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Featured Combos from 2004!
Last updated 7-10-05 (70!!
Combos - 40 deck links - 8 infinite combos) |
Mesmeric
Orb - Gaea's Blessing |
This
is really a no brainer and I can't believe I didn't post it
sooner. Thanks goes to Jose Lucero for reminding me of this
one. Untapping is an inevitable part of playing magic.. and why
not turn that into a milling machine. The orb does the trick but
the key is keeping yourself from being decked by it. Through a few
Blessings in your deck and watch your opponent run out of cards faster
than it takes you to eat a slider. Thanks also to Joe Raeger for
submitting the same combo. |
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Thrashing
Wumpus - Charisma |
I
can't recall where I found this one.. but it's a charm.
huh-huh. Anyway, enchant the Wumpus with Charisma and activate his
ability for one. Then it deals 1 damage to each creature and
because of the enchantment on it, you now gain control of all creatures
that survived this damage. Plus! I now have a
deck link for this combo. Thanks to the decks to be posted for July
2005! |
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Booby Trap - Memory Lapse / Time Ebb |
This
combo was submitted by Person3178. Let pretend Lantern
of Insight doesn't exist for a second (which is the best card to make this
combo work). Anyway, cards like Memory Lapse, Time Ebb or even the
new Hinder work wonders with Booby Trap. With Memory Lapse, Time Ebb
or Hinder you know what card will be drawn during your opponent's next
draw step. When you cast Booby Trap during your turn, name that
card. During your opponent's draw step.. they take 10 damage.
Nice. |
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Horseshoe Crab - Kyren Negotiations |
Horseshoe
Crab is one of the many cards from the Saga block that begged to be
abused. Let's ignore the almighty combo of Crab - Mind Over Matter
- Quicksilver Dagger combo. Let's think red. Red like Kyren
Negotiations from the Masques block. This combo translates into
"U: Deal 1 damage to target player." |
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Earthcraft - Fungal Bloom - Thallid |
This
is an interesting combo that is capable of going infinite (creatures and
mana) only if you have a lot of mana that one land can produce (like
three overgrowths). The concept of this is to put spore counters
on the Thallid with Fungal Bloom and generate a Saproling. Tap the
Saproling to untap a land and repeat as many times as you can.
Infinity with style. |
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Didgeridoo
- Conspiracy |
This
combo was submitted by Dick Marco Stedehouder. Conspiracy is a spiffy
little card that turns all creature cards you control in play, in your
hand, in your graveyard and in your library into one creature type (that
you choose when it comes into play). If you choose Minotaur and
cast Didgeridoo, you can spend 3 to put any creature card in your hand
into play... including Darksteel Colossus! |
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Wrath of God -
Scapegoat |
I
scratched my head for a little bit after seeing this combo for the first
time. Scapegoat? How could that pile or junk combo with
Wrath of God? The key is card advantage. Normally, when you
cast Wrath of God you are left to the creatures in your hand to keep you
above in the next turns. You see, all creatures in play are
destroyed and go to the graveyard. If you cast Scapegoat, you can
return all of your creatures in play for the cost of one.. and be steps
ahead of opponent for the next 5 or more turns. |
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Phyrexian Negator - Treacherous Link |
A
5/5 trampler for 3 mana? What?? How? When? Who
cares. The Negator is amazing.. and if you can work it right, he
can win you every game. However, sacrificing a permanent for
each damage dealt to it is though. Prevent it. Add
Treacherous Link onto the Horror and watch your permanents stay on the
boards whenever it's blocked. In return, you pay life (not
technically) but it leaves with a 5/5 trample early game to deal some
hefty damage while you keep your board position. |
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Head
Games - Blood Oath |
This
combo was submitted by Gargantuan. Head Games in the modern
day Jester's Cap. You get to choose what cards he or she has in
their hand. With this combo, you want to make sure the opponent has
all of one type of card like lands, sorceries, instants, etc. When
you cast Blood Oath, they will take 3 damage for each card of the card
type you chose (which is what you wanted to put into their hand when you
casted Head Games). |
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Smokestack - Rancor |
This
combo isn't anything new. It's from the Saga block (both
cards). But, I haven't posted it on Magic Deck Vortex yet.
The Smokestack requires each player to sacrifice something. Why
not use this ability to your advantage and find cards that come back
every turn. You could choose Squee, Undead Gladiator, or any other
card the recurs each time. Rancor is the most efficient at one
mana to cast. Each turn you can have Rancor in play, sacrifice it,
return it to your hand, cast again, and repeat next turn. All the
while your opponent keeps losing their position in the game and all of
their permanents. |
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Proteus
Staff - Goblin Charbelcher |
Here
a well known combo that's so well known I can't believe I'm even posting
it. However, it had to be included somewhere in my combo pages..
right? Quoted from William Spaniel @ www.londes.com: Play Raise the Alarm or cycle Decree of Justice. Activate Proteus Staff, revealing a library with no creatures in it. Stack the deck, putting Goblin Charbelcher on the top and all lands on the bottom. On the next turn, play the Charbelcher and activate it if possible, dealing an easy twenty damage to the opponent’s head.
(Note: Playgod submitted this along time ago... but I am just posting it
now). |
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Mortuary
- Fecundity |
This
combo was originally found on the Wizard's message boards posted by Aneximines
(who mind you has an awesome thread on EVERY infinity combo
that exists!!)... anyway, this is a great way to Raise Dead any creature
that goes to the graveyard. Since your enchantments work well
together, the minute your, say, Llanowar Elves, goes to the graveyard,
your fecundity lets you draw it. This is because Mortuary puts any
creature you put into your graveyard from play back on top of your
library and then the Fecundity lets you draw a card... that card that
just went to the library. |
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Mistform
Ultimus - Tribal Golem |
Would
you like to get the most use out of your Golem.. a.k.a. junk rare in my
eyes? Put him in a deck with the Mistform Ultimus. The
Golem's requirements are thus all checked ok for, and you now have a 4/4 trampling,
hasty, first striking, flying and regenerating golem! |
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AEther
Vial - Coretapper |
Quoted
from Bennie Smith on MTG.COM:
While Skullclamp is understandably getting a lot of press as one of the
best cheap artifacts from Darksteel, Aether Vial is not one you should
overlook. Good all on its own in a deck where many creatures have the
same mana cost, there is also combo potential with Darksteel's
Coretapper, letting you power out a higher-cost creature much sooner
than many decks can handle.
For example, you play Aether Vial
turn one. Turn two you add a counter to the Vial and play a Lightning
Greaves. Turn three you add another counter to the Vial, tap it to put
Coretapper into play. Equip it with Greaves and tap it to add a third
counter to the Vial. Turn four add a fourth counter to the Vial, tap the
Coretapper to add a fifth counter, then sacrifice it to add two more.
Now you can tap the Vial to put into play your seven-mana fattie of
choice, perhaps a Thorn Elemental? Equip it with the Greaves and start
your three-turn clock right there on the spot. |
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Mesmeric
Orb - Guiltfeeder |
This
combo was submitted to MDV by Rolf. This one is nice and
simple and I can't believe I didn't post it sooner. It has been
sitting in my combo mail box since February this year. Anyway, the
Orb fills your opponent's graveyard with cards from his or her library
quickly based on the number of permanents he or she untaps. When
you swing with the Guiltfeeder your opponent loses a life for each card
in his or her graveyard. Nasty. |
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Forbid
- Shard Phoenix |
Supposedly,
back in the Tempest block days this was considered one of the ultimate
counter-locks. Tossing the card you just drew and the phoenix from
your hand to pay Forbid's Buyback cost meant a counter every turn.
True, you have to spend three red to recur the Phoenix to your hand, but
late game you are sure to have that kind of mana available.. especially
with a control deck. (Deck coming soon). |
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Fugitive
Druid - Flickering Ward |
Whenever
the druid is enchanted, you draw a card. Why not find an
enchantment you can return to your hand and cast again. There are
a few out there but Flickering Ward works the best as it gives the Druid
protection for a color of your choice, casts on one white mana and
returns to your hand for one white mana. It translates to WW draws
you a card. Now if only the druid drew you a card whenever it was
equipped too.. that would be bonzer. |
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Tradewind
Rider - Awakening |
When
they tried to vary the Tradewind Rider in the Onslaught block with
Keeper of the Nine Gales, it was terrible. Nothing will ever
compare to the Tradewind Rider from Tempest. With Awakening, it
like a Bounce-a-thon since all permanents untap during each player's
untap phase. That gives you the ability to keep returning key
permanents your opponent controls ultimately preventing them for
accomplishing anything with their deck. (Deck Coming Soon) |
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Vulshok Battlemaster - Shield of Kaldra - Worldslayer |
When
I first looked at the Vulshok Battlemaster I thought to myself,
"what a dumb card.. how could this ever be useful?" I
failed to notice the ability of Haste on it and also failed to realize
there would be some really efficient equipments throughout the
block. The Shield of Kaldra and Worldslayer being the keys.
If you have both equipments in play when the Battlemaster comes into
play, the warrior suddenly becomes indestructible and resistant to the
mass destruction effect of the Worldslayer. Check out the deck
link to the left... it's show off the concept of this combo although it
could use some tweaking. |
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Millstone
- Thran Turbine |
Who
doesn't like not paying for a Millstone? With Thran Turbine you
can activate the Millstone during your upkeep every turn without paying
any real mana for it. Thran Turbine is by far one of my favorite
cards from Urza's Saga. It has much more potentional for any deck
using cards with mana activation costs playable during the upkeep.
Did you know that the Thran Turbine was originally designed to help pay
the Echo cost on creatures with echo in the block? Yup. |
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Skeletal
Shard - Bottle Gnomes |
This
combo is just great for gaining life and having a decent blocker. The
gnomes can block and then sacrifice to gain you three life. When
your Gnomes are dead in the grave just spend 3 or B to bring it back to
your hand (using the Shard) to cast again. This combo translates
into 3B gains your 3 life a turn and gives you a blocker to fend off
some Goblins or Zombies. |
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Attunement - Replenish |
Attunement,
being an enchantment, allows you to load your graveyard with cards.
Replenish allows you to take your dead enchantment cards (in your
graveyard) and put them into play. Attunement is one of the most
efficient ways of getting enchantments into your graveyard while still
keeping your hand full of cards. |
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Stasis - Chronatog - Kismet |
This
is another classic combo used in a whole bunch of control decks over the
ages. Chronatog lets you skip a turn every turn for free (your
Chronatog gets +3/+3). What better way to make your opponent deck
him or herself than by doing this with Stasis and Kismet in play.
Kismet causes all of their permanents to come into play while Stasis
prevents them from untapping. Short of a deck with Dream Halls.. you
will deck your opponent. |
|
Verdant
Touch - Eradicate |
There
are land descuction decks which no one likes. Then there are land
'eradication' decks that are just rude. Eradicate works with cards
like Natural Affinity but Verdant Touch has a little more versitity as
you can buy it back or even you it on your own for a surprise attack or
block. When you turn your opponent (say) island into a 2/2
creature and then Eradicate it.. they have no island left to draw from..
all copies of the Island in their deck, hand and graveyard are removed
from the game. Ouch. |
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Words
of Waste - Lavaborn Muse (Geth's Grimoire) |
Use
words of waste to force your opponent to discard down to two cards or
less. Then when the Muse strikes during your upkeep you
opponent(s) will be dealt three damage. It's a potential lightning
bolt every turn with legs. However, you would be dealt that damage
as well if you have two cards or less in your hand.. and that's
where Geth's Grimoire comes in. You get to draw a card for each
card your opponent discards.. so suddenly you have a lot of cards in
hand.. and your opponent has few to none.. so they end up taking the
damage every turn. Feel free to cackle loudly whenever you pull
this combo off... |
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Contamination
- Nether Spirit / Broodhatch Nantuko |
To
quote Inquest when they described this combo (not including Broodhatch
Nantuko): "Not playing black? You win. 'Nuf
said." This is quoted from the April 2003 issue.
Anyway, this is very true. Contamination can shut down any deck
not playing black with few artifacts and the Nether Spirit helps to keep
the enchantment in play since if it's the only creature in your
graveyard you can return to play at the beginning of your upkeep (and
thus sacrifice it to the enchantmet). I mention the Nantuko in
this combo because it can be subbed for the Spirit and I have a
deck link to a combo between Contamination and the Broodhatch Nantuko. |
 |
Tangleroot
- Equilibrium |
The
description for this combo is quoted from Ton Fenwick's description of
the deck linked to the left. The essence of the combo is to play a creature, then stack the
Equilibrium’s effect under the Tangleroot’s. After you get the mana
from the Tangleroot, you can then use it to pay for the Equilibrium,
bouncing another creature you control, or one that your opponent does.
With this combo, any come into play creatures that you play essentially
become sorceries with a buyback cost of 0. |
 |
Neurok
Transmuter - Molder Slug |
Unless
your up against a lot of artifacts in your opponent's deck, the Molder
Slug just doesn't cut it. It's a nice 4/6 body for 3GG, but there
are better creatures to fit the 5 cc slot. However, why not add
some blue to your deck and turn your opponent best card in play into an
artifact with the Transmuter. This way they will be forced to
sacrifice to the Slug. Nifty. |
 |
Squee,
Goblin Nabob - Survival of the Fittest |
Squee
is such a versatile annoying, stupid goblin nabob. Did you know
that in Mercadia goblins were considered noble? This is where
Squee's name comes from. Anyway, the Survival of the Fittest
requires you to discard a creature card from your hand to search your
library for another creature card to put into your hand. Squee's
recursion ability keeps him coming back to your hand indefinitely unless
your opponent removes him from your graveyard before your next
upkeep. This makes Survival of the Fittest a deadly enchantment to
have for any deck with a lot of utility creatures. |
 |
Myr
Incubator - Krark-Clan Ironworks |
I
can't say this is the best combo in the world but it works if you just
want a lot of mana (not infinity) to cast a big fireball or something
big. With both in play, and assuming you have a bunch of artifacts
in your deck, activate the Incubator to release 10 to 40 artifact myr
tokens on your side of the boards. Then, sacrifice them to the
Ironworks to get 20 to 80 mana for whatever your heart desires to
cast. |
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Illusionary
Mask - Phyrexian Dreadnought |
Inquest
raves is this one is the number one combo of all time (in their April
2003 issue). I don't know that I agree but it is nifty in the T1
scene. I just recently added a Type One deck using this. Let
me explain how it works. Normally you have to sacrifice a bunch of
creature to equal the Dreadnoughts power of 12 when it comes into
play. With the mask, the Dreadnought never enters play since
turning creatures over using the Mask is not considered "coming
into play". That's all. |
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Entomb
- Reanimate |
Entomb
your biggest fatty in your deck on turn one. Then reanimate either
the same turn with some mana acceleration or the next turn. All
you have to do is pay a little life unless your pulling Draco.. but
would pull Draco on turn two. This is one of the classic combos I
need to add to the combo database because it just needs to be here
somewhere. Wasn't entomb restricted? |
 |
Mind's
Eye - Teferi's Puzzlebox |
Teferi's
Puzzlebox is a symmetric card that is extremely hard to break.
With Mind's Eye, it's not so difficult anymore. You can an extra
card (for one mana) each time your opponent draws a card and with the
Puzzlebox.. they will be redrawing there hand every turn. Mind you
that Mind's Eye, in development, didn't cost anything to activate.
That's would be killer if that was still true now. Thank goodness
though that it isn't. Combined with the Word enchantments this is
already a lethal deck concept. |
 |
Auriok Salvagers - Lantern of Insight - Psychogenic Probe |
This
combo translates into 2W deals 2 damage to your opponent. White
isn't suppose to get direct damage, right? Well, this combo it's
not. With all three cards in play tap the Lantern to have target
opponent shuffle their library. At this point the Probe deals two
damage to that player and you can spend 1W to put the Lantern back into
your hand and cast again. This isn't an immediate kill combo...
but it works. Worst case scenario.. it will take 10 turns to kill
your opponent. |
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Spore
Frog - Genesis |
It's
so cute.. the little spikey cutesy-wutesy adorable spore frog. Too
bad he dies when your attacked and your not man enough to take the
damage... you just step on the poor frog as if it was nothing to
prevent some lousy damage. Well, make it worth a little more than
nothing and combo him with Genesis. For a total of 2GG you get a
1/1 Spore Frog every turn. It's a nice way to keep your opponent's
beatdown strategy from killing you before you can get your own
beatsticks or combos out. |
 |
Quiet
Speculation - Roar of the Wurm |
Boy
am I glad to see this combo gone from the Type Two scene. U/G
Madness was a terrifying force to reckon with and thus I find it
necessary to post this combo. Mind you I am again surprised that I
never posted this combo before considering it's prevalence in the
tourney scene in it's day. Anyway, turn two cast the
Speculation. Assuming you had some mana acceleration on turn one
and that you put the Roaring Wurm into your graveyard, you get a 6/6
beatstick token wurm on turn three. |
 |
Credit
Voucher - Howling Wolf |
This
is another older combo that was best known during the Masques block
construction. Paper, the deck linked to the left, shows this combo
off well (note the credit voucher works well with all of the howling
mechanic creatures in green from the Masques block). Cast a Wolf
and search your library for the other three cards in your deck and put
them into your hand. Then activate the Voucher to shuffle those
cards into your library to draw three new cards.. possibly something
worth a little more to your than the Wolf. That's all. |
 |
Read
the Runes - Patriarch's Bidding |
I
have a Zombie Bidding deck somewhere that uses this same combo but in
the meantime I am linking to the left the Angel Bidding recently added
to the deck database. Patriarch's Bidding likes it when you have
more creatures to resurrect (of one creature type).. so how can you fill
you graveyard quickly with possible resurectees? Sure, Buried
alive works good but Read the Runes has X in it's casting cost and has
the potential to be better. There you go. |
 |
Lightning Greaves -
Starlit Sanctum - Daru Spiritualist |
 Quoted by Nate Heiss @ www.magicthegathering.com: So, when you equip one of your creatures with Lightning Greaves, you must target the creature. If it is a Cleric, your Daru Spiritualist will give it +0/+2. If you move the Lightning Greaves back and forth between your guys and your Daru Spiritualist one trillion times, you will end up with a Daru Spiritualist with about two trillion toughness …that is when you sacrifice him to the Sanctum to can two trillion and one life. Yes, the combo won't kill your opponent, but it might make them concede.
(This was also submitted by Robert Tbaor.) |
 |
Coretapper
- Magistrate's Scepter - Lifeline or Pemmin's Aura |
 This
infinite turn combo was submitted by Eric S. This combo
works as long as you have all three cards in play and at least one other
creature in play the entire turn. Tap the Coretapper to put a
charge counter on the scepter and then sacrifice him to put another two
on the scepter. With now three counters on the Scepter, you can
tap it to take an extra turn. At the end of turn, since you still
have another creature in play you can return the Coretapper to play and
repeat the next turn. Also, you can replace the Lifeline with a
variety of other cards including Pemmin's Aura, Aphetto Alchemist or
Galvanic/Voltaic Key. |
 |
Natural
Emergence - Aggravated Assault |
This
infinity mana combo was submitted by Nick F. How often do you get a two
card infinite possible combo now a days? Not too often.
However, this one works as long as you have at least six lands in
play. With the gating enchantment in play, all of your lands
(six+) are creatures. You can tap all six to add 6 mana to your
mana pool only to activate the aggravated assault and untap all of your
creatures. You have one mana left so just repeat the previous step
and you will net infinite mana in no time. Thanks for the combo
Nick! |
 |
Fastbond
- Zuran Orb - Crucible of Worlds |
Here's
a nasty Type 1 combo for you, as submitted by Adam Delorme.
Crucible of Worlds will be a card in the upcoming set, Fifth Dawn, and I
feel it is greatly anticipated. Anyway, with the Orb and the
Crucible in play and Fastbond, of course, you can Sac a land and play
it. You pay 1 life for each land after the first you play that
turn because of the Fastbond, but you gain 2 life for sacking the land
to the Orb. Not bad for an infinite life combo. Thanks,
Adam. On another note, you can tap the lands before you sacrifice
them for infinite mana too. Adam had to remind me on this
one. Thanks again, Adam. |
 |
Panoptic
Mirror - Time Stretch |
To
be honest, I didn't want to post this one because my stubborn self
didn't like it. Anyway, about 50 of you submitted this combo in
some form.. so... HERE IT IS!
Imprint one of the four sorceries in
Magic that give you an extra turn or two... and at the beginning of each
of your upkeeps you can copy that and get infinite turns!
Although, I am sure many of you out
there can find a better use for the Mirror.. but until then, this is one
for you. I like this combo as much as I like Mindslaver as a
card. In fact. I HATE MINDSLAVER!!! Thumbs down to
WotC for printing it. Thumbs up to you for visiting Magic Deck
Vortex and another Thumbs Up to WotC for creating Magic: the gathering.
That's all. Thanks.
|
 |
Thought
Lash - Millstone (and a few other cards) |
Here's
another bizarre Type 1 combo submitted by Markus. You need in your hand: Thought Lash, Time
Walk/Time Warp. You need in play: Soldevi Digger, Millstone (for the kill), Feldon's Cane, Phyrexian Furnace, and 8/11 mana producing lands, three/four of it blue.
Play Thought Lash. Use Feldon's Cane to shuffle your graveyard back into your library. Use Phyrexian Furnace to remove Feldon's Cane from the graveyard. The graveyard is now empty. Play Time Walk/Time Warp for an extra turn. On the next turn do not pay the upkeep for Thought Lash and remove your library from the game. Time Walk/Time Warp and on top of it Thought Lash are in the graveyard and your library is now empty.
After that but still during the upkeep phase use the Soldevi digger to put the Time Walk/Time Warp "under" your library again. Use Phyrexian Furnace to remove Thought Lash from the game. Graveyard is now empty and library consists of the Time Walk/Time Warp at the end of your upkeep phase. This will need 3 mana so far. Then you draw the Time Walk/Time Warp again. Use two more mana to activate the Millstone on opponents library. Then cast Time Walk/Time Warp to take an extra turn again. You will need 3 mana more when using Time Warp instead of Time Walk.
Phew.
|
|
Umbilicus
- Second Chance - Monk Idealist |
Yet another infinity combo
- this one was submitted by Alvaro Toledo. You have to have 5 or less life to make this one work.
Have all three cards in play. During your upkeep the Second Chance will activate since your have 5 or less life.
Use the Umbilicus to return the Monk to your hand. Then cast it during
your main phase and bring the Second Chance from your graveyard to your hand.
Cast it. Now the cycle can be repeated during your extra turn from
Second Chance and thus you can get infinite turns. Nice. |
 |
Second Chance - Skull of Orm |
You will need a lot of mana to pull this off, but it works. Also, you have to have five or less life for this to work. With both in play, and the 5 life or less factor in play, sacrifice the Second Chance to take an extra turn. In the same turn, activate your Skull of Orm for 5 and bring the Second Chance back to your hand. Cast it so during your extra turn's upkeep you can repeat this process. You may want to make sure your opponent can't do anything to bring your life down to zero while doing this so a Telepathy in your deck can't hurt. |
 |
Kismet - Royal Assassin |
This
is one of the reminiscent combos of the early days of magic. The
concept is simple. Tap the assassin to destroy target tapped
creature. Kismet makes all of your opponent's creatures come into
play tapped. This means that each turn your opponent will cast a
creature, it will come into play, and you can tap your assassin to kill
it. Nice board advantage. However, it's white and
black. A tough mix of colors to play well. |
 |
Reins of Power - Reprocess |
I have posted this combo before with Claws of Gix... but with the claws you have to pay one. Reprocess is a much more efficient way to use this combo. It costs 2BB to sacrifice any number of permanents to draw a card for each one sacked this way. Why not steal all of your opponent's creatures with Reins of
Power and then cast this to annihilate their board position and draw a bunch of cards to boot! |
 |
Goblin
Bomb - Krark's Thumb |
Increase
your chances of dealing 20 damage to your opponent. With Krark's
Thumb you get another chance to put a fuse counter on the bomb. Once
you have five fuse counters on the bomb, you can sacrifice it an deal 20
damage to your opponent's head. Don't try this combo against any
white life-gain / Ageless Entity decks. Okay? Great. |
 |
Reach
through Mists - Glacial Ray |
This
combo takes advantage of the splice on arcane mechanic from Champions of
Kamigawa.. and it's common. Cast Reach through Mists... draw a card.
But before you do that, splice Glacial Ray onto Reach through Mists and
for 1UR you get to draw a card and deal two damage to a target. I
personally see this as more synergy than a combo.. but hey... it was on
the top CHK combos on
www.magicthegathering.com. |
 |
Flint Golem - Lure |
Flint
Golem has an ability that I remember struck me as very cool. I
tried building some decks around it but it never occurred to me to use a
wonder combo card like Lure. You see, whenever the golem becomes
blocked, that blocking player put three cards from their graveyard into
their library. Now say its mid to late game and you throw Lure on
the Golem... you opponent will be forced to block it with all of their
creatures... meaning he becomes decks 3 cards for each creature he or
she controls.. hypothetically speaking, of course. Now it's time
to build a cool deck around this. Wish me luck. |
 |
Death
Pits of Rath - Rancid Earth |
Thanks
to Draw1Jeff for the combo... this one works only when you are at
Threshold. It's basically black's wrath of god for three
mana. Since Rancid earth deals 1 damage to each creature when you
destroy the land, the Death Pit's of Wrath effect takes grab of every
creature dealt damage save the indestructibles and the pro-black
critters. It's still very effective. |
|
Tolarian
Entrancer - Lure |
Is
it just me, or is there an overwhelming trend in this page for control
and mill combos? Hmmph. Anyway, this one works like
Thrashing Wumpus and Charisma... except you may lose your Entrancer in
exchange for all of your opponent's creature that blocked it. Just
attack. |
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Pallimud - Mishra's Helix |
I
like Pallimud. I like the art on Pallimud. I like the
ability on Pallimud too.. but it's a tough one to make anything good out
of. Add Mishra's Helix to the mix. Assuming your
opponent has enough lands, the Helix turns into "X: Pallimud gets
+x/+0". It's a Howl from Beyond on a stick... kind of...
Hmmph. I tried.
|
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Glissa
Sunseeker - Dross Scorpion - Mycosynth Lattice |
| Everything
is an artifact, right? Yes, because you have the Lattice in
play. Glissa, can kill any artifact based on the mana in your
manapool. Okay. Now that this is known, you can tap your
Sunseeker to kill an opponent's creature (with mana in your mana pool
equal to it's casting cost) and then ... when that goes to the graveyard
your Dross Scorpion's ability activates and you can untap the Legend
again and again and again for each artifact creature you kill. This
only works if you kill artifact creatures since the Dross Scorpion's
ability doesn't trigger when a non-creature artifact goes to the grave. Marco van Belle
submitted this combo. Thanks. |
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Planar
Void - Web of Inertia - Angel's Trumpet |
| This
combo is like a gold paved road to victory.. if you can get the cards
quick enough. This combo was submitted by James Bethune.
First, get the Planar void down first turn, and then hopefully the Web
the next turn. In the meantime, before the Trumpet comes out, your
opponent(s) will not be able to attack you since they have no cards in
their graveyard to remove from the game to attack (courtesy of the
Web)... Then, when you can get the Trumpet down, all of your opponent's
creatures will be tapped when it comes to you.. so you can attack until
they are all dead. Works well in one on one and multiplayer
games. Thanks for the combo, James. |
 |
Attrition
- Nuisance Engine (Or Genesis Chamber) |
| With
Attrition and a creature generator like Nuisance Engine or Genesis
Chamber, you can keep spending one to destroy creatures. Note they
do have to be non-black creatures, but it is still a nice little utility
combo. One mana to destroy a creature is a bargain no matter how
you look at it. True its 2B if you are using the Engine as your
creature generator, but a Dark Banishing is great every turn..
especially against an elf or goblin deck. Note: Squirrel Nest also
works wonders with Attrition. |
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Mana Web - Slow Motion |
|
The
key to this is 'at the beginning of your upkeep' on slow
motion. Mana Web taps your opponent lands whenever they tap
a land for mana. It may not tap them out since it only taps lands
that could produce the same type of mana as the originally tapped
land... but if you encourage them to do this during their upkeep, they
are limited in the creatures and sorceries they can cast during their
main phase. This is a troublesome duo best fit for any control
deck. Note: If your opponent taps a land during their main phase
all of the same mana lands will also tap, but in response they can tap
them for mana anyway. All they can cast during their upkeep is
instants and use creature abilities.. so this limits them greatly. |
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Kashi-Tribe
Reaver and Lure |
|
Description quoted from Scott Wills @
www.magicthegathering.com:
There are lots of creatures Lure is
good on but Kashi-Tribe Reaver is one of the best for a few reasons. The
first is simply that it has three power which means it's capable of taking
down most blockers and can even snag two guys if you run it into a 2/1 and
a 2/2 or something similar. The main benefit of this guy is that he
regenerates for a fairly low cost and that allows you to attack into your
opponent's board time after time without worrying too much about losing
him in the process. His casting cost often means you can cast him on turn
four, and then cast Lure and still afford to regenerate him on your fifth
turn. The icing on the cake is his ability to tap down any annoying
blockers that he doesn't kill. Sometimes your opponent might have a board
of several high toughness creatures and this guy can deal one damage to
each of them tapping them down for a turn and allowing your other
creatures through for some damage at last. |
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Future
Sight - Reclaim - Brain Freeze |
| This is a One-turn Deck Out Combo. Try to get the Future Sight in play and the Reclaim in the graveyard as early as possible. Make sure you have a Brain Freeze and another Reclaim in hand. Just simply cast Reclaim to "reclaim" the Reclaim in the graveyard. Since Future Sight is in play, you can play the reclaim on top of your library to "reclaim" the reclaim in your graveyard.
This was submitted (and quoted) by (from) Gino Mempin. Thanks Gino.
Note: You still have to spend a lot of mana
to actually deck someone in one turn... so find lots of mana
acceleration |
 |
Varchild's
War Riders - Caltrops |
| Varchild's
War Riders is one of the only useful cumulative upkeep cards from
Magic. Mind you it does produce an exponential (almost) amount
of Survivor 1/1 red tokens on your opponent's side.. but with Caltrops,
they are useless. Not completely (they can still block), but they
can't attack. They'll die. Add Repercussions into the mix or
Furnace of Rath and have some fun. Thanks Maarten
Holst for the combo. If
you want a better way to combo the Riders, try AEther Flash.. that way
your opponent won't get ANY survivor tokens. (Note:
AEther Flash and the Riders appeared on a previous combo page). |
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Spire
Golem - Animate Artifact |
| Spire
Golem isn't bad... for six mana and affinity for islands. Why not
make it better and throw an Animate Artifact on it. Not it's a 6/6
flying. While this really isn't a combo, it's nice synergy between
cards. This concept works on any of the affinity for something
artifact creatures. It just makes them bigger. Thanks to
Brent Metcalf for the combo. The current
oracle's text on Animate Artifact is as follows: ...Enchant Artifact 3U,
Enchanted artifact is a creature with power and toughness each equal to
its converted mana cost. It's still an artifact. |
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Hecatomb
- Urborg Justice |
|
This
combo was submitted by Christoph Schachner. Hecatomb is a neat
little card from Ice Age that lets you tap an untapped swamp you control
to deal 1 damage to target creature or player. Unfortunately, you
have to sacrifice 4 creatures when it comes into play. After you
cast the Hecatomb, play Urborg Justice to force your opponent to sacrifice
4 creatures too. It's like a casting four Chainer's Edicts in one
turn while saving 3 mana and getting a killer enchantment at the same
time. |
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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 a 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 some do.
Remember, I
strongly encourage you to not copy any deck on MDV, but to use it as a
reference or inspiration for your own. Enjoy the combo pages! ~John Streetz~ |
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