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Evil
Combos (2008) Featured Combos Page!
Last updated 4/27/08 (25/25
Combos. 25 Deck Links.)
Clarifications and/or revisions are in Yellow. |
Phyrexian
Dreadnought - Illusionary Mask |
Get
around the comes into play ability of the Dreadnought and avoid
sacrificing a bunch of creatures. Bring him into play as a 0/1
face down creature via the Mask. Flip him as the card
oracle* text describes (whenever you have priority if you want) and
suddenly you have a 12/12 creature without all of the drama and ready to
trample over your opponent.
*The oracle text for Illusionary Mask reads: "X: You
may put a creature card with converted mana cost X or less from your
hand into play face down as a 0/1 creature. Put X mask counters on that
creature. Play this ability only any time you could play a sorcery. The
creature's controller may turn the creature face up any time he or she
could play an instant by removing all mask counters from it. This effect
ends if the creature is turned face up." |
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Upheaval
- Psychatog |
The
Psychatog is the greatest 'tog of them all. The problem with a
normal deck is that its hard to keep up with the needs of the Psychatog.
You only have so many cards in hand and so many cards in your graveyard.
Enter Upheaval. Upheaval works like a means to reset the board and
give you a huge advantage by fueling the Psychatog with lots of cards to
eat for the win. Be sure and float some mana for the Psychatog so
you can play him after Upheaval. In
addition, for a hasty win, play a Mountain and be sure Anger is in your
graveyard. Walla!.
4/27/08 - Wording corrected. Thanks, Tekk. |
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Replenish
- Opalescence |
This
are two new enchantment cards from Shadowmoor that really like this pair
of cards. Enchanting Evening and Greater Auramancy. You'll
be seeing those on the Shadowmoor Combo page once its complete. In
the meantime, these two cards are cruel. You use some other cards
to empty cards into your graveyard. Then you cast Replenish.
Bring a bunch of Enchantments from your graveyard to play and assuming
one of them is Opalescence, you now have a pretty mean Aura Army of
Death and Destruction. Have some fun and attack. Assuming
everything is in order, you win. Good game. |
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Traumatize
- Haunting Echoes |
How
evil is it to remove every card in your opponent's library with the
exception of basic lands? Very. How it works should make
sense. Cast Traumatize. Then follow that up with a Haunting
Echoes. It's kind of mana intensive, but with the proper mana
acceleration and lucky card drawing you can do these as soon as turn
three and four. One after the other. Give it a try... its
sure to get you banned from your play group. |
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Sutured
Ghoul - Dragon Breath |
I
suppose I should mentioning the Hermit Druid or Cephalid Illusionist and
Shuko combo in conjunction with Sutured Ghoul. However, the real
stars are Sutured Ghoul and Dragon Breath. What cards you remove
from your graveyard or how you get them there is irrelevant. What
matters is getting your Ghoul into play and having Dragon Breath in your
graveyard so you can attack with the Ghoul the turn he comes into play
and then hopefully win the condition. Certifiably evil. |
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Burning
Sands - Night of Souls' Betrayal - Forbidden Orchard |
With
all three cards in play, this is how this evil combo goes down.
Tap the Forbidden Orchard for mana (for whatever spell you want, the
spell doesn't matter). Your opponent gets a 1/1 flying spirit
token. Night of Souls' Betrayal makes that token creature a 0/0
and it dies, journeying to your opponent's graveyard. Burning Sand
sees this happening and then makes that opponent sacrifice a land.
Ouch.Add Kamahl, the green one, for
further pain and suffering. |
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Channel
- Disintegrate or Kaervek's Torch or Fireball or... |
As
long as you are one life ahead of your opponent, this combo will work
wonders. Channel your self for all but one life. Then cast
one of the many XR burn spells like Disintegrate, Kaervek's Torch or
Fireball and kill your opponent. You can make this work with black
spells like Drain Life with the help of Initiates of the Ebon Hand.
You can also just use Profane Command with a little black mana in your
mana base. Have fun beating your opponent as early as turn one
with a little Power Nine help. |
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Teferi's
Puzzle Box - Plagiarize |
Play
Teferi's Puzzle Box, an artifact originally from the Mirage block that
has been terrorizing opponent's for many years, and pass the turn.
(Passing a turn assumes you don't have eight mana available in one
turn). In response to the ability of the Puzzle Box during an
opponent's turn, play Plagiarize. They discard their hand.
You draw that many cards. Its perfect. Its mean. Its
evil too. |
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Orim's
Chant - Isochron Scepter |
There
is a large pool of cards you can imprint on Isochron Scepter and be
evil. However, Orim's Chant is one of the best, if not THE best.
Just keep casting Orim's Chant at your opponent and watch them do
nothing but play lands until either you kill them or they concede.
They are going to need either a Shatter or a Naturalize and then play it
during your turn to get around your lockdown combo. |
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Donate
- Illusions of Grandeur |
Let
me make this simple. Play Illusions of Grandeur. Gain 20
life. Now Donate it to your opponent. There will come a
turn, mostly like two turns from the point that you gave it to them,
that they cannot pay the cumulative upkeep. And thus, Grandeur
takes the 20 life back, only from your opponent and not you, and it goes
to the graveyard. Assuming your opponent wasn't playing a life
gain deck, they should be in the graveyard too... |
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Disciple
of the Vault - Arcbound Ravager |
I
don't know that it's the Arcbound Ravager that's evil with Disciple of
the Vault as much as it is the interaction of sacrificing a bunch of
artifacts with Disciple of the Vault in play. In any case, these
two cards in the same deck usually means the same thing -- I WIN.
Unless it's a mirror match, in which case the luckiest person wins.
Fun stuff. Evil too. Perhaps all of Mirrodin Block was evil.
Maybe not Fifth Dawn, but the rest for sure. |
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Wall
of Blood - Grab the Reins or Fling |
Death_By_Beebles
said there wasn't any budget oriented combos that were evil. I am
posting this to prove him wrong. Wall of Blood and a Fling-like
spell work much like the Channel - Fireball combo referenced above.
Get a life ahead of your opponent, pay all but one life to the Wall of
Blood and then throw it at your opponent. As long as your opponent
doesn't have Healing Salve or a counterspell, you should win. |
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Oath
of Druids - Gaea's Blessing |
Oath
of Druids is great at pulling a creature out of your deck. Its
even better if you only have one or two creatures in it. The
problems comes when you are about to deck yourself and you haven't won
yet. That's where Gaea's Blessing comes in handy by preventing you
from decking yourself. While this isn't your SUPER EVIL combo, its
still evil. Remember that the combo doesn't have to include a
black spell to be an evil combo. |
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Solitary
Confinement - Squee, Goblin Nabob |
In
my opinion, one of the evil combo archetypes includes a lockdown combo
where your opponent just can't win against you no matter what they do.
This is one of those combos. You can't be the target of spells or
abilities. You can be dealt damage. As long as you can
discard a card to Solitary Confinement every turn -- you're in the
clear. Thanks, Squee. Thanks for being reprinted in Tenth
Edition too. |
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Stasis
- Kismet or Frozen Aether |
Chris
Newton joked about Stasis + Island being a combo. In some senses
he isn't too far off. However, Kismet (or the shifted Frozen
Aether) and Stasis are definitely a combo. You see, your
opponent's salvation against Stasis was playing lands. Eventually
they would play enough lands to cast a spell. Kismet prevents
this. And even if they manager to play a creature, it will come
into play tapped and never hurt the Stasis player. Even the lady
on Kismet looks evil... |
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Memory
Jar or Magus of the Jar - Megrim |
Memory
Jar is a special card. So special that it became banned shortly
after it was released to the public. And then, years later, they
printed it as a creature. In any event, whether you are playing it
as the artifact or the creature, combine it with Megrim. In the
correct circumstances, your opponent should take fourteen. For
more on this, check out Chris Newton's
Memory of a Jarhead article. |
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Tireless
Tribe - About Face |
There
is something about a two-card, two-mana total investment, combo that is
evil. First turn: Play Tireless Tribe. Second turn, attack
with the Tribe if your opponent didn't play a creature. Now
discard five cards making Tribe 1/21. Attack and play About Face
and kill your opponent. All for two mana. Not a bad
investment... |
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Myr
Landshaper - Splinter |
Do
you hate this combo? Do you hate me for posting it in this special
Evil Combo Theme Week Combo Page? It is truly an evil combo and
that is for sure. How it works? Use Myr Landshaper to turn
your opponent's basic land into an artifact. Now Splinter it.
The result should be your opponent loses a big portion of their mana
base from their deck and hand. If they are playing a
mono-colored deck it should result in a scoop for your opponent.
NOTE: This does not
affect other lands in play; it only affects the land you targeted and
the lands in their hand, graveyard and library. 4/26/08
- Clarified thanks to Tekkactus. |
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Godhead
of Awe of Humility - Night of Soul's Betrayal |
Godhead
of Awe appears to be the new Serra Angel, a combination of Serra Angel,
Serra Sphinx and Humility. Whether you choose the creature or the
enchantment version, combine it with Night of Souls' Betrayal. If
anyone plays a creature, it will die immediately upon entering play.
Unless, of course, they have they crazy comes into play effect that
would render Godhead of Awe or Humility useless. Pretty
unlikely... 4/27/08 - Thanks Tekk for
noting the existing deck in the database. |
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Mind
Over Matter - Tolarian Academy - Stroke of Genius |
What
Mind Over Matter should read is "Discard a card: win the game as long as
you control Tolarian Academy and a way to draw cards." Because
that's how it works. Use something like Stroke of Genius to draw a
bunch of cards, then use those cards to keep untapping Tolarian Academy
with a bunch of artifacts already in play and then cast another Stroke
of Genius and repeat until you draw your winning card for the win.
NOTE: Quicksilver Dagger on any creature will work too in a different
but equally evil way. |
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Opposition
- Static Orb |
Blue
sure has made a great showing on this evil combo page. Mind Over
Matter, Magus of the Jar, Stasis, Donate... and now Opposition.
Perhaps blue is the most evil color of Magic. I don't think I need
to explain how this combo works. If I do, just check out the
attached deck list. That should explain it all. |
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Urza's
Armor - Manabarbs |
I
may be the only one that thinks this is an evil combo. Despite
this, here is how it works. With both cards in play, tap a land to
play anything. Manabarbs deals a damage to you for each land that you
tapped for mana and then Urza's Armor prevents it. In the
meantime, your opponent will tap a bunch of land to cast a spell and he
will be forced to take the damages. Chances are he won't have an
Urza's Armor to prevent the damage. And thus, he will have to
choose his which cards to play wisely. |
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Ertai,
Wizard Adept - Arcane Laboratory or Rule of Law |
I
was one of those people back in the Tempest block. One of those
people that played a deck with both Ertai and Rule of Law. Mind
you I am referring the Wizard Adept version, not the Corrupted version.
In any event, Arcane Laboratory will prevent players from playing more
than one spell a turn. Ertai, Wizard Adept will counter each of
those spells that your opponent plays. This combo doesn't work as
nicely in multiplayer. Also, Rule of Law can now replace Arcane
Laboratory -- they are the same card, just in different colors. |
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Blood
Oath - Sunder |
This
one is like the Psychatog - Upheaval combo, except it involves red.
Sunder all of the lands in play, hence returning them to each players'
hand. Now cast Blood Oath on an opponent who has a good number of
lands in his hand at this point. Choose lands. Watch them
take, hopefully, an amount of damage from Blood Oath that leads to their
evil demise. This works best mid to late game... when you opponent
thinks they have the upper hand. |
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Browse
- Soldevi Digger |
What
Leveler does to your library, Browse does more efficiently and
methodically. To a point where you control the last few cards in
your library and hence will draw them over and over again thanks to the
Digger. So, in effect, you are creating a two or three card deck
with these two cards. Counterspell, Lightning Bolt and maybe Mogg
Fanatic. Whatever works... you still get to decide upon 60 cards
for the original deck. (Think of creating a deck with 1 Mountain
and 59 Lightning Bolts... that is kind of what this is like. Evil.
Very Evil.) |
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Did
you know...? |

To the right and left of this text is something called
the MDV Deck Link. You will only find these link buttons on the
combo pages. When you click on the MDV Deck Link it will take you to a
deck related to the combo where you found it.
If the button is to
the left of the combo text, this means there is a deck already linked.
If the link is to the right, there is a deck found or that is going to be
posted. Or it is a combo I am currently looking for a deck using it. Mind you, not all decks links are going to center
around that particular combo, although most do.
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Your
Combo Here! |
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You could have your combo featured in this spot right
here (not literally, but on a future combo page).
Email
the
webmaster with any combos you'd like
to submit. Try to make sure
your combo works and that there isn't already that combo on any other MDV
combo page. You can always
Search Magic
Deck Vortex with the search tool to make sure before
submitting it. I greatly appreciate your
efforts to make these combo pages better. Every once in a while I
have a page chock-full of your submitted combos... although I will admit
about 75% of all submitted combos are duplicates.
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