How to build Ashaya's Enduring Bond
Thirty legendary sorceries have been printed and exactly one of them says it can be your commander. The line I would take with it is to stop reading commander tax as a penalty, because on this card it is the only dial that makes the spell bigger.

The core list: 100 cards, 37 lands (14 basic), 31 creatures, average mana value 3.74. Mana sources: 30 red, 36 green. Bracket floor 3 (Upgraded). How brackets work →
Three numbers on this page are provisional, because the set is not out. Ashaya's Enduring Bond cannot be cast today for reasons of the calendar and nothing to do with the card. Mystery Booster Commander Edition lands on 9 November 2026 and the Bond joins the format that morning. Until then it reads as not legal, which looks worse than it is, and it is the only card in this list in that position. On money, every figure here is the cheapest paper copy of that card, and 99 of the 100 have one. The commander is the exception, so each total is short by exactly that card and should be read as a floor. A single out of a brand-new set also starts high and drifts down over the weeks after it arrives, so whatever the Bond first sells for will be the worst price it ever carries. On brackets, 3 is the least this list can honestly claim rather than a ceiling on it, and the only way that number moves is up, because the Game Changers list gets rewritten when the brackets themselves are revised and not when a set arrives. All of it gets a second pass once the cards are real.
The plan, in one paragraph. The Bond costs and discovers for the mana you spent, so your first cast turns over a card worth three mana or less. It then goes to your graveyard, you send it to the command zone, and the next cast costs five and discovers five. The one after that costs seven. Ninety-nine cards have to serve two masters at once: enough cheap legendary creatures that you are allowed to cast the thing at all, and enough mana that you can cast it twice in a turn rather than once. Fourteen slots are ramp, which is more than a Gruul list would normally want, and that is deliberate. Here the mana you spend is not overhead, it is the size of the card you flip.
A sorcery in the command zone is a different thing to play against
Every other commander is a permanent. It sits on the battlefield, it invites an answer, and sooner or later it gets one. This one never arrives. It resolves, it goes to your graveyard, and from the graveyard you may put it into the command zone instead, which is the same replacement every commander gets. None of that wording is specific to creatures.
So a board wipe does not touch your commander, which is worth something in a list carrying 31 creatures. Neither does exile, nor theft, nor a creature that eats legends. The Bond is vulnerable for exactly as long as it spends on the stack, and the only protection worth paying for is protection against that. It also means no opponent ever takes commander damage from you, so this deck wins by having a board rather than by connecting once with something enormous.
The bill for the same fact comes due in a long list of cards that assume you have a commander on the battlefield, and that list has its own section further down.
Nothing in the deck can cast the Bond until a legend is already down
The parenthesis at the top of the card is a real restriction and it applies to the Bond itself. You may cast a legendary sorcery only if you control a legendary creature or planeswalker. Your commander is a legendary sorcery. Your commander is not a legendary creature. On an empty board it is uncastable, and a three-mana commander that needs a turn-one or turn-two legend to function is not really a three-mana commander unless the deck is built to supply one.
This list carries 22 legendary creatures out of 31, plus two planeswalkers, and 17 of its 62 nonland cards cost two mana or less. Rograkh, Son of Rohgahh is here because a legendary body for is a turn-one enabler that costs you nothing at all. Zurgo Bellstriker and Ragavan, Nimble Pilferer fill the one-mana slot, Magda, Brazen Outlaw and Radha, Heir to Keld the two, and Wrenn and Six answers the requirement just as well as any of them, because a planeswalker counts.
The mana base is built to the same deadline. Green reaches 36 sources and red reaches 30, which is exactly what this list needs to have two green pips by turn three and two red by turn five nine times in ten. Exactly, not comfortably, so a dual swapped for something worse costs more here than the swap looks like it costs. Five lands enter tapped no matter what you do, and in a deck whose good opening is a legend on two and the Bond on three, those five are the first thing I would fix if I were going to cut corners anywhere.
Each recast costs two more and flips a card two bigger
Commander tax is an additional cost, and the rules for working out what a spell costs apply increases before reductions. What the Bond reads is the mana you actually spent. The official ruling on Wurmquake, which carries the same wording, puts it plainly: you cannot choose to spend more mana than you are asked for, but if there are additional costs to cast it, the mana spent to pay those costs counts.
So the ladder runs like this.
| Cast | Mana spent | Discover | What it can turn over |
|---|---|---|---|
| First | 3 | 3 | 36 of the 62 nonland cards |
| Second | 5 | 5 | 47 |
| Third | 7 | 7 | 59 |
| Fourth | 9 | 9 | 62, which is all of them |
That table is why this deck ramps like one with twice its mana value. Eight mana in a turn casts the Bond twice, for a discover 3 and a discover 5. Fifteen casts it three times. Nyxbloom Ancient, Mana Reflection and Zendikar Resurgent earn their slots on that arithmetic rather than on general goodness, because a doubler is what turns one cast per turn into two.
What a discover actually turns over in this list
Discover exiles cards from the top of your library until it finds a nonland card with mana value X or less, casts that one for free, and puts everything it passed on the bottom. Two consequences follow that most decks never have to think about.
The first is that lands are invisible to it. Thirty-seven of these ninety-nine cards are lands and discover walks past every one of them at no cost, so a high land count is free here in a way it is nowhere else. The second is the one that decides the build. Discover stops at the first card it is allowed to cast, so what it finds is the cheap end of your deck, and the cheap end is precisely the part you were forced to fill with enablers. Taking the 62 nonland cards as the pool, here is what that costs.
| Cast | Discover | Flips a two-drop or cheaper | Flips the top of its range |
|---|---|---|---|
| First | 3 | 47% | 53% is a three-drop |
| Second | 5 | 36% | 23% is a four or a five |
| Third | 7 | 29% | 20% is a six or a seven |
| Fourth | 9 | 27% | 5% is an eight |
Read the last row and the deck's honest weakness is sitting right there. Nine mana into a discover, and better than a quarter of the time you turn over a two-drop. You cannot fix it by cutting the cheap cards, because the cheap cards are the reason you were allowed to cast the Bond in the first place. That tension is the deck, and any list for this commander that claims otherwise has simply not counted.
What you can do is stop leaving it to chance. Sensei's Divining Top and Worldly Tutor are both in the core list for one reason, which is that discover reads from the top of the library and each of them decides what is sitting there. Worldly Tutor is the sharper of the two. Put a creature on top, cast the Bond, and discover casts that creature for nothing. It has a matching failure worth knowing before you try it: tutor something that costs more than your discover number and discover will exile it, walk straight past it, and bury it at the bottom of your library. Match the tutor to the rung you are standing on.
The rest of the answer is that a cheap flip here is rarely a dead one. Of the 17 cards at two mana or less, nearly all are either legendary creatures or mana, which are the two things this deck always wants more of. Turning over Magda, Brazen Outlaw on a discover 9 is a poor return on nine mana, and it still leaves you able to cast the Bond again next turn after somebody kills your only legend.
Making your own spells cheaper makes your commander worse
Cost reduction applies after cost increases and it lowers the mana you spend, which is the number the Bond is reading. A Ruby Medallion on the battlefield turns your third cast from seven mana into six, and turns your discover from seven into six along with it. That is the reverse of what those cards do in every other deck they go in, and it is the easiest mistake available when building this one.
The same logic runs all the way down. Cast the Bond for free and you spent nothing, so you discover zero, which finds nothing that is not a zero-cost artifact. Copy it and the copy was never cast and no mana was ever spent on it, so the copy discovers zero too. There is a ruling on this exact wording confirming that a spell cast without paying its mana cost produces a zero. Jeska's Will is in this deck for its first mode, the one that adds red mana, and never for the second one that copies a spell you control.
Now turn it around. If cost increases raise your discover, a tax somebody else puts on the table is a gift. A Sphere of Resistance on an opponent's side makes your commander bigger every time you cast it, and so does a Thalia, Guardian of Thraben, and so does anything else that reads the same way. This is the only deck I can think of where the player trying to slow the table down is helping you.
You can also bring your own, and the pool is small enough to name in full. Exactly five cards in these colours raise the cost of spells across the board, and three of them touch the Bond: Thorn of Amethyst, Sphere of Resistance and Lodestone Golem. All three are in the bracket 4 rung below. With all three out, your first cast costs six mana rather than three and discovers six rather than three, and every cast after that keeps the extra. The other two do not help. Feroz's Ban taxes creature spells and Hum of the Radix taxes artifact spells, and a legendary sorcery is neither.
The cards that read right for a commander deck and do nothing for this one
None of these are bad cards. They are cards whose text needs a commander on the battlefield, and this deck never has one.
Deflecting Swat and the rest of its cycle are free only while you control a commander, and that condition is never true here, so they stay full price forever. Commander's Plate, Lightning Greaves and Swiftfoot Boots have nothing to attach to. Command Beacon returns your commander from the command zone to your hand, which in this deck takes a spell you wanted to cast and moves it somewhere it costs you a card to use.
Then the ones that actively fight the plan. Nikya of the Old Ways doubles the mana your lands make and forbids you from casting noncreature spells, and your commander is a noncreature spell. Seedborn Muse untaps your lands on every other player's turn, and a sorcery cannot spend a drop of it. Trinisphere sets a floor of three mana on a spell that already costs at least three, so it raises nothing at all. Kamahl's Druidic Vow and Jaya's Immolating Inferno are the only other legendary sorceries the Bond can discover into in these colours, and both cost , which is zero when a card is cast without paying its mana cost.
Goreclaw, Terror of Qal Sisma is the one worth looking at twice, because it is a Gruul staple and the instinct is to assume it conflicts. It reduces creature spells and the Bond is a sorcery, so it never touches your commander. It is out of this list for ordinary reasons rather than for any of the ones above.
The core list
One hundred cards at bracket 3, for at least $705. Hovering any card name on this page shows the card.
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Commander 1
- Ashaya's Enduring Bond
Creatures 31
- Ancient Greenwarden
- Ashaya, Soul of the Wild
- Avenger of Zendikar
- Bane of Progress
- Beast Whisperer
- Birgi, God of Storytelling // Harnfel, Horn of Bounty
- Craterhoof Behemoth
- Etali, Primal Conqueror // Etali, Primal Sickness
- Gilanra, Caller of Wirewood
- Halana and Alena, Partners
- Hellkite Tyrant
- Ilharg, the Raze-Boar
- Jaheira, Friend of the Forest
- Kodama of the West Tree
- Kogla, the Titan Ape
- Magda, Brazen Outlaw
- Marwyn, the Nurturer
- Moraug, Fury of Akoum
- Neheb, the Eternal
- Nyxbloom Ancient
- Radha, Heir to Keld
- Ragavan, Nimble Pilferer
- Regal Force
- Rograkh, Son of Rohgahh
- Selvala, Heart of the Wilds
- Squee, Dubious Monarch
- Terastodon
- Toski, Bearer of Secrets
- Vorinclex, Voice of Hunger
- Yisan, the Wanderer Bard
- Zurgo Bellstriker
Planeswalkers 3
- Domri, Anarch of Bolas
- Wrenn and Six
- Xenagos, the Reveler
Instants 6
- Beast Within
- Chaos Warp
- Heroic Intervention
- Krosan Grip
- Return of the Wildspeaker
- Worldly Tutor
Sorceries 9
- Cultivate
- Jeska's Will
- Kodama's Reach
- Nature's Lore
- Rampant Growth
- Rishkar's Expertise
- Skyshroud Claim
- Three Visits
- Vandalblast
Artifacts 5
- Arcane Signet
- Gruul Signet
- Sensei's Divining Top
- Sol Ring
- Sword of Feast and Famine
Enchantments 8
- Bear Umbra
- Garruk's Uprising
- Guardian Project
- Mana Reflection
- Rhythm of the Wild
- Sylvan Library
- Tribute to the World Tree
- Zendikar Resurgent
Lands 37
- Arid Mesa
- Castle Garenbrig
- Cinder Glade
- Command Tower
- Copperline Gorge
- Cragcrown Pathway // Timbercrown Pathway
- 9× Forest
- Game Trail
- Karplusan Forest
- Kessig Wolf Run
- Misty Rainforest
- Mosswort Bridge
- 5× Mountain
- Nykthos, Shrine to Nyx
- Path of Ancestry
- Rockfall Vale
- Rogue's Passage
- Rootbound Crag
- Sheltered Thicket
- Skarrg, the Rage Pits
- Spinerock Knoll
- Stomping Ground
- Temple of Abandon
- Wooded Foothills
- Yavimaya, Cradle of Growth
Two rungs, and the cheap one keeps the whole plan
The unusual thing about pricing this commander is that almost none of the money is load-bearing. What the deck actually needs is legendary creatures at one and two mana, ramp, and something that decides what sits on top of your library. All three of those are cheap. The expensive cards in the core list are ordinary Gruul staples that any green deck would want, which is why the budget rung can take the total from $705 down to $198 and leave the engine untouched.
It sells Ragavan, Nimble Pilferer, Sword of Feast and Famine, Nykthos, Shrine to Nyx and three fetchlands, and it replaces them with cards that do the same job more slowly. The two swaps to watch are the ones that keep the top of the library under control, because that is the part a naive budget build would drop first. Sensei's Divining Top becomes Oracle of Mul Daya, which shows you the top card and lets you play lands off it, and Worldly Tutor becomes Mirri's Guile, which rearranges the top three every upkeep for one mana. Between them they cost about twelve dollars and they still answer the question the whole deck is asking, which is what am I about to flip. Those two swaps also take the only Game Changers out of the list, and that is what moves the floor from bracket 3 down to bracket 2.
The bracket 4 rung is the one that changes how the deck plays rather than what it costs. Its argument is about fifteen dollars wide. Thorn of Amethyst, Sphere of Resistance and Lodestone Golem are the three cards in these colours that raise what the Bond costs, and all three together move your opening cast from discover 3 to discover 6 and keep the extra for every cast afterwards. That is a full rung of the ladder, permanently, from three cards that nobody else would run for this reason.
It has a real price and it is not the money. Sphere of Resistance and Lodestone Golem tax your own 31 creatures as well, and Thorn of Amethyst is the only one of the three that lets creatures through, so this rung wants its legends on the battlefield before the taxes arrive. Play them in the wrong order and you have slowed yourself down more than the table.
The rest of the rung protects a sorcery, which is a different job from protecting a creature. Vexing Shusher makes the Bond uncounterable for one mana. Defense Grid charges everybody three extra for a spell cast on somebody else's turn, and because a sorcery is only ever cast on yours, it taxes every answer to the Bond without ever taxing the Bond. Scroll Rack joins the other two top-of-library cards. Ancient Tomb, Mana Vault and Crop Rotation are there for the same reason everything else in this deck is there, which is that the mana you spend is the size of the card you get. It lands at $971 and six Game Changers, and that last number is what puts the floor at four.
Budget / bracket 2 21 swaps
- Nykthos, Shrine to Nyx becomes Gruul Turf−$53.29
- Ragavan, Nimble Pilferer becomes Rosnakht, Heir of Rohgahh−$39.45
- Sword of Feast and Famine becomes Nature's Will−$31.00
- Misty Rainforest becomes Evolving Wilds−$37.63
- Birgi, God of Storytelling becomes Grumgully, the Generous−$28.52
- Nyxbloom Ancient becomes Regal Behemoth−$27.31
- Etali, Primal Conqueror becomes Etali, Primal Storm−$25.66
- Sylvan Library becomes Colossal Majesty−$24.79
- Arid Mesa becomes Terramorphic Expanse−$27.38
- Craterhoof Behemoth becomes Overwhelming Stampede−$19.90
- Kodama of the West Tree becomes Tireless Provisioner−$16.45
- Wooded Foothills becomes Rugged Highlands−$17.93
- Yavimaya, Cradle of Growth becomes Kazandu Refuge−$16.37
- Heroic Intervention becomes Blossoming Defense−$8.81
- Ashaya, Soul of the Wild becomes Thragtusk−$14.98
- Guardian Project becomes Elemental Bond−$9.87
- Tribute to the World Tree becomes Lifecrafter's Bestiary−$14.39
- Jaheira, Friend of the Forest becomes Kediss, Emberclaw Familiar−$5.82
- Worldly Tutor becomes Mirri's Guile−$15.75
- Sensei's Divining Top becomes Oracle of Mul Daya−$34.10
- Jeska's Will becomes Explosive Vegetation−$37.96
This rung: 100 cards, 37 lands, average mana value 3.71, no bracket floor (no Game Changers, no mass land denial). Whole deck at least $197.93 (99 of 100 copies priced, so a floor). How brackets work →
Up to bracket 4 10 swaps
- Temple of Abandon becomes Ancient Tomb+$126.57
- Sheltered Thicket becomes Crop Rotation+$3.05
- Yisan, the Wanderer Bard becomes Mana Vault+$86.79
- Squee, Dubious Monarch becomes Scroll Rack+$29.62
- Krosan Grip becomes Natural Order+$13.70
- Rhythm of the Wild becomes Thorn of Amethyst−$4.06
- Halana and Alena, Partners becomes Sphere of Resistance+$14.10
- Bear Umbra becomes Lodestone Golem−$11.55
- Return of the Wildspeaker becomes Defense Grid+$5.25
- Rishkar's Expertise becomes Vexing Shusher+$2.22
This rung: 100 cards, 36 lands, average mana value 3.51, bracket floor 4 (Optimized). Whole deck at least $970.98 (99 of 100 copies priced, so a floor). How brackets work →
FAQ
Can Ashaya's Enduring Bond really be your commander?
Yes. A card can be your commander if it says so, and the last line of this one says so. It is a legendary sorcery rather than a legendary creature, which makes it the first of its kind. Thirty legendary sorceries have been printed and this is the only one carrying that text.
How do you cast Ashaya's Enduring Bond if it needs a legendary creature first?
You build the deck to supply one. A legendary sorcery can only be cast while you control a legendary creature or planeswalker, and your commander is neither, so an empty board means an uncastable commander. This list runs 22 legendary creatures and two planeswalkers, with 17 nonland cards at two mana or less, so a legend on turn one or turn two is the normal opening rather than a lucky one.
Does commander tax make Ashaya's Enduring Bond discover for more?
Yes, and that is the whole reason to build it. Discover X reads the mana you actually spent, and commander tax is a cost increase, which is applied before any reduction. The first cast spends three and discovers 3. The second spends five and discovers 5. The third spends seven, the fourth nine, and it keeps going.
What happens to Ashaya's Enduring Bond after it resolves?
It goes to your graveyard, and from there you may put it into the command zone instead, which is the same replacement effect every commander gets regardless of card type. It is never a permanent, so no removal spell, board wipe, exile effect or theft effect can ever touch it. The only window to answer it is while it is on the stack.
Do cost reducers help Ashaya's Enduring Bond?
No, they make it worse. A reduction lowers the mana you spend, and the mana you spend is the size of the discover. A cost reducer that saves you one mana costs you one point of X. Casting it for free is the extreme version of the same problem, because no mana spent means discover 0.
Can you copy Ashaya's Enduring Bond for a second discover?
You can copy it, but the copy discovers 0. A copy put onto the stack is not cast and no mana is spent on it, so the amount of mana spent to cast it is zero. The same applies to any effect that lets you cast it without paying its mana cost.
What colors is Ashaya's Enduring Bond, and what does the deck usually flip?
Red and green. Its mana cost is one generic, one red and one green, so the deck is Gruul and every other card has to stay inside those two colors. As for what it flips, a first cast finds a three-drop about half the time. By the fourth cast, with discover 9, more than a quarter of flips are still a two-drop or cheaper, because the cheap legendary creatures that let you cast the Bond at all are sitting in the same pool discover is reading.
Is Ashaya's Enduring Bond legal, and what bracket is this deck?
It is legal in Commander from 9 November 2026, the day Mystery Booster Commander Edition is released. It reads as not legal today only because the set has not shipped, which is a different thing from a card that has been banned. The core list here has a bracket floor of 3, which is the lowest bracket it can honestly claim rather than a ceiling, and that number can only move up as the Game Changers list is revised.