: Gain .
, : Draw a card. Activate this ability only if you control a creature with power 4 or greater.
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|Commander / EDH||Legal|
Bonders' Enclave occurrence in decks from the last year
Latest Decks as Commander
Bonders' Enclave Discussion
5 days ago
Swiftblade Vindicator Healer's Hawk Danitha Capashen, Paragon Archetype of Aggression Archetype of Courage Aerial Responder Brave the Sands Angelic Skirmisher Kediss, Emberclaw Familiar angelic field marshall Moraug, Fury of Akoum Segovian Angel Master Warcraft Response / Resurgence Reckless Assault Fury of the Horde World at War True Conviction Bonders' Enclave Bond of Discipline Seize the Day Magus of the Wheel Sandstone Oracle Dragon Mage Generator Servant Hellkite Charger
5 days ago
All in all, everything looks pretty tight and it seems like you have bases covered pretty well. Heres a few things I might explore. First up I am BIG fan of Sword of Sinew and Steel I think only feast and famine is better when getting only a single sword trigger. Next, Ardenn is an insane card that you definitely want to be running, if you cant find a cut I would switch it for Sigarda's Aid which ive always been luke warm on. Keeper of the Accord of the is much better than Verge Rangers, more lands and tokens give you sacrifice protection and blockers. Akroma's Will and Faith's Shield have both been ridiculously good in my decks. Akromas is protection and a finisher, and Faiths Shield is protection for ANY PERMANENT and/or unblockable as needed so I would definintely clear room for these. And if you are able to cut a basic you can run Sejiri Shelter Flip as a 3rd one of these. I very much like to have 2 fog effects whenever I can swing it. Teferi's proteciton is one, Comeuppance is another that I really like, but you can also use Settle the Wreckage or Dawn Charm as additional ways to not get run over by stuff. Finally, if you are facing stronger and/or more value based decks I always recommend a few key hatebears to stop your opponents from going wild Hushbringer is hilarious in how many different strategies it inteferes with Archon of Emeria or Rule of Law can slow down a player who is very far ahead, if you don't want to use Winter Orb which is a powerful, skill intense, but also salt inducing card. Landwise I would get yourself a Bonders' Enclave and a War Room but ive always used Mikokoro, Center of the Sea and Geier Reach Sanitarium to good effect in mono white...id probably just run all of them and tutor for Feast and Famine asap.
1 week ago
Greetings! I am a long time Aurelia player so we share much of the same card pool. I love the work you've put into this deck and Ive got a couple questions and suggestions for you.
Theres 2 value equipment that I think you might want to consider, those are Mask of Memory and Dowsing Dagger Flip. Mask of memory is the single best source of Boros card draw, and likely the same for mono white. Dowsing Dagger is like a second copy of sword of the animist, that is faster but trickier to get flipped over, but the 3 mana colored is so huge. I dont leave home without these now in my equipment decks.
Have you considered running any hate bears? I've been playing with some in and out of my decklists. Hushbringer Archon of Emeria and Drannith Magistrate have shown to be consistently powerful against a large field of decks, and the flying is also good for carrying the value based swords. Also if you want to get really nasty you can use Winter Orb and Hokori, Dust Drinker. They are skill intensive cards, but you can make them one sided with Feast and Famine plus artifact ramp, and it shuts down opponents decks especially big mana decks and other value decks.
Finally, I saw you addressed them already but I am really big fan of Land Tax, Tithe, Gift of Estates. Turning 1 card into multiple lands is super powerful and prevents getting stuck and occassionally you even get ahead as the turns pass by and players start missing land drops. You can use geier reach sanitarium and mask of memory to loot away additional lands things you dont need. I've found that they only help me win games.
Anyway, everything else looks pretty tight. Nice job. Heres my Aurelia list...its still influx after commander legends. Aurelia Weapons of War
1 week ago
Akroma's Will isn't a bad card in a deck with lots of bodies, Thran Dynamo might be a decent fit. I don't know if something like Bonders' Enclave or War Room would make any sense in here, I feel like you might not need the cards as much with such a high CMC. Emeria, The Sky Ruin might be a good card, a bit pricey and slow though.
Darksteel Mutation is usually preferable to Pacifism, especially if you've got lots of flyers. Pacifism isn't a bad card, it's just that the Mutation turns off a creature almost completely. I feel like the rare case when it'll bite you in the butt is more than off set by the huge number of times it'll be a better card, removing all abilities as well as just stopping attacks/blocks.
2 weeks ago
Thank you for your thorough explanation. I guess I missed some cards while writing down my comment (indeed, you have many more wheel effects than I initially thought), sorry for that^^
That clone shell play you described is indeed very elegant. I never thought about in that way, thank you.
My comment on the mana rocks was not meant to say that you need to play more manarocks. I just wanted to point out, that I like the rocks more as they give you mana continually. Which is extra helpful after wheeling the hand. But after having a look at your list, I would recommend Hedron Archive. It cost 4 mana and it probably won't help you cast Purphy B. sooner. But it gives you more reach in the lategame. Another option would be Lavabrink Floodgates. I tested the card and I was pleasantly suprised. Again, at 4 mana, it probably wont help you casting your commander on turn 4. However, it is a nice political tool which might drastically change the way your opponents play. Any deck that runs creatures is hesitant to further develop the board because they cannot be sure if the other 3 people will put a counter on it or not. Granted, your friends can and will talk about it and they might find a way to never let it blow up (which is also fine, it still nets you RR). However, if the board gets wiped by some other card you will lose the floodgates very fast. Nevertheless, I really really like this card as it is so much fun dropping this and seeing how your opponents play around or with it. And your board almost always will be unaffected by the 6 damage. Though, both of those recommandations do not go very well with your gameplan of turboplaying Purphy B. on turn 3 :/
The "best" line happens very, very rarely, but is very satisfying: turn 1 Mana Vault, turn 2 Purphy B. and on turn 3 swinging Blightsteel Colossus :D Apart from that, getting that 2 cmc mana rock on turn 2 is great and always desirable. I usually aim to get Purphy B. out on turn 4. Next turn I also pass with Purphy B. to either be able to interact (e.g. Chaos Warp, Abrade, Mirage Mirror) or to potentially cheat to block) or to cheat the creature at EoT just before I get my next turn. And from then on, it is all about reading properly the politics and the dynamic of the table to navigate around the hate of the opponents. I always seek to side with the table to hopefully take someone out (the less opponents the better our deck gets). This is why it is so important to not become the archenemy. With our commander being so resilient I try to squeeze every inch of value out of my Purphy B. activations and to have them be as effective as possible. I consider it normal to not activate Purphy B. at all, when I dont get anything useful done with the activation. This barely backfires as the thread of activation usually prevents my opponents to attack me. And this leads to the best case scenario I want to be in: The best case scenario is when the opponents use their resources/attacks among them and not at me which happens naturally. Opposing counterspells are less effective as I mainly use the mana and cards in the activation of my commander. This alone leads to more counter spells of my opponents targeted at spells of my opponents. The same is mainly true for any creature removal spells. Granted, the removal can hit my creatures to prevent damage, but if the damage of the creature is not life threatening, what usually happens is that the creature won't get hit by the removal if it would die anyway. This leads to removal spells being spend at opposing creatures.
One final word on Valakut Exploration. Even without fetches, this card provides needed value in monored. It also synergizes niceley with Fires of Invention and more importantly the cards end up in the grave and not in exile while pinging the opponents face. Having the cards in the graveyard is not that bad, as we can reccur many cards in the graveyard.
Here is my list: https://tappedout.net/mtg-decks/sneaky-purphy-b/?cb=1609782125
2 weeks ago
Cutting lands for spells you'd rather play, is the worst deckbuilding advice, period. You need lands to play your spells, make sure you include enough, depending on your mana curve. Consider your color requirements when deciding how many colorless utility lands you can play. (More Forests over Bonders' Enclave when you play Yorvo, Lord of Garenbrig over Rhonas the Indomitable )
With that out of the way, of course you're also playing Endless Atlas if you're playing War Room, they're good in the same decks for the same reasons and purposes. But this is 100 card singleton and you're not going to guarantee those cards will ever be in your hand, so you play more of the same effect to increase the chance to have drawn one of them by the time you need them.
If you're playing in a meta that frequently punishes nonbasic lands, yeah, then you make a conscious, meta-depending choice to run less of those. I can see how you'd then rather have a Divination in hand than a Arch of Orazca in play. Although an actual Wastes will not help you more than the Arch when your opponent has Blood Moon or Magus of the Moon in play, and Divination will help you a lot less if your opponent has the Archon of Emeria.
Activating your Arch on turn 8 to find the Nature's Claim for an opposing Omniscience just feels so much better than staring at the Harmonize in your hand. That makes those lands worth it. It happened more times than the Arch actually color-screwing me. It might seem like the Arch-like lands feel like too desperate to play, I can understand that, but there's a lot of desperate moments in multiplayer Magic, and I've never regretted my decision to include them.
Your mileage may vary.
2 weeks ago
They are quite superior, but not superior enough. If your deck is built around leaving mana open, you should be able to do something more influential with 4 mana than draw one card.
War Room is better in mono-colored decks for obvious reasons... I guess I would consider it for mono-red or mono-white. The thing about it is, you're going to be spending basically or all of your entire turn to draw one card from turns 3-6, and those are really influential turns for how the rest of the game will turn out.
But Bonders' Enclave doesn't help you draw cards unless you have a fairly large creature on board, and so recovering from a boardwipe is something it can't really help with, and BOTH of the aforementioned options don't help you hit land drops early game