Broken Bond

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Broken Bond

Sorcery

Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.

wallisface on When does Ruin Crab return …

8 months ago

The Chained to the Rocks rules text reads:

“The exiled card returns to the battlefield immediately after Chained to the Rocks leaves the battlefield. Nothing happens between the two events, including state-based actions.”

I believe that, as there is a full-stop between the text of Broken Bond, your creature will be back in play by the time the land is put into the battlefield

veritablecvn on When does Ruin Crab return …

8 months ago

In a Pioneer match, my Ruin Crab has been exiled under Chained to the Rocks. I cast Broken Bond targeting the Chained to the Rocks and it resolves. Does the Ruin Crab return to the battlefield before I can put the land onto the battlefield to trigger the Landfall or do I have to place the land first since that is part of resolving Broken Bond?

mickalopagus on Phyrexian Fight Club

1 year ago

I think you need to get rid of the Broken Bond cards and replace with more fight. also missing Scheming Symmetry as the easiest tutor. I like Culling the Weak a little better than D ritual, as you can put a 1 mana scrub like an elf or Ulvenwald Tracker out there and sac him to get your big dude, but ritual is good too..

I mean really, why not just throw a couple old skool Lure in there, Alluring Scent, Revenge of the Hunted, Shinen of Life's Roar, etc..

Arena, though I think it is generally a bad card might actually be decent considering your build is around PO.

Also you maybne think of one card draw engine. Like Phyrexian Arena, etc..

wallisface on

1 year ago

Some thoughts:

  • cards that only gain life are pretty universally bad - as such I'd suggest replacing Heroes' Reunion, Rest for the Weary, and Chaplain's Blessing for cards that do something more useful.

  • Broken Bond is interesting, but there'll be a lot of matchups where it's a dead draw (if your opponent has no enchants/artifacts, you can't cast it, unless you're destroying your own stuff). If you're using it to ramp, Explore would be a lot more reliable.

  • I'd suggest ditching Sunbond entirely. Your road-to-victory doesn't appear to be one where you need one large creature, and Sunbond is unlikely to be helpful as you have no real way to protect your stuff anyway. 4 mana is a lot for this kind of effect also. As you're already at 64 cards, this is something you can effectively remove for free also - giving you better odds to draw all the stuff that matters.

  • I think with only basic lands it's going to be really hard to support 3 colours in a way where the deck has any kind of reliability. I'd suggest cutting back to 2 colours - green seems super-easy to ditch here as it's not really doing anything for you.

Phule451 on A Vast Network of Spies

1 year ago

One of my favorite budget casual cards is Broken Bond. Most decks can always use more removal, and with the card draw of your commander it’ll almost always serve as land ramp as well.

Epicurus on Runadi, Behemoth Caller: Beef Chief

1 year ago

First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.

Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.

Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.

Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.

I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.

To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.

I think that I'd have to actually see you play it to appreciate how it works.

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