I have been playing around with your deck TIMH and made a few changes. My main mode of choice is 2HG so my changes reflect what I feel is more effective in that format. The deck can get run over 1v1 by fast decks because ideally we aren't playing our creatures until turn 4. I think the extra control pieces your version runs could help there.
-3x
Grasp of Darkness+3x
Vengeful RebelSince we are playing bond why not kill a creature and draw a card. Losing instant speed and only killing 3 toughness creatures is significant but so far i have been able to deal with glory bringer and other 4 toughness creatures with fatal push or help from sky boat. Thought about adding Liliana to this deck for her extra -1 to creatures and her -2 but decided i want it aggressive as possible plus we don't need specific creatures in this deck since all of them will draw off bond. If you cascade into him you have revolt. Greenbelt helps but we we need a little more help with revolt...
-1 forest, -1 swamp
+2
renegade mapJust a couple more revolt enablers, i don't want to slow down the mana base any more than that plus we aren't doing much turn 1 and 2 most of the time. Gives a little more flexibility on keeps as we are 3.5 colors. I will leave a map on the table if i don't need the mana for when I do need revolt (this may drive a dumb 2HG partner crazy). Makes fatal push more consistent when we need it plus make rebel that nice 2 for 1.
-2x
Plague BelcherI like this guy so it was a difficult cut. Scary creature but he neuters or kills a creat on board. Matter reshaper is ideal but he isn't always the one getting stepped on. As mentioned not totally against the card but I wanted more options and a real i win card so he had to go.
+1 Rec sage
He doesn't fit with bond but he is just so useful. Many games I have been in can be unwinable if an enchantment isn't dealt with and it gives us a way to break one or destroy even a 2 drop vehicle that needs to go that needs instant removal. I have played 2 bonds then rec saged one later after stabilizing and not trying to deck myself.
+1 ManBearPig aka
Decimator of the ProvincesThis card wins games. Totally neutered by a fog but outside of that most of the time if you just cast him it's GG. Triple G isn't easy but it's likely you won't want to cast him till turn 7 or 8 and having triple green by then is easy.
-2x
Syndicate TraffickerSeems like a cool idea and synergy but every time i played him I was going to have to sac a looter scooter and that's not a trade i wanted to make. Just not enough artifacts laying around in this deck that I want to sac. If we could make more clues maybe...
+2
Supernatural Stamina This card was made for this deck. I want to go 3x but there isn't any more cuts I want to make. Super good when you can target a cascade creature, draws a card on re-entry from bond and you get a free play. Can give 2 extra reach and nice to have as an option on so many of the cards in this deck especially this next card...
-1 Ob nix
Ob/Removal is great but I want to go this route instead
+1
Woodland BellowerPlaying him with bond out potentially draws 2 cards (3 if you select refiner). Allows us to tutor rec sage or a tracker
or a kill card with rebel(gotta be green). Slapping down Stamina on him after he is targeted with removal is backbreaking for most opponents. Manbearpig coming down the turn after he came down is a GG (8/7 with trample just for his stats).
I am also working on a bant version just to see which is better. Jury is still out on that one.
Try it out and hit me back