Elemental Bond

Elemental Bond

Enchantment

Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.

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Set Rarity
Commander 2019 (C19) Uncommon
Commander 2017 (C17) Uncommon
Magic Origins (ORI) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Elemental Bond occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Green: 0.29%

RG (Gruul): 1.0%

Elemental Bond Discussion

CardTyrant on Ixalan Park [Pet]

3 days ago

Wow! I have been really inactive with my pet deck. My bad everyone.

Brandino - Rhythm of the Wild is a heavy consideration. I have one sitting inside my deck holder. I just have yet to actually update the deck. Haven't had time to really play commander.

Ravenrose - Growing Rites of Itlimoc  Flip is a card I am on the fence with. It is an okay ramp spell in this deck, but I feel that it's home is in token decks where one can maximize it's power. Ask for your other two suggestions, I really try not to mess with other people's lands. Tends to make me a huge target in my experience.

Arcum_Dagsson - Thanks for the comment. Sadly I did not think making a budget version of this deck as this is my official paper deck list. I use TappedOut to keep track of my decks and what all cards are in it. I actually plan on updating the deck tomorrow as I am going to start playing commander on Sundays.

WUBRG97 - Thank you for the suggestions. I actually had Lurking Predators, Elemental Bond, and Samut, the Tested in the original deck. I took out Lurking for it has a high CMC and I rarely used it. Bond was taken out for it requires me to have a creature on the field and card draw is not a huge issue with this deck. Samut was dropped since I don't see enrage being reprinted anytime soon and I need more protection. I am thinking about adding Rhythm of the Wild and Aura Shards to the deck. Right now my main issue is keeping Gishath on the field. She tends to die a lot.

WUBRG97 on Ixalan Park [Pet]

3 days ago

Hi CardTyrant

Awesome list, i have taken some notes for when i start retooling my own gishath deck.

But there are some inclusions I myself have experienced to be underwhelming and was wondering what you thought about them.

  • Bellowing Aegisaur: Does he work as occasional +1/+1 counter placements or do you have multiple activations when you use him. I myself find the occasional trigger to be underwhelming, and not doing much for 6 mana. And when i can use something like Pyrohemia he does not protect himself.

  • Burning Sun's Avatar: Have been very disappointed with this one, tough to cast due to its cmc and triple red. Bolting a creature and a player seems very limited for 6 mana, and even when its cheated into play it seems underwhelming for a card slot when something like Apex Altisaur could remove multiple threats. And a 6/6 without trample is underwhelming as well in my opinion :/.

  • Deathgorge Scavenger: How often do you meet graveyard decks, because without that interaction it seems very limited in its use.

  • Raging Regisaur: I have been on the fence with this, it is a very nice trigger on a dinosaur body. But the amount of enrage targets are limited and - at least in my meta, a 4/4 will rarely be able to attack anyone without dying to one of their larger blockers. Killing an X/1 is nice, but the difficulty of having it attack without dying is a bit tough.

  • Raging Swordtooth: Same case as above, but i like this less. It triggers only once, which means it needs a lot of setup for getting a lot of enrage triggers. An army of 1/1 seems uncommon, most token decks will have something to buff them. A possible swap could be Staff of Nin it gives card draw and a nice way to trigger enrage, although at a higher cmc and no way of cheating it into play.

  • Siegehorn Ceratops: How has this performed for you? I find it very hard to trigger it the first time with only 1 damage. And even if it gets buffed it is just a big beater without trample. I really like the card and want to include it, but its hard to justify.

  • Territorial Allosaurus: Is a 5/5 for 4 with a possible fight ability really worth it, feels there are better options available.

  • Trapjaw Tyrant: Have shown to be very risky. Some setup is required to trigger the enrage, and even if the problems are removed, they will come right back when the board is cleared. And then one have to take care of those problems again with an empty board.

And what do you think about some of these cards?

Ize19 on Stomping Counters

1 week ago

Abundance, Cream of the Crop, Elemental Bond and Sylvan Library can improve your draws. Gavony Township, Opal Palace, and Oran-Rief, the Vastwood are great lands for producing +1/+1 counters, replacing some spells if you like. Gyre Sage is great ramp in a Marath deck, as is Xenagos, the Reveler. Unbound Flourishing is a must-have, as it copies whichever of Marath's abilities you choose to use. Unfortunately my biggest mana ramp is Elf based, as my Born to be Wild deck is much more Elf-heavy than your deck. Maybe take a look, see if you'd like to lean a bit more in that direction?

Esbilon on The Guardians of Thune (Selesnya Version)

3 weeks ago

You're welcome! This back and forth is the thing I really enjoy about TappedOut (Gods know it looks like something from 10 years ago otherwise ;) )

I mostly play my UW spirits deck in Pioneer these days, it's just so much stronger. The Rienne deck is there to make sure I keep representing the Angel tribe. I had Mayael the Anima as a commander earlier, and honestly she's probably better, but a tribal angels deck should have an angel as a commander.

Elemental Bond is better than Colossal Majesty if an only if you can reliably produce tokens, which doesn't look to be what you're really trying to do most turns. However, I think playing 3 copies of what is strictly a "do nothing enchantment" is probably too much, I'd cut that down to 2 and play an Archangel of Tithes.

I get you with Bishop of Wings. I really like it with Resplendent Angel, but as said you're not trying to make your deck puke angel tokens all over the place, so maybe it isn't for you.

Don't get me wrong about Shalai. She's great, I'm just saying that 3 may be on the heavy side. But if you have the spots for it, go ahead and keep it! The mana sink shouldn't come up too often, though. If you get to 6 mana and are neither in a position to win or to play something better from your hand, it's a weird game.

I'm much higher on Banishing Light than Stasis Snare. Being able to take out anything is crucial and the WW cost is a liability in a 2 color deck. If you felt like cutting the green as well and going full devotion, it might be better, but the instant speed thing does very little for you as you'll basically tap out every turn anyway, so you don't get the flexibility instants usually gives you.

Regarding investing in Heliod... I dunno, I'd wait at least until after the PT's this weekend, if he dominates, he's in line for a ban and then you've thrown 45€ down the drain.

Esbilon on The Guardians of Thune (Selesnya Version)

4 weeks ago

I really don't like Nylea and Ripjaw for the card draw. Have you considered The First Iroan Games? For more comandery-options I still like better you could try Colossal Majesty, Elemental Bond, Dawn of Hope, Keeper of Fables, or Return of the Wildspeaker?

For shoring up the Aggro matchup, maybe go with Bishop of Wings? It's a great blocker and the lifegain can get pretty crazy if you get your Resplendent Angels going. Gisela, the Broken Blade is a pretty great card too, I really like her in Pioneer where there are so few bolts in sight ;) You can also play a single copy of Bruna, the Fading Light for maximum spice!

apowers77 on The God of Mysterious Monsters

4 weeks ago

Going to see how the deck runs with some of the big mean guys I added but if the deck has a hard time I'll be looking at taking out Lorthos, the Tidemaker and Colossus of Akros for 2 mana dorks, something that brings lands out, or a mana dork and possibly Elemental Bond.

Pray_for_Snow on Uro Commander

1 month ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

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