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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."

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.

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. 
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.  
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.
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. 

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. 
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.
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.
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... 
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.
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.
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. 
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. 
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... 
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.
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...
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.
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.
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. 
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. 
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.
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.
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. 
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.)
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. 

Your Combo Here!
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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