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Featured
Combos from 2003.
Last updated 7/12/04 |
Charisma
- Prodigal Sorcerer (or Anaba Shaman) |
Pingers
are great whether it's a Prodigal Timmy or an Anaba Shaman. Now,
given the new color pie they are mostly found in red, but this shouldn't
stop you from getting the most from your pingers. Enchant your
pinger with Charisma and gain of control of target creature
(basically). This combo is nice.. but Charisma is tough to cast at
three blue mana. It's well worthy it when you take your opponent's
spirit of the night or his thorn elemental. |
 |
Tornado
- Power Conduit |
I
see this combo as, 2G to destroy target permanent and give your Yotian
Soldier a +1/+1 counter each turn. Since the counters on Tornado
(from cumulative upkeep) are age counters, you can still transform them
into charge or +1/+1 counters for your permanents. This keeps your
cumulative upkeep at a minimum, thus keeping the card in play longer,
and keeps your opponent's side of the board under check from
overpowering you. Reminds me of Desert Storm.. what a great
card. it was uncommon back in the day when I started
playing. |
 |
Equilibrium
- Gilded Drake or Mystic Snake
submitted by RfGomes01 |
Huh-Huh!
That rhymes... Anyway, Equilibrium works great as a control mechanism or
as a utility card to get those really cool creatures with come-into-play
abilities back to your hand so you can reuse them. Gilded Drake
works well for controlling your opponent's creatures or Mystic Snake
works great for more counterspells in hand. The only thing is you
have to pay one and pay it when you cast a creature spell. |
 |
Tombstone
Stairwell - Vengeful Dead
found on and
quoted (paraphrased) from www.magicthegathering.com
(combo by Scottie Bellinger, detail by Aaron Forsythe) |
After
a long, drawn out game involving many creatures dying, you’ll want to
drop out both pieces of this combo. On your opponent’s upkeep, each of
you will get a handful of 2/2 Zombie tokens from Tombstone Stairwell,
and at the end of the turn, all those tokens will die. Tokens go
to the graveyard when they die, at which point they cease to exist. So
each token will trigger Vengeful Dead on its way to the bin. And if your
opponent survives it for a turn, it’ll all happen again on your
turn. This combo also works well in multiplayer games; the Dead
hits each opponent for each dying Zombie. |
 |
Fire
Covenant - Mogg Maniac |
Mogg
Maniac is not good by itself. Neither is the Fire Covenant from
Ice Age. Combine the two cards and now we have something that is
efficient and deadly. Want to kill a few creatures and do some
damage to your opponent even though the Covenant can only target
creatures... make sure you have the Maniac in play to craze it's way
towards your opponent's life. Whenever your Maniac is dealt
damage.. it deals an equal amount of damage to your opponent. This
is like a cheaper, multi-colored Hatred card but better. |
 |
Fecundity
- Ashnod's Altar |
Ashnod's
Altar is a great combo piece as is Fecundity. Why not combine them
so that you get to draw a card for each creature you sack to get more
mana. This is an excellent way to optimize your card advantage and
to get the cards AND mana you need to win the game. The deck
featured to the left is called "CHIMERA" and uses this concept
well... and it's just a theme CHIMERA deck! Wow. |
 |
Repercussions
- Furnace of Rath |
Here's
a nice little combo for you, and its mono-red too! I cast
lightning bolt on your Avatar of Hope. I also have both
Repercussions and Furnace of Rath in play. Your Avatar takes 6
since the originally lightning bolt is doubled and thus deals 6
damage. Then, the repercussions is activated since your creature
took damage and it is double again. You end up taking 12
damage. Not bad for a mono-red combo! |
 |
Trade
Routes - Animated Lands |
Trade
Routes is a great card, especially when you think about the card
advantage you could get. However, what some people don't realize
is that the Enchantment from Masques can save your little land critters
for only one mana by returning them to your hand. Say you attack
with your Mishra's Factory and your opponent kills you creature with a
fast effect... return the little guy to your hand and watch them waste a
card. |
 |
Stampeding
Wildebeests - Thran Forge - Uktabi Orangutan |
I
think Molder Slug and Thran Forge work a little better than this one,
but it is still a cool concept. Turn a creature your opponent
controls into an artifact creature and then cast your Orangutan.
Destroy that creature and during your next upkeep, return the Uktabi to
your hand because of the Wildebeests. Keep doing this until your
opponent has no creatures left ... you know, on a side note, I
never noticed the obscene actions going on in the background of that
card. How wrong is that? |
 |
Oath
of Druids - Krosan Reclamation - Replenish |
This
is one of those crazy enchantment combos utilizing the Replenish card
from the Urza's Block. Make a creatureless deck with all three of
these and lots of enchantments including Opalescence. Then, after
activating the Oath of Druids, go through your entire library.
With everything in your graveyard, Flashback your Krosan Reclamation and
shuffle two cards back into your library (namely the Replenish) and next
turn cast it to bring all of your crazy enchantments into play as
creatures. Killer. The creative deck is by Chaz Littlejohn @
www.mtgfanatic.com and is a
excellent crafted original concept. Check it out! |
 |
Army
Ants - Groundskeeper |
Army
Ants are not quite the Carrion Ants from Legends, but even so, they are
quite a useful card. Not exactly optimal by itself, if combined
with a land recursion card (like groundskeeper), the ants can be quite
powerful and potent. Think of it this way, 1G = Destroy target
land (once per turn normally). Not bad. The trick is keeping
your 1/1 ants in play long enough to pull it off. Here is a deck
by Anthony Alongi called HUNGRY SLEEPY BUBBLE ANTS. He used Bubble
Matrix to keep the Ants free of fire and shocks. |
 |
Living
Hive - Alpha Status |
I
have this thing for bugs.. and to think of a 10/10 or even a 20/20
insect in play kind of gives me the heebie-jeebies. With cards
like the Living Hive, which bring insane amounts of insect tokens into
play from dealing or being dealt damage, get a big insect via an Alpha
Status shouldn't be too difficult. Hey, if that doesn't work..
just go with the Alpha Status - Myr Incubator combo. I like this
one a little better. |
 |
Balthor
the Defiled - Read the Runes |
Balthor
is a great recursion card which placed high on the list of top 30
zombies. Read the runes is an excellent card to assist him to get
lots of cards into your graveyard quickly. Then, once you have a
few 10 or 20 big baddies in the grave, activate Balthor's smelly carcass
and bring all your grave-ridden creatures (black and red only, of
course) back into play. Read the Runes also helps you sift through
your library for win cards quicker.. so the two cards work VERY well
together. |
 |
Browse
- Soldevi Digger |
Quoted
from Brian David-Marshall @ www.magicthegathering.com:
Browse allows you to look at the top five cards of your library and
choose one and put it in your hand. The other four are removed from the
game. Soldevi Digger allows you put a card from your graveyard on the
bottom of your library. Together, these cards create a powerful engine
that can put your opponent into a soft lock.
Browse can quickly reduce your library to no cards. The Digger then
allows you to put the top card of your graveyard onto the bottom of your
library, eventually making your library a small stack of just the cards
you want. It's important to remember that Browse says "look at the
top five cards and choose one." If you have only one card in your
library, then you just put that card into your hand when you activate
Browse; since there is no actual "card draw" involved, you
don't lose the game. There have been decks that relied on this
combination and a single Lightning Bolt for the win. With this deck, you
simply Dig and draw your Counterspells to protect your win condition. If
necessary, you can Dig up a Disenchant or a Wrath. It's almost
impossible to conceive of a player losing from that position.
|
 |
Siren's
Call - Propaganda |
Siren's
call is the blue instant version of the original Nettling Imp... except
it's strictly better.. especially if you have Propaganda in play.
You opponent would have to pay (2) for each creature that has to
attack... and usually that's just enough to overstretch your opponent's
mana base and kill off a few creatures. Yes, that's right, a
mono-blue combo that's capable of creature kill. Perhaps that is
why we won't ever see a card like Siren's Call again. Oh
well. The deck to the left is from MTG
COUNCIL. |
 |
Faith
Healer - Nomad Mythmaker |
Not
exactly a top notch combo, but with this you can just keep gaining and
gaining and gaining life. Let's think of a few expensive enchant
creature cards...Clutch of Undeath, Mythic Proportions, Persuasion, Traveling
Plague, Unnatural Hunger, and Yavimaya's Embrace. All of these
cards cost 5 or more and thus you gain you 5+ life with the
Healer. That turn, tap the Nomad and bring it back into play to do
it again. You can also do this in conjunction with cards like
Claws of Gix if you enchant creature selection includes a few control
magic like spells. |
 |
Phyrexian
Negator - Twisted Experiment |
There
are other enchantments than Twisted Experiment which could help out your
Negator, but this one is efficient and deadly, making your Negator a 8/4
for minimal mana. Did I mention the Negator has
trample?
Note: I was struggling with a
mono-black combo for this page without a MIRRODIN card ... and this is
the best I could come up with @ 4:30 am my time. Oh well.. at least
I have a deck for it. :)
|
 |
Oblivion
Stone - Undead Gladiator |
Destroy
everything. Sounds good, right? Well, not good enough.
I want something back. Why not include a few Undead Barbarians in
your deck so that you can keep recurring him back from your graveyard to
reek havoc on your opponent's empty board. Brian David Marshall
put a deck together using this as one of his concepts... and it is
linked to the left. |
 |
Eladamri's
Vineyards - Spike Feeder |
The
vineyards is an interesting card because it could help your opponent or
hurt them. Most cases show the vineyards hurting your
opponent. However, how can you keep it for mana-burning you?
Try the spike creatures from the Rath Cycle (Tempest)... these creature
allow you to generally pay (2) to move a +1/+1 counter to another
creature. Just use this to eat up your extra mana where applicable
and watch your only your opponent lose life from extra mana. |
 |
Varchild's
War-Riders - Powerstone Minefield |
The
War Riders have a nifty little cumulative upkeep that give your
opponent(s) Survivor 1/1 tokens on their side. What a
bummer? What good is the card? Well.. if you use it in
conjunction with cards like Powerstone Minefield, it renders the
Survivor tokens useless.. if they do anything. Not back.
Since the Minefield deals 2 damage to any creature that attacks or
blocks, you Survivors die immediately and your War-Rider survives.
Quite a nifty little combo! |
 |
Anvil
of Bogardan - Chains of Mephistopheles |
Make
your opponent discard twice as many cards with this combo. While
the Anvil allows you to draw an additional card during your draw step,
it makes you discard too. With the Chains, you are forced to
discard an additional card. Whether you are using Necrogen Mists
for the kill or going for a mill effect, this combo locks your opponent
to do a little more than he wants to ... discard that is. |
 |
Rabid
Wombat - Licids |
The
Winds of Rath are like a cool breeze to the Rabid Wombat and where
Steroids helps a desperate bodybuilder, a little agility, blessing,
curiosity or even a nature's kiss bring the wombat to a state of
ultimate ripped-osity. Where enchantments are easily destroyed there are
Licids to the rescue. With Licids, you can easily
control where and when the enchant ... this helps the wombat have the
instant versatility it needs to successfully beatdown an opponent. |
 |
Teferi's
Puzzlebox - Underworld Dreams |
How
strange that Wizards of the Coast would put BOTH of these cards in
Eighth Edition. I think they were begging for players to find this
combo and work with it. Perhaps they will bring even more powerful
cards back into the mix with Mirrodin (for this combo). Who
Knows? In the meantime, with this combo, every time your opponent
draws - they instead switch out the cards in their hand for new cards
from their library. If Underworld Dreams is in play, they take one
damage for each card in their hand. Ouch. |
 |
Spirit
Mirror - Standardize
submitted by
Jason via email |
Assuming
you have Spirit Mirror already in play, this is like a plague wind for
only two blue mana. Cast Standardize and turn all creatures in
play into Reflections. Since they are now reflections, you can use
the Spirit Mirror's ability to knock off all of your opponent's
creatures (except all untargetable creatures, of course). The deck
this links two is a limited example. A deck could be made to
revolve around this combo, where Wallmart simply has it as an
option. |
 |
Invisibility |
Looking
for another way to make your Raven Guild Master work? Aside from
the Crafty Pathmage and Cephalid Pathmage, Invisibility is the
key. The only trick here is to make sure your opponent doesn't
have a wall out. Imagecrafter can help you there. The
deck which is linked to here was modified to fit Invisibility in; I
think the deck is a more solid now. Who isn't looking for more
ways to use the Raven Guild Master.. this card is just amazing. |
 |
Bubble
Matrix - Lone Wolf or Thorn Elemental |
I
never through there would be a combo or even a viable use for Bubble
Matrix, but this combo proves me wrong. With Bubble Matrix on the
playing field you can keep attacking with your wolves and elementals and
deal damage to the opponent directly. In the meantime, the damage
your opponents' blockers would deal is reduced to zero. Throw in
some black creature removal and you have a deck worth playing. |
 |
Sleeper
Agent - Shackles or Hobble |
Sleeper
Agent was a card from Urza's Saga that begged to be combo'd with... and
there are two cards in particular that do a good job. You see,
when Sleeper Agent comes into play, your opponent gains control of
it. But! During each of his or her upkeeps, it does 2 damage
to them. With Shackles or Hobble, you can prevent your opponent
from attacking or blocking with the Agent and thus setting a time clock
for them till they are down to zero life. Shackles is nice because
you can return it to your hand in the case your opponent find a way to
sac the agent. Hobble is nice because you can draw a card when it
comes into play. |
 |
Scent
of Cinder - Viashino (Sandstalker) |
The
Viashino are a strange race. When I first saw them in the Mirage
block I thought they sucked. Then they came out with this card
called "Scent of Cinder" from Urza's Destiny. With the
Scent card you can deal X damage to any target where X is the number of
red cards you have in your hand. In a normal red deck the goal is
to burn your opponent as quick as you can so drawing a late game scent
of cinder sucks. With the Viashino (Sandstalker or Sandswimmer,
for instance), you can keep your hand full of red cards to deal damage
with the Scent. |
 |
Sage
of Lat-Nam - Hornet Cannon or Metrognome |
This
combo works better with Hornet Cannon than Metrognome, but the deck link
to the left is using Metrognome. Now that Sage of Lat-Nam is back
(and may I add I like the original art better), deck architects are
finding ways to use him. With Hornet Cannon, you basically
spend 3 mana to draw a card; instead of the Hornet Token dying at the
end of the turn, just tap the Sage and draw a card. With
Metrognome you pay 4 for a 1/1 token but you can still do the same
thing. |
 |
Imps
Taunt - Sengir Vampire |
This
combo was submitted a long time ago by someone, but I no longer have the
original email. This combo can be expensive, but if you think
about it, you are paying 5 to kill an opponent's creature and you get a
+1/+1 counter on the Vampire. Force your opponent's 3/3 to attack
with the Taunt and spend the extra 3 mana to buy it back. Then
block with your Sengir Vampire, kill the 3/3, and put a +1/+1 counter on
him. You can keep doing this until you have a killer vampire and
your opponent has no more creatures. Obviously, there are lots of
other factors involved that may mess this one up, but its a fun combo. |
 |
Triskelion
- Sadistic Glee |
This
combo is killer in any recursion deck, especially if it has cards like
Grave Pact or the Skittering creatures from Urza's Block.
Basically, just enchant your Triskelion with Sadistic glee and watch him
become the artifact version of Goblin Sharpshooter. Each time a
creature goes to the graveyard (whether token or non-token), you get a
+1/+1 counter on Triskelion. And for each +1/+1 counter on
Triskelion, you can remove it to deal one point of damage to any
target. Gosh, I hope WotC reprints Triskelion. The havoc he
would present to T2 is amazing (or maybe I'm just dreaming.) |
 |
Dragon
Mask - Nekrataal |
Need
a way to bounce the Nekrataal back to your hand so you can reuse his
come into play ability, and that isn't blue? Try the Dragon Mask
from Visions. You can give the 2/1 first strike +2/+2 until end of
turn for a little beatdown, and then return it to your hand at the end
of the turn. You gotta love creatures that kill other creatures
when they come into play. Now Nekrataal is back in Eighth edition! |
 |
Warped
Devotion - Recoil |
Here's
a nice combo for you Megrim Fans. With Warped Devotion, anytime a
permanent is returned to a player's hand, he or she discards a
card. With Recoil, you can return a permanent to a players hand
and then they discard a card. Together, you return a card to a
player's hand and then they discard TWO cards. Not bad.
Warped Devotion is a great card for any bounce or discard deck. |
 |
Wall
of Junk - Metalworker |
This
isn't a spectacular combo, but these two cards have some synergy.
Having trouble keeping you hand full of artifacts for the
Metalworker? Try Wall of Junk. With Wall of Junk you can
block almost any non-flying blockable creature your opponent attacks
with and then it goes back to your hand at the end of the turn.
This gives the Metalworker two more mana for you to work with in casting
something else, or just the Wall of Junk again! Not bad. |
 |
Temper
- Magmasaur |
Some
of you submitted decks for the deck building contest I had earlier this
year called Temper, Temper. One of those decks featured Magmasaur
with Temper. Not a bad idea considering you can boost up the
'earthquake' effect he can have come your next upkeep. All you
have to do is not remove a +1/+1 counter and sacrifice him to do damage
equal to the number of +1/+1 counters on him to all creatures without
flying and all players. |
 |
Temporal
Spring - Millstone |
With
Temporal Spring in your hand and Millstone on the table, you should have
a smile on your face. With this you know you can remove any threat
on the board by moving it from the board to the top of the library and
then millstone it to the graveyard. Altogether is costs 3UG.
Not too bad for a blue-green deck. Other cards that work similar
to this include Plow
Under, Aura
Extraction, Disempower, Ether Well, Fallow
Earth, Memory
Lapse, Metamorphose,
Repel,
Stunted
Growth, and Time Ebb. |
 |
Crystal
Golem - Nevinyrral's Disk |
Nevinyrral's
Disk is a devastator for all players, but there are ways around
it. One way is to have the Penumbra Creatures out so that when
everything is destroyed with the disk, you get a black 'penumbra' token
creature post destruction. Or you could use the Crystal Golem. All
you have to do is activate the Disk at the end of your opponent's turn
(while the crystal golem is phased out) and then come your turn, you
crystal golem phases back in. It should take your opponent a
little while to regain ground, which is just enough time to beat the
down with the golem (as it is a 3/3 artifact beatstick). |
 |
Sutured
Ghoul - Skittering Skirge - Skittering Horror |
Sutured
Ghoul, from the Judgment set, is a better (much better) version of
Franky's Monster from The Dark. The key is getting big creatures
into your graveyard for the Ghoul to devour but the key is having
creatures out that will still benefit him but benefit you as well in the
early game. The skittering guys from Urza's Block fit this
role. For two black mana you get a 3/2 flying Imp that goes
bye-bye when another creature comes into play on your side. For
three mana you get a 4/3 non-flying Horror with the Skittering
Horror. These boost your defenses early in the game and still feed
the Sutured Ghoul for dessert when he arrives. |
 |
Uktabi
Wildcats - Sprouting Vines or Wood Elves |
If
Gaea's Liege was a feline, he would be found in the woods of
Uktabi. The wildcats have always been a favorite of mine and along
side cards like people of the woods, Treefolk seedlings and the liege
himself. However, why not allow the Uktabi to stand alone with
cards like the Wood Elves and Sprouting Vines. Both of these cards
give you quick access to a large number of forests in play, thus giving
your wildcats a boost to beatdown. |
 |
Deserted
Temple - Gaea's Cradle - Mishra's Factory |
I
don't think Deserted Temple gets enough attention. This amazing
things you can do with it and the few times you ever see it in a deck,
it's like its been abandoned by all the casual magic players out
there... hence the name. But seriously, when combo'd with large
mana producers like Gaea's Cradle or utility lands like the
Mishra's Factory, you get twice the punch out of a land. Enchant a
land with Squirrel's Nest and make two per turn instead of
one. |
 |
Oath
of Lieges - Pegasus Stampede |
Pegasus
Stampede? Who'd ever think that Pegasi could do
damage. Well, they do. Add a Coat of the Arms in the mix and
your little 1/1 Pegasi become 100/100 flying bastards! This combo
allows you to make more Pegasi tokens without feeling the hurt of the
buyback cost of Pegasus Stampede (which is sacrificing a land).
Oath of Lieges allows you to replenish your lands if you have fewer
lands than your opponents (during each of your upkeeps). |
 |
Tooth
and Claw - Firecat Blitz |
Firecat
Blitz is nice. Why not make it better? If you have Tooth and
Claw in play you can sac two of your cat tokens for one 3/1 beast.
Say you have 10 cat tokens, each of which will die at the end of the
turn. Sac all 10 of them with Tooth and Claw and you have a
permanent horde of five 3/1 Beasts on your side (for free except the
cost of the Blitz). Try it out. I guarantee you'll love
it. Fun, furious and fiery! |
 |
Spreading
Algae - Blanket of Night |
When
I first ran across this combo on Eric's Page of Magic Variants, I was
shocked at how cool this idea was. To be honest, when I first say
the Algae card in the Urza's Saga set, I set it aside as just a color
hoser, not a combo card. When teamed up with Blanket of Night, the
Algae is a virtual board clearer, so long as your opponent taps one mana
at a time. But anyway, this is some land destruction fun here, and
now spreading algae is in 8th edition. All you have to do is get
your hands on the blanket. |
 |
Gorilla
Titan - Gaea's Blessing |
Gorilla
Titan is a powerhouse if you meet his hefty requirements. Why not
add a color friendly card like Gaea's Blessing to your casual deck and
then maybe add Whetstone. This is almost a surefire way to keep
your graveyard empty. Gaea's Blessing shuffles your library back
into your library if it goes from your library to your graveyard... and
if that doesn't work, try Morningtide as a back up plan. Did I
mention the Titan has trample? |

|
Recurring
Nightmare - Penumbra Creatures |
Card
advantage and creature advantage. When you sack a Penumbra
creature to the Recurring Nightmare, you get a card from your graveyard
back into play and a Penumbra Black Token from the Penumbra creature you
had in play. Simple. Efficient... and deadly! |
 |
Pure
Reflection - Unnatural Selection |
Frustrated
with the "destroy all Reflection Creatures when a player casts a
creature spell..." on Pure Reflection? Well fret not, have Unnatural
Selection in the deck and in play.. and change your reflection
token into a, say, Goblin. Now you get to keep your X/X
reflection(s) in play for only one mana.. and this is really nice when
you cast Draco and have a 16/16 reflection. One mana = keep your
16/16 reflection. |
 |
Mirri's
Guile - Draco - Psychic Battle |
Psychic
Battle is a cool card that has yet to be broken. This combo comes
just short of breaking it. Your opponent casts Searing Wind (10
damage to you).. and you do the Psychic battle reveal the top cards of
your libraries.. and you win. Use the Mirri's Guile to keep
the Draco at the tippy top of your library after you draw a card.... Not
tough, right? Unless, of course, your opponent has a millstone. |
 |
Blood
Oath - Sunder |
For
one win, I choose lands. (After you play Sunder). Cast
Sunder and return all lands to hands, and then use any mana you have
left over to cast Blood Oath. Target your opponent for lands and
watch him take 3 damage for each one in hand. This is usually a
combo pulled off later in a game, so your opponent could have 6-10 land
in play... more than enough to kill him with the Oath. |
 |
Defender
en-Vec (or Sway of Illusion) - Cowardice |
Cowardice
and the en-Vec are an older combo straight from the Masques block.
Say you want a mono-blue combo, use the Sway of Illusion. The goal
here is to target as mana threats (creatures) on the board as possible
and move in for the kill with your army. The Defender en-Vec or
Sway work excellently with Cowardice as you can freely target a number
or any number of creatures. Try Artificial Evolution, that works
too. |
 |
Bottle
of Suleiman - Reverse Polarity |
I
never thought I see a deck using the Bottle, but actually, when I did
some research, I found a couple which were recently added to the
database (like the one linked to the left called Bottlegeddon).
The deck designer used the reverse Polarity to gain life instead of take
damage from the Bottle should your luck be thin that day. Nice,
simple and old school. |
 |
Retraced
Image - Enchant Creature - Untargetable Creature |
Here's
a rule bending for you: Say you have an untargetable creature in
play (like Blastoderm or Zephid) and you have an local enchantment you
want to play but normally couldn't. Use the Retraced Image
(assuming you already have that enchant creature card in play) and
put it into play. Since you don't 'target' anything by the wording
on retraced image, you can place the card on that creature.
There's nothing better than a 6/6 flying Blastoderm, right? |
 |
Soul
Sculptor - Soltari Visionary |
I'd
like to think this is a homemade combo, but I am sure there are a good
1000 magic players out there that figured this one out before I did and
thought the same thing. Anyway, the combo is simple. Use the
Sculptor to turn an opponent's Thorn Elemental into an
enchantment. While it is an enchantment, attack with your
shadow-enchantment killer if unblocked (the Soltari Visionary) and then
destroy the Thorn Ele-chantment. Not so bad and extremely mana
efficient for a white combo-creature killer. |
 |
Wood
Sage - Haunted Crossroads |
Wood
Sage is unique as a gold 1/1 2cc Druid... but aside from reaching
threshold early and using him with Brainstorm, he's not that good.
Unless, of course, you have Haunted Crossroads in play. Add some
utility creatures to your deck and put them on top of your library with
Crossroads for only one black mana. Then fetch it with your Druid
and repeat each turn for just a tap on the druid's
part. |
 |
Seismic
Assault - Mulch - Lodestone Bauble |
Am
I just a really old player or does anyone remember Land's Edge? It
was the precursor to Seismic Assault except that all players could use
the ability to discard a land to deal two damage to target player.
Moving along, Mulch and the Lodestone Bauble are great. Say you
discarded four land cards so far to the Seismic Assault. Use your
bauble to put them back on top of your library and then Mulch to put
right back into your hand. Four cards for 2 mana and possibly 8
damage for free! |
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Tireless
Tribe - About Face |
This is a possible turn
two or three killer. Attack with the Tireless Tribe... and when no blockers are declared, discard 5 cards. Make the tribe 1/21 and then cast About face. Now your little white weenie is 21/1 and is already swinging for the kill. Priceless and yet so cheap. |
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Lesser
Gargadon - Citadel of Pain |
If
you would a like a means to control your Citadel of Pain, Lesser
Gargadon is a nice answer. For only 4 mana you get a 6/4
creature. Say you don't have a Chimeric Idol in play.. just use
your Lesser Gargadon to thin your land count down so damage to you from
the Citadel (if any) is minimal. This combo is not as efficient as
the Idol-Citadel.. but it is a great supporting combo as you will see in
the deck link. |
  |
Rogue
Elephant - Harvest Wurm
Quoted from an Inquest
Magazine |
If
you like first turn 3/3 creatures, then you probably like the Rogue
Elephant. Too bad it costs you your first land. If you hate
creatures that get stuck in your hand, then you probably hate Harvest
Wurm. Solution? Combine the two and the Elephant can give
you the Wurm a hand by putting land into your graveyard for you to
retrieve. |
  |
Blood
Hound - Flame Rift |
Flame
Rift is one of the cards that I went, "huh?" at when I first
looked at it. Now I can see something useful with it.
Combines with Blood Hounds, you deal 4 damage to you and your opponent
and then you get a 5/5 Blood Hound. Attack with it, assuming your
opponent cannot block, and you net a total of 9 damage to your
opponent. Not so bad. |
 |
Angry
Mob - Blanket of Night - Karma |
Angry
Mob was a great card back in the day and actually with a few backup
cards, it's even more fun. Take Blanket of Night, for
instance. Now all of your lands and your opponents' lands are
swamps too. Say your playing a one on one game and your opponent
control 7 lands. During your turn, Angry Mob is now 9/9 trampler.
Okay, so what if you have Karma and CoP: White on your side. All
of sudden, if the Mob isn't enough you can Karma you opponent for 7
damage a turn and prevent the damage to yourself with the CoP. |
 |
 Rootwater
Shaman - Rootwater Matriarch |
Until
Jay Moldenhauer-Salazar, I never knew the Rootwater guys existed.
Since they are enchant creature heavy, use them in conjunction with
the Nomad Mythmaker (graveyard recursion) and/or Hanna, Ship's
Navigator (more graveyard recursion). Now who have instant,
graveyard and control aspects with just a simple card like flowstone
armor. |
 |
Pattern
of Rebirth - General's Regalia |
If
your deck doesn't have a lot of room for the sackable creatures from
Urza's Block (i.e. Yavimaya Elder or Heart Warden), use the General's
Regalia to control the Pattern of Rebirth's 'goes to the graveyard'
ability. In addition, though, you can technically prevent damage
to yourself by redirecting it to greater causes! |
 |
Thunderbolt
- Wind Dancer |
You
want to attack me with your grounded 5/4 Fire Elemental? Hah hah
hah! Little do you know I have a thunderbolt in hand and a Wind
Dancer in play. Give your opponent's creature flying with the
Faerie and deal four damage to it with Thunderbolt. If the
creature has 4 toughness or less, the creature is
dead. I like burn with options. |
 |
Discordant
Spirit - Tarnished Citadel |
Looking
for a way to get more +1/+1 counters on your Discordant Spirit short of
a Flame Rift? Use the pain lands like Tarnished Citadel to do the
trick. Just make sure you have a way to use the lands during your
opponents' turns as your Spirit only gets bigger if you were dealt
damage during their turns. Then it resets at the end of your
turn. Life gain never hurts in a deck like this. |
 |
Remembrance
- Mortuary |
With
this combo, if one of your creatures dies, basically is goes back to
your hand.. or at least a copy of that creature goes back into your
hand. With Mortuary, when a creature goes to the graveyard from
play it goes back on top of your library. With Remembrance, you
get to search your library for a copy of that card and put it into your
hand so long as the card was a card and not a token. Card advantage...
but unfortunately an expensive combo. |
 |
Mask
of Intolerance - Reef Shaman - Sea Snidd |
To
sideboard or not to sideboard, I choose not to sideboard. Some
cards are just so interesting that they demand a deck instead of sitting
on the sidelines watching you play. Or whatever. With Mask
of Intolerance, if you can make sure your opponent has 4 or more different
basic lands in play you can deal three damage to him/her a
turn with the mask. Reef Shaman, Sea Snidd and Dream Thrush as
work well to do this. |
 |
Kavu
Chameleon - Earnest Fellowship |
| Earnest
Fellowship is an interesting card... especially when joined forces with
Kavu Chameleon. Kavu Chameleon's little built in ability to change
color for one green mana has some versatility with the Fellowship...
especially when you are playing a mono-color deck. Make your Kavu
Chameleon the color of your opponent's creatures and then watch him
fight through to your opponent's life by attacking (since it has
protection from the color you chose, which was the color of all the
possibly blockers from your opponent's side). |
 |
Dwarven
Thaumaturgist - Dega Disciple |
| Here's
a little one-two puncher. Say you are having trouble getting rid
of your opponent 2/4 Giant Spider or whatever, if you have these little
weenies on your side you can spend a colored mana with the Disciple to
give target creature -2/-0 (now the spider is 0/4) and then use the
Dwarven Thaumaturgist to switch the spiders power and toughness.
Wallah! Now the spider's dead (4/0). Assuming this is a
viable scenario for you, call your deck the Exterminator. Huh-huh...
(dud) |
 |
Fungus
Elemental - Acidic Soil |
| To
be honest, for a moment, I never noticed Acidic Soil. I have
tons of them, but I never saw the potential this card has. Combo
it with cards like Fungus Elemental or Heartwood Giant to bring your
land count down to almost nothing, and cast Acidic Soil. Watch
your opponent take 6+ damage and you only take a few. All for
three mana (sort of). |
 |
Smokestack
- Mobilization - Orim's Chant |
| Smokestack
is a great card. Urza's Saga had a plethora of great artifact
cards and this is one of them. Mobilization fuels your Smokestack
with little Soldier tokens to sack to the Smokestack. Add Orim's
Chant to the mix and suddenly you opponent is forced the sacrifice key
cards to their deck which are in play. This makes for |
 |
Squirrel
Wrangler - Forgotten Harvest |
| Being
a big fan of +1/+1 counters, I saw Forgotten Harvest as a great card
with exception to the whole idea of REMOVING a land card in your
graveyard from the game. Forgotten Ancient throws this card WAY
out of the water. But, if you still want to use your Forgotten
Harvest (if you haven't forgotten already where you put it or who you
gave it to) then use your Squirrel Wrangle to provide the fuel your
Harvest needs to bloom. The question is, which squirrel do you
give the counter? |
 |
Crop
Rotation - Urza's Lands |
Having trouble getting
the Tower in play for your artifact-green deck? Wait.. how often
do you see an artifact-green deck? Not often.. but anyway, you can
always splash in the green, right? Sack one of your Mines (since
you'll have two in this scenario) and crab a Tower from your deck and
put it calmly into play. Okay, now, lets say it is a Green-Red
Deck instead of the Green-Artifact. Now, Fireball your opponent
for lots of damage. There's a combo for you. Just pray your
opponent doesn't have Deflection or something! |
 |
Voodoo
Doll - Martyrs of Korlis - Artifact Ward |
| Voodoo
Doll.. an oldy for a fun one. Cards similar to it include Torture
Chamber. Anyway, have you ever wanted to use this old card in a
deck but you were not quite sure how exactly to arrange it? Well,
throw in a Martyrs of Korlis or two so that you can redirect the voodoo
damage to him instead of you... and then throw an artifact ward onto him
and watch the voodoo doll go to work. To actually use it's ability
is expensive, but now there are cards like Mirari's Wake and Upwelling
that help you fuel the voodoo. |
 |
Diamond
Kaleidoscope - Urborg Justice |
| This
is an odd combo, but I guess I wanted to use the Diamond Kaleidoscope in
a combo somewhere sometime. Now is the time. Create a few
Prism tokens with your artifact and then sack them to play Sliver
Overlord or something. Now, cast Urborg Justice and watch you
opponent sac several creatures equal to the number of prism token's you sacrificed. Personally, I think this combo is far more effective if
you use Nantuko Husk or Living Death. |
 |
Suppress
- Mindslicer - Phyrexian Ghoul |
| Mind
Twist may not be extremely legal anymore, but here's your replacement
with a twist. You have Phyrexian Ghoul in play, Mind Slicer and
lands of course. Cast suppress and watch the (say 5) cards in your
hand temporally disappear. Then sack your Mindslicer to the Ghoul
and watch your opponent(s) discard their hand(s). Then at the end
of your next turn you get all your cards back. |
   |
Obliterate
- Penumbra Wurm |
| The
Penumbra creatures were an excellent concept for WotC to make. I
like being able to cast Wrath of God and still have a 6/6 tramper in
play. It's black, but who cares. This combo is basically the
same thing and can't be countered. The best part is that
EVERYTHING goes. And your 6/6 trampler comes into play.
Likeable.. efficient, but costly. I think a G/R deck is better for
this type of concept anyway... |
 |
Death
Pits of Rath - Aether Flash |
| Where
Simoon and Death Pits of Rath wipes the board clean of all creatures on
your opponents' side, this combo takes care of the future creatures your
opponents' cast after Simoon. This combo is a nice way to lock up
the board in your favor. With the flash shocking every creature in
play, the death pits puts them in their grave quicker than your opponent
can say "Counterspell" ... oh wait, they cant.. its no
more. Beside, they can't counter the affect unless they have
Stifle. Hmmm. |
 |
Erhnam
Djinn - Scarwood Hag |
| Ok,
so Erhnam is already broken is certain decks, but add a little old ugly
(really ugly) hag into the mix .. we'll call it his grandmother, and now
you have a little more control over the Ernham's drawback without having
to sack all the lands in play or do any of the other things you need to
do to use the Djinn to his potency. The Scarwood Hag allows you to
take away the 'forestwalk' ability from the creatures you are concerned
about. |
 |
Festival
- Siren's Call |
| Want
a cheap Plague wind?
Try this two mana combo. Invite your opponent's creatures to come
to the party your holding as a Tribute to the Siren... and then let her
loose. Now, all your opponent's creatures can't attack and they
are all killed. Not bad for a U-B combo. Other cards you
could use instead of Festival are Orim's Chant and Blinding Angel.
I think Festival is a little cheaper and easier to find for under 10
dollars. |
 |
Needlestorm
- Arnjlot's Ascent |
| Why
not play nice once in a while, and instead of killing your opponent
right off the bat, why not give all of his creatures flying
instead. And in all this generosity, if you should accidentally
cast Needle Storm after this... why would your opponent blame you?
They have no reason, right? This little combo is not extremely
mana efficient, but it is a nice way to get rid of all your opponent's
creatures. If Needle Storm isn't enough to kill your opponent's
fatties, cast a Hurricane instead. Just make sure your ahead in
the life totals. |
 |
Ana
Sanctuary - Shadowmage Infiltrator |
So
you have Ana Sanctuary and Shadowmage Infiltrator in play. During
your upkeep, you control both a black and blue permanent... so your
Infiltrator gains +5/+5. Now you have a 6/8 creature with
fear. This combo was also found on www.mtgcity.com. |
 |
Delaying
Shield - Ertai, the Corrupted - Hanna, Ship's Navigator |
| I
found this combo on www.mtgcity.com
in an article by an author whom I can no longer recall. Anyway,
this combo, if pulled off, will get you from taking any damage. If
you have Hanna and Ertai already in play, cast the Delaying Shield and
watch your opponent deal whatever (say 10) damage to you. All of
the damage goes onto the Shield and then you sack it before your upkeep
to counter a spell with Ertai. For only three mana, bring it back
into your hand with Hanna and repeat. Nice combo. It is,
unfortunately, very difficult to pull off. |
 |
Meteor
Storm - Ceta Sanctuary |
| Talk
about synergy... these cards definitely have it. Not only does
this one card give you the bonus from the Sanctuary, but use the two
cards you drew total that turn to fuel your Storm for four damage to a
target. Lets see, 4x5=20. So technically, you could kill
your opponent in only 5 turns after you get out this combo. The
cards in the combo are cheap too. This isn't a 5 star way to go
about it, but it sure is a new one. Anything other than MBD and
U/G madness is good with me. |
 |
Volrath
the Fallen - Draco - Cloak of Mists |
| Volrath
never got better after his Fallen state from Nemesis. Make him
unblockable with something like Cloak of Mists and he is dangerous
enough. But then, discard a big creature card (like Draco with 16
total to cast) and watch your Volrath become a 22 powered creature that
is unblockable. I think a Swords to Plowshares would really suck
at that point.. but this combo is definitely a powerhouse. |
 |
Cold
Storage - Sneak Attack |
| Want
to use Sneak Attack to your advantage? Bring out your creature for
one mana.. and then put in into your freezer card. (Cold Storage).
Wait until it is just about to get freezer burn and sacrifice your Cold Storage for free to being it back into play to thaw out for a turn and
be ready for a kill the next turn. Throw in something like Fires
of Yavimaya and you are set. Bear in mind, you can do this to a
number of creatures for a total of 4 mana each. |
 |
Ersatz
Gnomes - Dark Banishing |
| The
Ersatz Gnomes are, by far, my favorite artifact creature -- gnome.
I always knew there was a purpose or a reason to include him in a deck
and I found one. Using Dark Banishing on a black creature doesn't
work to well so why not make it nonblack by activating the Gnome's
ability to make it colorless. |
 |
Cadaverous
Bloom - Oath of Lim-Dul |
| Description
quoted from INQUEST: Need to find some cards NOW? Don't feel like
gambling with Lim-Dul's Vault? Well Lim-Dul, that old geezer, has
another card-finding method up his sleeve: feed the Bloom a card from
your hand, and it belches up two black mana; pump those into the Oath to
draw a card. Not a card you wanted? You can keep doing this
until you find one. ... It's a two card Diabolic Tutor at the cost
of removing your cards from the game. |
 |
| |