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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. Mesmiric_Orb.jpg (26918 bytes) gaeas_blessing.jpg (31144 bytes)
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! Thrashing_Wumpus.jpg (25083 bytes) charisma.jpg (28287 bytes)
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.
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."
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. 
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!
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. 
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.
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).

 

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.
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). Proteus_Staff.jpg (25725 bytes) Goblin_Charbelcher.jpg (24964 bytes)
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.  mortuary.jpg (25488 bytes) fecundity.jpg (11604 bytes)
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! mistform_ultimus.jpg (23440 bytes) tribal_golem.jpg (22730 bytes)
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.

aether_vial.jpg (45302 bytes) coretapper.jpg (45390 bytes)
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. Mesmiric_Orb.jpg (26918 bytes) guiltfeeder.jpg (30069 bytes)
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).  forbid.jpg (22943 bytes) shard_phoenix.jpg (25934 bytes)
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.  fugitive_druid.jpg (28141 bytes) flickering_ward.jpg (25135 bytes)
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)  tradewind_rider.jpg (23740 bytes) awakening.jpg (24742 bytes)
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.  Vulshok_Battlemaster.jpg (23671 bytes) shield_of_kaldra.jpg (42487 bytes) worldslayer.jpg (24491 bytes)
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.  millstone.jpg (19304 bytes) thran_turbine.jpg (30144 bytes)
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. Skeleton_Shard.jpg (24889 bytes) bottle_gnomes.jpg (27293 bytes)
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.
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.  verdant_touch.jpg (25060 bytes) eradicate.jpg (24526 bytes)
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... words_of_waste.jpg (23269 bytes) lavaborn_muse.jpg (18316 bytes) geths_grimoire.jpg (42462 bytes)
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. contamination.jpg (29860 bytes) nether_spirit.jpg (23012 bytes) broodhatch_nantuko.jpg (22415 bytes)
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.  Tangleroot.jpg (25481 bytes) equilibrium.jpg (29436 bytes)
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.  neurok_transmuter.jpg (44744 bytes) Molder_Slug.jpg (22607 bytes)
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.  squee_goblin_nabob.jpg (21133 bytes) survival_of_the_fittest.jpg (25024 bytes)
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.  Myr_Incubator.jpg (30611 bytes) krarkclan_ironworks.jpg (46116 bytes)
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. illusionary_mask.jpg (21069 bytes) phyrexian_dreadnought.jpg (24192 bytes)
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?  entomb.jpg (25912 bytes) reanimate.jpg (30015 bytes)
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.  Minds_Eye.jpg (27992 bytes) teferis_puzzle_box.jpg (21019 bytes)
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.  auriok_salvagers.jpg (45594 bytes) lantern_of_insight.jpg (46275 bytes) Psychogenic_Probe.jpg (29046 bytes)
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.  spore_frog.jpg (22118 bytes) genesis.jpg (27151 bytes)
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. quiet_speculation.jpg (28569 bytes) roar_of_the_wurm.jpg (22547 bytes)
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.  credit_voucher.jpg (23366 bytes) howling_wolf.jpg (29276 bytes)
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.  read_the_runes.jpg (20716 bytes) patriarchs_bidding.jpg (22333 bytes)
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.) Lightning_Greaves.jpg (29763 bytes) starlit_sanctum.jpg (18195 bytes) daru_spiritualist.jpg (20000 bytes)
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. coretapper.jpg (45390 bytes) Magistrates_Scepter.jpg (27256 bytes) lifeline.jpg (19467 bytes) pemmins_aura.jpg (20388 bytes)
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! natural_emergence.jpg (27778 bytes) aggravated_assault.jpg (21397 bytes)
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. fastbond.jpg (19575 bytes) zuran_orb.jpg (23644 bytes) crucible_of_worlds.jpg (26431 bytes)
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. 

panoptic_mirror.jpg (43233 bytes) time_spiral.jpg (34883 bytes) time_stretch.jpg (27081 bytes) time_walk.jpg (9436 bytes) time_warp.jpg (25206 bytes)
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.

soldevi_digger.jpg (27816 bytes) millstone.jpg (19304 bytes) feldons_cane.jpg (24878 bytes) phyrexian_furnace.jpg (28861 bytes) thought_lash.jpg (31175 bytes) time_warp.jpg (25206 bytes) time_walk.jpg (9436 bytes) 
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. umbilicus.jpg (21578 bytes) second_chance.jpg (27287 bytes) monk_idealist.jpg (24120 bytes)
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. death_pits_of_rath.jpg (24304 bytes) rancid_earth.jpg (27290 bytes) 
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.  Tolarian_Entrancer.jpg (30471 bytes) lure.jpg (20261 bytes)
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.

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.  glissa_sunseeker.jpg (21343 bytes) dross_scorpion.jpg (30292 bytes) mycosynth_lattice.jpg (44595 bytes)
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. planar_void.jpg (22717 bytes) web_of_inertia.jpg (30809 bytes) angels_trumpet.jpg (21789 bytes)
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. attrition.jpg (11740 bytes) Nuisance_Engine.jpg (23922 bytes) genesis_chamber.jpg (44952 bytes)
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.
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.

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 future_sight.jpg (22059 bytes) reclaim.jpg (26349 bytes) brain_freeze.jpg (23837 bytes)
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). varchilds_war_riders.jpg (26741 bytes) caltrops.jpg (26869 bytes)
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. spire_golem.jpg (40264 bytes) animate_artifact.jpg (23663 bytes)
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.
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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