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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 |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Elemental Bond
Enchantment
Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.
TypicalTimmy on Share your hidden gems
2 weeks ago
Sounds like an honest answer to me...
I stand by my beloved and deadly combo, which was to swing with Savage Ventmaw to float the mana. Then cast Howl of the Horde into See the Unwritten
Now you've already had combat for the turn, but if you build for ETB effects such as Warstorm Surge and Elemental Bond, things get really interesting, really fast...
NV_1980 on Ursa Major *PRIMER*
1 month ago
Thanks for the recommendations Profet93; I can always count on your valuable support. For now, Nissa's Pilgrimage will definitely replace Kodama's Reach and Castle Garenbrig will definitely replace a forest (can't believe I overlooked that one!).
You're suggesting a lot of additional (or replacement) draw mechanisms for a deck that already has at least sixteen scry/draw/tutor resources. During play with this set, I've rarely lacked for enough cards to cast so I'm not sure whether adding more CA is necessary. Greater Good is the one suggestion I'd still like to find a place for, considering that it allows one to still make use of a card that might already be on its way to the graveyard (or in emergencies, when one is stuck). I get Elemental Bond is harder to remove than Garruk's Packleader, but I opted for leader because as a creature it can do more than just remain a static enchantment (so for me, multi-functionality trumps survivability, but I can still understand Bond's appeal).
As for Primeval Bounty; it's mostly in for sentimental reasons (I will mention this in the primer, because you're not the first person to mention it in a similar context). It was the first mythic my wife ever pulled from a pack (she unexpectedly passed away in 2020) and the above deck is largely based on her favorite mono-green build (which featured Yeva as its commander).
Profet93 on Ursa Major *PRIMER*
1 month ago
NV_1980 +1 my good sir, I love reading your descriptions. It's evident that you spend a lot of time and love for each of your decks. I have some thoughts....
Return to Nature > naturalize - Strict upgrade
Elemental Bond > Garruk Packleader - Costs less and is an enchantment so it's much less likely to be removed and it's easier to cast
Nissa's Pilgrimage > Cultivate/Kodama - Strict upgrade
Primeval Bounty - First mode is the best, second is decent, third is not impactful. It has a high CMC and doesn't do much the turn it comes in. What has your experience been with it? Perhaps swapping it with something below could help....
Momentous Fall - Useful in response to removal. Sacrificing is additional cost to cast so watch out for the blue player. Alternatively, it's cousin, Life's Legacy might be worth considering. Return of the Wildspeaker also can act as draw or an overrun.
Green Sun's Zenith - While you do already run finale, some additional tutoring redundancy can't hurt.
Garruk, Primal Hunter - It's a soul's majesty that can make tokens to defend itself. Also adds devotion.
Dense Foliage - Not an entirely serious suggestion but worth mentioning, you usually target your creatures with abilities, not spells. Depends on the meta for sure. Could be useful to make someone burn a removal spell.
Greater Good - Best recommendation for your deck. Draws cards + virtual card advantage, acts as a sac outlet to prevent exile and theft (which apparently is a thing given your homeward path) and can be used in response to removal.
Shaman of Forgotten Ways - Nice little guy, not entirely serious but worth noting. It's ramp and an alt wincon.
Castle Garenbrig - Simple ramp
Boseiju, Who Endures - Removal in land form
Mirrorpool - Not a serious suggestion given your lack of nonbasics (which I think you can add some more). Imagine copying rishkar's, shamanic, beast within, etc.... not to mention any of your big dudes.
Turntimber, Serpentine Wood Flip - Land when you need it, creature when you don't!
SaberTech on The Charnel Army
4 months ago
I also like the idea of having Jarad, Golgari Lich Lord and Yargle and Multani in the deck to go along with the Lord of Extinction. It gives the deck a backup win condition outside of commander damage to help close out the game through a clogged up board.
I think another card worth considering is Titanoth Rex. Draw a card and permanently give your commander trample for just 2 mana while putting an 11 power body into the graveyard.
A lot of your creatures have 3 or more toughness so Elemental Bond/Tribute to the World Tree would be effects ways to draw more cards. Greater Good would also be a strong choice.
If you end up adding more sac effects as you develop the deck then Ghouls' Night Out might be a card worth considering. Being able to get up to 4 creatures for 5 mana is a good deal, even if they don't stick around after attacking with them. Sac them off for value or just don't attack so that you can make use of their abilities. If you end up reanimating Sepulchral Primordial as the card from your graveyard then that would end up being up to 7 creatures total for just 5 mana.
KayneMarco on Yuma, Shepherd of the West (Desert Primer)
4 months ago
Anger for Need for Speed since part of your goal is getting lands into the yard. I’ld pull Sand Scout since it only triggers once per turn. Drop Elemental Bond, shouldn’t hurt any since you have a number of others with the same effect or better. These are bout the only things I can suggest right now till you get a little more of an idea bout which way you wanna take the deck. Also, I wasn’t suggesting you make your deck like my Hazezon deck. Was just using that deck as an example of how many lands you could possibly be playing per turn. I get wanting to make unique decks.
AThiccNacho on Say Hy(dra) to Your Grandma For Me
4 months ago
I would very much recommend:
Garruk's Uprising as it gives you trample for the big bois, can cantrip AND gives you draw power on ETB. If you cast a hydra with > 3, you get to draw 2 cards, assuming Zaxara is on the field.
Kiora, Behemoth Beckoner Gives you ramp AND ETB triggers. Same as G's Uprising above.
Elemental Bond Have you noticed a pattern yet? More expensive than the others because of the Power 3 trigger vs 4; but still a really sick card to have.
Simic Ascendancy Alternate wincon and pretty easy to get twice since, if a hydra enters with 6 counters, you get 12 if you control Zaxara due to the token getting the +1/+1 counters.
Open Into Wonder Straight up ends the game if a creature is big or your board state went unchecked for too long. Won me plenty of games. If it can't end the game, you can still draw plenty of cards to play on main phase 2.
Finale of Revelation Essentially just an X draw but with additional benefits for going all in. Obviously, Zaxara is needed to get a 10/10, but it's way better than Even the Score; the extra 2 cards drawn is meh and you lift the 4 card restriction. Blue Sun's Zenith is technically better being at instant speed, but you get WAY more value in EDH out of Finale, especially with mana doublers/triplers.
Herald of Secret Streams A more $$ card, but makes your creature with +1/+1 unblockable; usually allows you to kill 1 or 2 players that turn and end the game if it goes unanswered, buying your other threats more time.
Curse of the Swine To exile high prio threats. Giving opponents 2/2 creatures doesn't matter. Gets around indestructible or creatures that are overly powerful such as voltron creatures. I would honestly swap this for Spinning Wheel Kick as that relies heavily on your commander; which Zaxara is already a high prio target.
Those are all the suggestions i have for budget; most of the others i'd make for budget are counter spells. My Zaxara deck should be on my profile if you're interested in higher $$ cards.
Profet93 on My 3-headed baby girl
5 months ago
Tokens are outside my wheelhouse, but I'll do my best to help. Also, I see you run the Emeria Shepherd + Sakura Tribe elder synergy, nice!
Shamanic Revelation - Draw with a side of lifegain
Alhammarret's Archive - Double lifegain, double draw!
Harmonize - Simple draw
Elemental Bond - Steady draw
Skullclamp - You run a decent amount of mana dorks.
Reliquary Tower - Maybe not needed yet but once you add more card draw, it should definitely be considered. Currently, Creeping Renaissance could warrant this inclusion.
Greater Good - Such a good card for draw. Also helps prevent exile and theft tactics.
Momentous Fall - Used in response to removal. Beware of the blue player! Also note Life's Legacy.
I understand that tokens are secondary, but have you considered at least adding one token doubler card such as Doubling Season? Not necessarily doubling season itself given the price constraint but any one of it's close cousins can fit the bill.
Winding Canyons/Emergence Zone - Flash would help primarily with Felidar Sovereign, Sunblast Angel and combat tricks. It also helps you from over-extending your board
Castle Garenbrig - Ramp
markbeloit on Kura
5 months ago
You wrote me an essay Profet93, so I took awhile to respond. Will try and address your question comments one-by-one.
Regarding Null Rod: It was in the prototype of this deck, but Collector Ouphe was cheaper, so I opted for the ouphe.
Regarding Snow-Covered Forests: Would probably be better, but I'd rather not pay the $.
Regarding Elemental Bond/Garruk's Uprising vs Colossal Majesty: In 90% of decks I'd agree with you that those two are better, but in this deck, I think Colossal Majesty might be better. I don't have that many creatures ETBing, and sometimes I have a big creature around for several turns. In those scenarios, I think Colossal Majesty generates more value.
Regarding Hour of Promise: Good, but not sure I need it.
Regarding Pir's Whim: Good, and not a card I knew of. Will have to keep an eye out for something to cut.
Regarding Yavimaya Hollow: Too much $. I don't think I need it enough.
Regarding Miren, the Moaning Well: I don't like Miren very much. True it's a second sac outlet, but I consider it vastly inferior to High Market. I really don't like having to pay . And while I'm in trouble if someone blows up High Market, that hasn't happened yet.
Regarding Castle Garenbrig: Should probably cut a forest for this, and probably will when I get one.
Regarding Mirrorpool: Worth considering. There's only a few instants and sorceries I'd want to sac a land to copy, though, and I have to pay . Also, I'm trying to be a bit careful about how many utility lands I have in the deck, specifically lands that don't make . If you have too many colorless lands you can get screwed.
Regarding Greater Good: Was a card I was seriously considering when building the deck, but saccing Kura to it is not that great. Bottom line, though, I thought for sure Greater Good would get destroyed immediately if I played it, which is why I decided against it.
Regarding Nylea's Intervention: Ok, but not sure I need it.
As always, a problem is what to cut. This deck does fairly well, and when that's the case, I'm always leery of cutting a card unless I see something strictly better.
Regarding Abundance + Sylvan Library: Drawing 3 cards per turn with no down side is fine, though it doesn't happen often :)
Regarding Abundance, it actually has some additional tech to it. In this deck I've been able to put every land in my deck into play once or twice. With Abundance, you put the revealed cards you don't get on the bottom of your library in ANY order, not a random order. So if I Abundance to get a land and don't have any in my deck.... I can rig the order of my deck. At that point your basically tutoring instead of drawing. Doesn't happen often, but is powerful when it does.
You also can't deck yourself if Abundance is in play, though that hasn't come up yet. A fun piece of tech, though not for every deck.
Sorry for taking so long to respond. I put it off since I knew I'd have to write a lot. Thanks for the suggestions, and I'll think of them, though again the problem is what to cut.
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