Bonders' Enclave

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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
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bonders' Enclave

Land

: Add .

, : Draw a card. Activate this ability only if you control a creature with power 4 or greater.

Profet93 on Existential Dread

3 weeks ago

How has Horizon stone worked for you? Seems a bit expensive for what it does. Have you considered swapping it with another utility spell that might be more beneficial towards your needs? Vedalken Orrery allows you to respond rather than be responded to. Helps deter interaction spells in your meta, leaves opponents guessing. You're playing the Eldrazi that can counter spells, if you're gonna act like a blue player, might as well go all the way with it. Neither Horizon stone nor Orrery are necessary towards your plan, you'd probably be better off with something else entirely, but Orrery has put in some serious work in more casual- semicompetitive games which it seems like this deck is built for.

Another card to consider is Commander's Plate.

Why do you have 4 wastes, are there cards that draw basics from the deck that I'm missing? It seems like ..... a waste slow clap .... Urza's Mine, Urza's Power Plant and Urza's Tower can be swapped in for ramp. I'm sure theres some synergy with the artifact cards that deal with land mana abilities. Bonders' Enclave could be the 4th land swap should you feel you need more draw in a pinch that doesn't anti-synergize with your pay life for mana abilities card (not that it's a huge difference one way or the other, but redundancy is nice)

Profet93 on Sekki, Ghost Piñata

1 month ago

Just read the description, wish I could upvote again, pinata party!! Invite your friends!

Abundance - Given you need draw, rather than filter, why not replace it with a draw spell? Should you still wish to keep it, why not include Sylvan Library to 1) Synergize with abundance like crazy = 3x cards of your choice without life loss. 2) Top deck manipulation when you need it. 3) Draw in a pinch

Colossal Majesty - Why not swap this with Elemental Bond or Garruk's Uprising?

Awakening Zone - What purpose does this serve, ramp? Double tokens with doubling season?

Terramorph - There is much better ramp in green such as Migration Path.

Asceticism - Vines of Vastwood would most likely better serve your purpose. While not permanent, it's much each to cast and also provides a stat boost should needed. Being able to bluff against removal is powerful in a political meta. Not to mention that wipes that will inevitably come cannot be stopped by the regen clause (for most wipes). Swapping these will lower your CMC and help ensure interaction.

Bonders' Enclave - Draw in a land slot

The Great Henge - Cast right after your commander. Draw, 1/1 counters and lifegain all for 2 green mana.

Ancient Tomb - Ramp in a land slot

Garruk, Primal Hunter - Draw, token production and a maybe ult. Nice for nykthos. Could maybe swap Return of the Wildspeaker should you value versatility over instant speed interaction.

Greater Good - One of green's best card draw, your commander will give u +5 cards. Some good value. Sac outlet also helps prevent against theft and exile effects.

Harmonize - Card draw at it's simplest

Rishkar's Expertise - I see what you're saying in your description. The decision of going tall and or wide. This might be worth considering as it's draw and doesn't effect tempo.

There are other potential cuts but I wanna see what you think of these first before going further

SufferFromEDHD on Way of the golden tail

2 months ago

Neat deck!

Dust Bowl incredible in the late game with all those basic lands.

Nesting Grounds tech.

Bonders' Enclave Bushido card draw.

Karn's Bastion and/or Sword of Truth and Justice double up the Bushido counters.

kirbysan on [Primer] Helming the Host of Heaven *Update*

2 months ago

Guerric

Last game of the year! Sorry I've taken over your comment board, hope all these gameplay interactions help!

Opponents: Koma, Cosmos Serpent, Muldrotha, the Gravetide, Tevesh Szat, Doom of Fools / Armix, Filigree Thrasher

Starting Hand: Marsh Flats, Plains, Sol Ring, Serra Ascendant, Serra Avenger, Court of Grace, Breathkeeper Seraph

T1 - Marsh Flats into Plains into Serra Ascendant

T2 - Plains into Sol Ring and Luminarch Ascension (drew into), swung in for 6 damage

T3 - Plains into Court of Grace, drew on endstep, swung in for another 6 damage

T4 - +1 Angel on upkeep, Plains into Giada, Font of Hope and held up mana to make 2 Angels, drew on endstep, swung in for another 6 damage

T5 - created 2 Angels (6 power & 7 power) on opponents end step, +1 Angel (8 power) on upkeep. Cast a Tome of Legends getting ready for the boardwipe. Swung in for 21 damage, drew on endstep.

T6 - nobody at the table had the boardwipe so I cleaned up next turn with Sigarda's Vanguard knocking out each other player simultaneously. I think this was the fastest this deck has ever performed in a 4-man pod and all the damage was dealt by me.

Opponents: Koma, Cosmos Serpent, Muldrotha, the Gravetide, Tevesh Szat, Doom of Fools / Armix, Filigree Thrasher, O-Kagachi, Vengeful Kami

Starting Hand: Windswept Heath, Arid Mesa, Plains, Bonders' Enclave, Serra Paragon, Gisela, the Broken Blade  Meld, Archangel of Thune

Thought about not including this one either as it was a slow hand and a fast game. Muldrotha comboed out turn 4 making 2 million squirrels and nobody had any interaction so we were dead on turn 5.

Opponents: Koma, Cosmos Serpent, Muldrotha, the Gravetide, Tevesh Szat, Doom of Fools / Armix, Filigree Thrasher, O-Kagachi, Vengeful Kami

Starting Hand: Nykthos, Shrine to Nyx, Plains, Plains, Pyre of Heroes, Gisela, the Broken Blade  Meld, Battle Angels of Tyr, Angelic Curator

I had played Battle Angels of Tyr but it was quickly removed by Tevesh before I could swing with it, which is fair given a 5-man pod.

Instead I went for the slower play with Giada, Font of Hope, Angelic Curator and Angelic Sleuth on the field. I held Pyre of Heroes in hand thinking I would go for the Inspiring Overseer / Serra Paragon line to draw into some cards and get some clues.

However, Muldrotha again was a huge problem turn 5. They had Scute Swarm and cracked some fetches and played green ramp spells bringing up their total to the low 100s but they only had 32 they could attack with. They decided to swing all of them at me as I was the only one with any sort of board presence. O-Kagachi let the table know they had a fog effect but we elected to use it on the next turn.

At this point I had Giada, Font of Hope, Angelic Sleuth, Righteous Valkyrie and Pyre of Heroes on the battlefield. Once Muldrotha had started producing massive amounts of Scutes I knew they were coming at me. Also I had drawn into Archangel of Thune which I played and swung in bringing me back up to the low 20's.

On turn 6 O-Kagachi used the fog and Muldrotha just set themselves up better for the next round. They cast a Sandwurm Convergence to stop me from knocking them out.

Tevesh decided this was the best time to go off so they tapped out for a Peer into the Abyss. A lot of artifact shenanigans happened and they ended up at 4 life due to Bolas's Citadel, nearly wiped the board with Ugin, the Spirit Dragon and killed Muldrotha with an artifact creature with Cranial Plating and Lightning Greaves. Unfortunately they didn't see that O-Kagachi was out and only -5 for Ugin so they were dead to the dragon on their turn.

I was able to build back relatively quickly as I drew into a Thorough Investigation and cracked some clues. O-Kagachi became the new archenemy as they had their commander out and a Fist of Suns so they were casting high-costed cards with the limited mana they had. Koma used Kiora, the Crashing Wave to negate the damage of O-Kagachi's commander. They also countered a Conflux which could've ended the game.

I tried to swing in once but was stopped by a fog. I also made another misplay with Oblation targeting their Myojin of Seeing Winds as I misheard thinking it was a 10/10 flying indestructible when it was a 3/3 that didn't even fly. They removed the divinity counter drawing 12 and drew another 2 off Oblation. Next turn they cast a Morophon, the Boundless and dropped all the spirits they drew off those 14 cards. If I had held up my Oblation for their fist of the suns instead they would have had no mana for anything else and I could've swung in for the win.

Luminarch Ascension finally popped off! When unanswered it just ends games. Even with a boardwipe it can refill the board with mana. With Giada out it adds lethal threats quickly. I understand that it may not have the surprise factor but I think the resiliency is more important here. As you've mentioned before, not a lot of people run enchantment removal as creature removal is preferable which means this has staying power.

Court of Grace was also amazing here. While 1 card a turn is not the best for 4 mana, 1 card and 1 angel for 4 is amazing. Obviously the Sol Ring did work in getting it out early but against slower decks they had no way to attack me regardless.

Pyre of Heroes was actually useful this time! Pitching the 2/2 body of Angelic Curator into a Righteous Valkyrie is a strong move. I was only able to use it once before the Ugin exile but it helped keep me in the game. Without it, I would've been dead right after Tevesh finished off Muldrotha, perhaps even in the same turn.

Sigarda's Vanguard was also great again. However if I'm not planning out dropping my angels out in the correct turn order then I'm not always getting the full benefit from her. Akroma's Will would save us the headache of counting and planning while also providing the evasion to get through flying creatures. I think I'll still stick the Vanguard as the light recursion package allows us to bring her back on another turn for additional value whereas Will would just languish in the graveyard.

We had a turn 0 discussion before games 2 and 3 and agreed on playing more mid-tier decks as I only brought Giada. The Muldrotha player typically durdles with nothing to do and decided to add in some spicy cards not knowing how they'd perform. Tevesh doesn't always go off like this but Peer into the Abyss is usually a card that gets countered. The table let it resolve due to needing to knock out Muldrotha first.

KBK7101 on Glorious Angels

3 months ago

Hello and welcome back to the game! Commander is definitely the best format for the game these days (in my opinion, anyway) and Giada is one of the best commanders printed this past year. Great choice!

You can definitely tweak this deck to be a lot smoother, and none of my suggestions will be terribly expensive (which is a subjective term, I know).

Recommended cuts:


Recommended additions:

Oblation and Swords to Plowshares for some more removal. Oblation can also be used on your stuff, either to protect it by shuffling it into the deck or just to draw some cards.


I have a Rule 0 commander deck featuring Serra the Benevolent as commander. While not exactly the same, it can be pretty close to what Giada wants to do.(Rule 0 meaning "Hey guys, would it be okay if I bend the rules and play this? If not, it's cool. I'll use Lyra Dawnbringer instead.") Here's the link if you would like to check it out for some other ideas/inspirations.

(RULE 0) Serra the Benevolent - Song of All (v1.4)

On a similar note, the user Guerric has a fantastic Giada deck on here that I'm pretty sure is the highest rated one. His deck would probably offer much better advice/insight than mind could. His deck is below. (Hope you don't mind me putting you on the spot like this!)

[Primer] Helming the Host of Heaven *Update*


That's all I have for now. Hopefully this helps some!

KBK7101 on Glorious Angels

3 months ago

Hello and welcome back to the game! Commander is definitely the best format for the game these days (in my opinion, anyway) and Giada is one of the best commanders printed this past year. Great choice!

You can definitely tweak this deck to be a lot smoother, and none of my suggestions will be terribly expensive (which is a subjective term, I know).

Recommended cuts:


Recommended additions:

Oblation and Swords to Plowshares for some more removal. Oblation can also be used on your stuff, either to protect it by shuffling it into the deck or just to draw some cards.


I have a Rule 0 commander deck featuring Serra the Benevolent as commander. While not exactly the same, it can be pretty close to what Giada wants to do.(Rule 0 meaning "Hey guys, would it be okay if I bend the rules and play this? If not, it's cool. I'll use Lyra Dawnbringer instead.") Here's the link if you would like to check it out for some other ideas/inspirations.

(RULE 0) Serra the Benevolent - Song of All (v1.4)

On a similar note, the user Guerric has a fantastic Giada deck on here that I'm pretty sure is the highest rated one. His deck would probably offer much better advice/insight than mind could. His deck is below. (Hope you don't mind me putting you on the spot like this!)

[Primer] Helming the Host of Heaven *Update*


That's all I have for now. Hopefully this helps some!

KBK7101 on Budget Timmy Deck

3 months ago

Ghalta, Primal Hunger is perfect for this deck. Cards like Bonders' Enclave, Rishkar's Expertise and Return of the Wildspeaker as well!

Tur on Hidden Power - Crop Rotation

3 months ago

Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.

The powerful card I plan on discussing here is Crop Rotation.

This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.

It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).

Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:

Utility Lands:

Theme Lands:

Ramp Lands:

Color-Fixing Lands:

There are many more unlisted cards in each category which could fit your specific deck.

Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.

Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.

All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.

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