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Moxonomy

Elemental Bond

Enchantment2 generic manaGreen mana

The power-three threshold is the entire pivot of this design. Green has always had the easiest time fielding fat creatures, but it has historically paid for its card advantage in clunky one-shot effects: a Harmonize here, a Garruk activation there. This turns the color's natural curve into a draw engine without asking for any extra mana once it resolves, because the typical green deck is already overflowing with bodies that clear the bar. Where blue's card-advantage enchantments tax instants and sorceries, this rewards the thing green wants to do anyway, which is deploy threats. The three-power line is the cost: it deliberately excludes the mana dorks, one-drops, and utility small fry that would otherwise turn the effect into an unconditional draw-on-cast machine, so the trigger arrives bundled with battlefield presence rather than chip value. That tension (you only draw when you commit a real threat) ties the card advantage to the board state green is supposed to win through, and stops the engine from ever being free. It also stacks: nothing limits how many of these you control, and each one fires on the same entering creature, which is where the effect tips from grindy value into a genuine refill problem for whoever is trying to trade with you one-for-one.

Elemental Bond (c19)
C19 · #163uncommon
Pricing
Normal: $4.61
Foil:
Oracle Text

Rules text

Whenever a creature you control with power 3 or greater enters, draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

6 sets
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