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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.

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.
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.

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...

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.

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.
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.
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

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.

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.

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. 
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...

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. 

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. 
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.

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.

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~

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
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.
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
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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