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  Lorwyn (2007) Featured Combos Page
Part 1 of 3!!!
Last updated 10/27/07
(20/20
Combos)
(2 Infinite Combos, 3 Deck Links) |
Brigid,
Hero of Kinsbaile - Pemmin's Aura - Grand Melee |
Brigid
is a mean archer machine and even meaner when you have ways to untap her
when your opponent is attacking you. One spiffy way of untapping her
as many times as you can afford in one turn is Pemmin's Aura. For
each blue mana you are willing to spend, you can deal and extra two damage
to each attacking creature your opponent controls. Or blocking
creatures! That can be deadly.
Submitted by YWN.If you want to add some
spice to the mix and have a means to destroy most or all of your
creatures, add cards that force your opponent to attack you every turn.
Angel's Trumpet, Grand Melee and Fumiko the Lowblood fit that bill. |
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Fallowsage
- Aura of Dominion |
There
were a few Fallowsage combos submitted via email and via the forum thread,
but this one was the most efficient. And probably my favorite. The other one that would have
made it is being saved for Part 2 of the Lorwyn Combos. Anyway, with
Fallowsage enchanted with Aura of Dominion, you get "1: Draw a card."
Sounds good to me. Submitted by YWN. |
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Fodder
Launch - Hornet Harasser |
There
are many cards you can combo with Fodder Launch, like the card that
Aneximines recommends - Goblin Gardner. However, Hornet Harasser is
a card you can combo with in Limited. The two cards
combined usually equal two lost creatures and five damage to the head.
Some other Goblin cards that generate effects when
they go to the graveyard include Goblin Masons, Akki, Blizzard-Herder ,
Goblin Marshal, Mogg War Marshal, Mudbutton Torchrunner, Skirk Drill
Sergeant and Knucklebone Witch. |
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Ceaseless
Searblades - Tidewater Minion - Fling |
 INFINITE
DAMAGE! Note this was partially submitted by Aneximines.
Tidewater Minion can tap to untap himself (itself really) as many times as
you like. Ceaseless Searblades get +1/+0 every time an activated
ability of an elemental is played. And thus, the two cards interact
to net your Searblades infinite power. Add Fling to the mix and
suddenly you can deal infinite damage to a target. Sounds like fun
to me.
Note that if Tidewater Minion isn't your cup of tea you could always add
Unnatural Selection and substitute the Minion for Seeker of Skybreak or
Aphetto Alchemist. As long as the creature can keep tapping itself
to untap itself, you are good to fuel the Searblades. Obviously,
you'll want to make it an elemental with Selection... |
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Evoke
Creatures - Dual Nature / Wild Pair |
There
are a whole plethora of cards that combo well with the Evoke creatures of
Lorwyn. Two green cards that work well with Evoke creatures include
Wild Pair and Dual Nature.With Dual
Nature, whenever you Evoke a creature, you get a copy of that creature
that stays in play and even gets the Comes Into Play ability of the Evoke
creature it copied.
With Wild Pair, you get to pull out from your deck
another creatures that shares the same total power and toughness as the
Evoke creature you just played.
If these two cards don't excite you,
try one of the following as recommended by Mad Mat and YWN: Golgari
Germination, Pandemonium, Angelic Chorus, Grave Pact, Savra, Queen of the
Golgari, Aura Shards, Auriok Champion, Death Match, Soultether Golem or
Lifeline. ...to name a few. |
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Brion
Stoutarm - Hamletback Goliath |
Hamletback
Goliath has already been previewed on www.wizards.com and MDV has already
had an article featuring it too. However, neither articles mentioned
the synergy it has with Brion Stoutarm. While your Hamletback
Goliath gets bigger with each normal creature and each Evoked creatures
coming into play, Brion Stoutarm gets to pick the right time to throw
the Goliath at your opponent -- dealing damage to your opponent equal to
the Goliath's power and gaining you life thanks to Lifelink. Submitted
by YWN. |
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Mosswort
Hollow - Mindslicer |
The
new Hideaway lands are great except that you have to satisfy some kooky
requirement to get the card you Hid for free. There are always ways around
these requirements and one way to get around the "each player has no cards
in hand" of Mosswort Hollow is use Mindslicer. All you need is a
means to sacrifice the Mindslicer and suddenly you can play your free
cards for one black mana as no one will have any cards in hand!
Submitted by YWN. |
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Cloudgoat
Ranger - Crusade/Glorious Anthem and/or Whitemane Lion |
Cloudgoat
Rager is equivalent to six-power-worth of creatures for five mana by
itself. If you throw a Crusade or Glorious Anthem into the mix,
suddenly five mana is worth ten-power in creatures. Seems like a
good investment to me.Some might think
that just three tokens from the Ranger Giant is too few. That's when
Whitemane Lion comes to save the day! "...and get you three more tokens! And
give you the hilarious picture of a lion storming in to save a friggin'
giant!" You'll have to recast the Giant, but five mana for three
token creatures in general is a good bargain. Submitted by YWN |
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Forced
Fruition - Underworld Dreams |
There
are some here at Magic Deck Vortex that don't like Forced Fruition and
then there are others here that want to write an article about it.
However, one thing is undeniable -- Underworld Dreams is killer with
Forced Fruition. There is no choice in drawing seven cards -- they
MUST DRAW THEM. And with Underworld Dreams, each spell that player
plays equates into seven damage. Submitted by YWN.
Aneximines suggests Donate & Niv-Mizzet, the Firemind
with Forced Fruition. I'll let you figure that one out. |
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Cairn
Wanderer - Buried Alive |
YWN
submitted this combo and has some interesting comments about it. To
quote him:
Bury an Akroma, a Thornweald Archer,
and a... I don't know, Boros Swiftblade? Then swing for the win!
So with Cairn Wanderer in play, cast a Buried Alive
to put the best keyworded creatures from your deck into the graveyard
which then benefit the Wanderer greatly. |
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Your
Combo Here! |
|
You could have your combo featured in this spot right
here (not literally, but on a future combo page).
Email
the
webmaster with any combos you'd like
to submit. Try to make sure
your combo works and that there isn't already that combo on any other MDV
combo page. You can always
Search Magic
Deck Vortex with the search tool to make sure before
submitting it. I greatly appreciate your
efforts to make these combo pages better. Every once in a while I
have a page chock-full of your submitted combos... although I will admit
about 75% of all submitted combos are duplicates.
|
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Soulbright
Flamekin - Hamletback Goliath |
Hamletback
Goliath, as mentioned earlier, works really well with the Evoke creatures
of Lorwyn. While he is expensive, he can often be worth the mana you
need to invest in him. However, his biggest weakness, aside from
being an easy target for black removal, is that he doesn't have trample.
Enter Soulbright Flamekin. Not only can this elemental grant trample
to the giant, but he can also help to power out the Giant a few turns
earlier than normal. |
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Dauntless
Dourbank - Life and Limb |
This
pair works best if you control a bunch of Saprolings and at least one
other Treefolk. Life and Limb turns all of your Saprolings into
Forests and all of your Forests into Saprolings. The important part
is the Saprolings into Forests. Assuming you have a horde of
Saprolings, your Dourbark gets an extra boost in power and toughness.
Note: The other Treefolk just gives the Dauntless Dourbark trample.
Submitted by YWN.Now if
you remember, there are several Treefolk Legends from the Invasion block
that will help out this strategy significantly... |
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Doran,
the Siege Tower - Ensnaring Bridge and/or Lignify |
I
recently wrote an article about Doran which you have yet to see, but one
of the decks in it features Doran and Ensnaring Bridge. Let me just
say that the two cards work very well together -- I'll explain more in my
future article.YWN suggests using Lignify
with Doran in play to make one of your 1/1 or smaller creatures a 0/4
which in turn is similar to a 4/4 in combat thanks to Doran. |
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Goldmeadow
Harrier - Maddening Imp |
Making
all of your opponent's creatures attack you is usually a very risky move.
However, if you are trying to take down their most offensive threat,
combine Goldmeadow Harrier with Maddening Imp. Have the Harrier tap the
creature you want the imp to destroy and then make all of your opponent's
creatures attack with Imp. The Imp's ability will destroy any non-Wall
creatures that didn't attack. |
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Wanderwine
Prophets - Cloak of Mists - Summon the School |
 INFINITE
TURNS! How does this work? Enchant the Prophets with Cloak of Mists so
it will definitely deal some combat damage when attacking. In order
to get the extra turn, you'll need to sacrifice a Merfolk. To make
sure you have enough Merfolk keep playing Summon the School and then
recurring it from your graveyard by tapping four Merfolk. You'll
want to have about three to five Merfolk in play to keep this infinite
turns combo in motion. Submitted by Tekkactus.
Note: YWN suggests replacing Cloak of Mists with
Protective Bubble to keep the combo in the Lorwyn Block. |
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Faerie
Tauntings - Whitemane Lion |
One
of the fun abilities on Whitemane Lion is flash, which means you can play
it during your opponents turn. You can also return it to your hand
during your opponent's turn and replay it as many times as you can afford
in mana. With Faerie Tauntings in play, 1W basically equates into
"1W: Each opponent loses 1 life," as long as you are playing the
Lion during your opponent's turn.
Submitted by YWN.If you throw in one of
the following cards: Thornscape Familiar, Stormscape Familiar, Grand
Arbiter Augustin IV or Pearl Medallion... the equation reads "W: Each
opponent loses 1 life." Note:
Popovishka suggests replacing Whitemane Lion with Teferi so that all of
your creatures can be played during your opponent's turn. |
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Hostility
- Sizzle or Flame Rift... |
Hostility
demands burn spells. While you could always just stick to
Incinerates and Shocks, Hostility demands more. One card that comes
to mind is Flame Rift which deals four damage to all players. The
downside of this card is that you take four too, however, you net at least
four 3/1 hasty creature tokens out of the deal. Sizzle deals three
damage to each opponent for one more mana so at least you won't be hurting
yourself. If you want something more stable, try Shivan Gorge for at least
one token per turn. Note: Any of these cards work better in a
multiplayer game.
Note: Chandra Nalaar does not work
with Hostility as previously states because she is not a spell.
Sorry. Thanks to Robert Naish for pointing that out. A
suggestion for a replacement would be Arc Blade.. but if you can think of
something better, let me know. ~Streetz~ |
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Horde
of Notions - Joiner Adept |
While
this is more synergy than combo, Joiner Adept will not only help you get
Horde of Notions onto the table faster, it will also help to power out
Elemental recursion from the Legendary Elemental. Without the Joiner
Adept, you'd either have to have a $300 mana base, or a play set of
Composite Golems. However, Joined Adept is really your best option.
Submitted by YWN |
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Goldmeadow
Dodger - Thran Weaponry |
I
should really let Your Worst Nightmare(YWN) take over the combo pages
because it seems like he submits the majority of them. Anyway, this
combo is all about making your little Dodger unblockable. Assuming
all of your opponent's creatures have a power of two or greater, Thran
Weaponry will make then all 4+/X creatures which will in turn make your
Dodger do exactly what he is supposed to do -- Dodge around creatures and
go straight for your opponent's noggin'. Submitted by YWN. |
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Hoofprints
of the Stag - Doubling Season - Sylvan Library |
Doubling
Seasons has many uses and many combos, but there aren't too many cards,
aside from the Thallids, that get two uses out of it. In the
case of the Hoofprints of the Stag (weird name for a card), whenever you
draw a card, Doubling Season will put an extra hoofprint counter on
Hoofprints of the Stag. And whenever you remove four hoofprint
counters from it to put a 4/4 white Elemental creature token into play,
you get two. Seems unfair. Especially if you are packing a Sylvan
Library to draw an extra two cards every turn (which triggers the
Hoofprints card even if you don't keep them in your hand...)
Submitted by YWN |
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Did
you know...? |

To the right and left of this text is something called
the MDV Deck Link. You will only find these link buttons on the
combo pages. When you click on the MDV Deck Link it will take you to a
deck related to the combo where you found it.
If the button is to
the left of the combo text, this means there is a deck already linked.
If the link is to the right, there is a deck found or that is going to be
posted. Or it is a combo I am currently looking for a deck using it. Mind you, not all decks links are going to center
around that particular combo, although most do.
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