Some notes for the future, Doctor.
Each element only has enough cards to support a few decks. As a result, the game pushes you to play more elements. This is what happened here with your trio.
However, the quanta system punishes you for doing so; the more elements you use, the less stable your deck is. (Assume nova doesn't exist for a moment)
Also note that you have to draw every card in your combo. You'll notice that the successful combos in this game - Devtal, Ghostmare, Otyugh and SoPa, Rage potion and Guardian Angel, Photon and Immolation off of the top of my head; These are all two card combos. Any more than that, and the combo becomes unreliable.
That's not to say that there aren't 3+ card combos - RoL Fractal Hope and SoW Reflect spring to mind. But these combos basically win you the entire game if you can pull them off; the reward for being able to cast them is extremely high and worth the potential risks.
You'll also notice that these combos are slower than the above ones, because as you draw more cards, the more likely you are to assemble the combo.
They also take up the entire deck; You can run bits of ghostmare or bits of devtal in other decks, but RoL Hope only has one deck that uses the combo: RoL Hope.
And yes, these combos are all disruptable. But chucking enchant artifact and quintessence into your decks isn't worth stopping the combo from being assembled in the first place.
I think it's fair to say that the best card for empathic bond is either firefly queen or pharaoh - These are two-card combos that use only two elements.
Why creature generators instead of dragon + mitosis? Because it cuts the combo down to two cards, making it much more reliable.
Why no quint? Because it cuts the combo down to two elements, making it much more reliable.
Then, because these combos are slow, you chuck them into stall-esque decks to create the perfect shell for them.
TL;DR:
When making combos, use as few elements as possible and as few unique cards as possible
If the combo is slow, put less of the combo in and wait to draw it in a control deck. If your deck is fast, put more of the combo in and hope RNG likes you
The more difficult the combo is to pull off, the more it has to do; 3+ cards and it has to win you the game on the spot to be effective
Accept that faster combos can be disrupted; trying to make them disruption-proof slows the combo down to nothingness.