Bonds of Mortality
When Bonds of Mortality enters the battlefield, draw a card.
: Creatures your opponents control lose hexproof and indestructible until end of turn.
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|Commander / EDH||Legal|
Latest Decks as Commander
Bonds of Mortality Discussion
1 month ago
The sideboard should be 15 cards that help you deal with specific situations you often encounter, but not often enough to put them in main-board - like artifact/enchantment destruction, or recursion, or flying, or life gain, or land destruction. If there is a deck that your deck struggles against, you would add specific cards that would help you in that match up. So stuff like Mold Shambler , Gravity Well , or Yasharn, Implacable Earth (if you often face a deck that pays life to activate abilities), or extra copies of Naturalize or Appetite for the Unnatural , or Oblivion Ring , or Bonds of Mortality , or Ghost Quarter , would be good choices. Think of it as a toolkit/backpack. It's stuff for "just in case."
2 months ago
Hi, not sure if you have not included this card on purpose but Bow of Nylea would give all your tokens death touch as well and any creature you have that is missing it. Triumph of the Hordes will give your creatures an additional +1/+1 boost, trample and the chance to use all your tokens to kill everyone on the board with 10 infect; even if they can block with your death touch on top, you are going to make some eyes water.
3 months ago
Lotus Ramp Example List:
4x Elvish Reclaimer as repeatable Lotus tutor
4x Sylvan Scrying as single-use Lotus tutor
4x Pelakka Wurm
Lotus and lands. You'd be winning with either Nissa or Pelakka Wurm.
t1 land, Elvish Reclaimer
t2 land, sylvan scrying
t3 land, Kiora
t4 use Reclaimer to jam Lotus, untap lotus with Kiora, Pore over the pages and Vizer to sift through your deck a bunch of times until you can jam Pelakka wurm.
That is, of course, a rough draft.
Wishclaw Blink exmaple deck:
4x Wishclaw Talisman
4x Oath of Kaya
1x Nine Lives
4x Fatal Push
Plus some stuff, get to 80 cards, add Yorion in SB as companion, eventually win with token flood.
I want you to look at those too first-draft fairly optimized decks. Take a really good look. I want you to count the number of cards that are in both decks.
Now, I want you to do this exercise: guess how many cards in the lotus ramp deck can go in the wishclaw deck, and how many cards from the wishclaw deck can go in the lotus ramp deck.
Tell me your answer, and we'll see if you're right.
8 months ago
The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.
While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.
The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.
Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.
A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.
The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.
Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.
Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?
10 months ago
Yeah...just got a Shadowspear today for this deck actually. My only other one was tied up in another deck.
I might add Archetype of Endurance at some point as well.
11 months ago
Comparing modern bogles to commander voltron is comparing apples and oranges. And notbody said that hexproof isn't great for voltron commanders.
Stright up, yes, counterspells are amazing. there are so many zero and one CMC protection counterspells to keep your commander alive that it's really not hard to hold up some removal while progressing your board state. And for a strategy like voltron, you need to keep pressure on your opponents. Blue does this much better than red does.
In addition to that, generally the best voltron strategies lean into equipment rather than auras due to the fragility of auras. And leveraging something like a Sigarda's Aid + Colossus Hammer is really all you need for Rafiq.
Not to mention, hexproof is not the be-all and end-all protection for your commander. Council's Judgment is a card, so is Arcane Lighthouse, Bonds of Mortality and Shadowspear. And while your opponents may not initially run these cards and you get a few games in where you're in the clear, these cards will soon make their way into decks.
1 year ago
You might like Shadowspear, Bonds of Mortality, and Glaring Spotlight to get around hexproof. Although those might all be meta calls and be less relevant if you don't see commanders like Narset and Uril as often.