rakdos Signet for ramp, Armored Skyhunter, Akiri, Fearless Voyager, Stormfist Crusader, and Mask of Griselbrand for card draw.

Cards worth cutting would be: Armored Ascension, Recumbent Bliss, Bond of Discipline, Duress, Integrity / Intervention, one of each basic land, Crashing Drawbridge, and Moon-Blessed Cleric to make room for the essentials.

OmletMojo12 on Curse of the Were-Rabbit

1 year ago

Very cool, looks dope. I just have one thought! I feel like Overrun could be switched out with something like Bond of Discipline because it is mana curve friendly and the life link can protect you a bit. Also just a good card for white attacking decks that might help with attacks is Brave the Sands.

Ziusdra on Card creation challenge

1 year ago

Manipulating the Census

Sorcery

Will of the Council - Starting with you, each player chooses birth or burial. For each player that chose birth, you create a white 1/1 Citizen token and gain 5 life. For each player that chose burial, that player sacrifices a creature and you may exile up to 5 cards from a single graveyard.

"The general populace will clearly not support us. I think it's time to groom a new populace, don't you think?"


New challenge! See card below.


Bully Charm

Instant

Choose one:

  • Target creature must block this turn if able.

  • Create a green 2/2 Raccoon creature token.

  • Destroy target artifact.


So, the new challenge is as follows. I was really inspired by the War of the Spark's bond series of cards (Bond of Discipline, Bond of Passion, etc.). It takes the flavor of two factions and joins them together into one card. What I want to do with the green card I created above is create a line of 4 more modal charms that combine three Families from New Capenna--precisely those families who share the color in which the mono-colored charm is made. So, if you look closely, the Bully Charm is mono-green and each of its three modes reflects each of the three Families that have green in them: the first mode represents Brokers' sentiments, the second mode represents the Cabaretti, and the third mode is very Riveteers.

So, create another mono-colored, three-mode charm where each mode represents one of the families who have that color in them. Note: the card should generally be weaker than the new charms (Obscura Charm, Maestros Charm, etc.) because the casting cost of these mono-color charms are much less restrictive--so don't make them too strong. We're going for flavor here, over competition.

rambunctiousOrator on it's a deck alright

2 years ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.

Lands:

How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

gavriel1136 on Pattern Recognition #232 - A …

2 years ago

White is my favorite color in magic and I think this assessment was unfair.

First off, yes, white has catch-up mechanics, but not necessarily because it's LOSING. Red has Robber of the Rich, which wants you to have fewer cards in hand than your opponent. That's not because you're losing, but because it wants you to play fast cheap things and then refill. Sunset Revelry plays in similar space.

Second, White has like a thousand ways to destroy or exile nonland permanents, which absolutely includes planeswalkers. It has plenty of targeted things too, such as Angelic Ascension. I genuinely don't understand what you're talking about with White not interacting with them.

Third, White has admittedly fewer classic finishers than Green does (like Craterhoof Behemoth), but White still has its fair share. Akroma's Will, Bond of Discipline, and True Conviction (maybe others I'm forgetting) all fulfill the role of "I have a big board and want to get more damage through". If the only finisher you've been using is Approach of the Second Sun, I don't know what to tell you.

I love White and I enjoy reading your articles. At the same time, I think this one was not thorough enough to make the claims you're making.

rdean14 on Card creation challenge

2 years ago

Bond of Discipline -- :

Zdenka, Self-serving Conciliator

Legendary Creature - Spirit Advisor

Flying

At the beginning of each player's upkeep, they lose life equal to the number of cards in their hand and you gain that much life.

, : Tap all creatures target player controls. Those creatures don't untap during that player's next untap step. Activate only as a sorcery.

2/4


This is super fun, let's continue!

Bond of Revival --

Bond of Passion --

Bond of Flourishing --

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