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  Lorwyn (2007) Featured Combos Page!
Part 2 of 3!!!
Last updated 10/12/07
(20/20
Combos)
(3 Infinite Combos, 4 Deck Links) |
Ajani
Goldmane - Wrath of God |
There
are things to be said about the new Planeswalker cards of Lorwyn.
However, I'm not hear to write an editorial on why I think good or bad
about the cards. I am here to talk about a potential combo / synergy
with Ajani Goldmane. You see, the Planeswalkers are not creatures so
when you or an opponent plays Wrath of God, your planewalkers will still
be there. Even an Akroma's Vengeance won't destroy the
Planeswalkers! So what should you do after clearing the field with a
Wrath of God or one of the many variants? Use Ajani's third ability.
Negative six loyalty for a creature token with power and toughness equal
to your life total. Your opponent should be helpless versus your
token with no creatures in play. To seal the deal, find another card
to give the token haste. Assuming you have more life then them, that
should win you the game. |
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Merrow
Commerce - Opposition or Glare of Subdual |
This
is a mean combo that controls the board assuming you have more Merfolk
than your opponent has creatures. Use Opposition or Glare of Subdual
to tap down your opponent's creatures with your Merfolk only to untap them
all at the end of your turn. During their turn, tap all of their
creatures again. Come your turn, you'll untap and now you'll have
easy target since your opponent's creatures will all be tapped.
Attack away because your Merfolk will all untap at the end of your turn
anyway. If you use Opposition, you can tap out your opponent's lands
during his or her upkeep to keep them from casting anything new. In
whatever way you use this combo, you'll be controlling some aspect of your
opponent's game plan. |
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Skeletal
Changeling - Haakon, Stromgald Scourge - Basal Sliver - Grapeshot |
 Infinite
Damage! Without the Grapeshot, this is in infinite loop combo
capable of super-high storm counts. With the Grapeshot your can deal
infinite damage. How does it work?
With both the Basal Sliver, Skeletal Changeling and Haakon in play, know
that the Skeletal Changeling is all creatures types so it is a Sliver and
a Knight. You can sacrifice the Changeling for BB. Then you
can use Haakon's ability to replay it from your graveyard with that two
mana. Repeat this as many times as you like and then follow up with
a Grapeshot for infinite damage. |
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Hamletback
Goliath - Primal Forcemage |
Hamletback
Goliath works terribly well with the Evoke creatures of Lorwyn. But
he works even better with Primal Forcemage. Evoke creatures are
optional.You see, Primal Forcemage gives a
creature +3/+3 when it comes into play. This, in turn, gives the
Hamlet Goliath an extra +3/+3 in counters whenever another creature comes
into play. Thus, speeding up the growth of your Goliath.
Before you know it, your Giant Warrior will be 100/100 and ready to pound
face to win you a game. |
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Wren's
Run Packmaster - Elvish Aberration - Intruder Alarm |
 Infinite
Creatures! How it works: With all three cards in play, tap
the Elvish Aberration to add GGG to your mana pool. Use that mana on
the Packmaster to generate a token. The token will activate Intruder Alarm
and untap all creatures. Keep repeating this to generate infinite
creatures. As long as the Packmaster is in play, they all have
deathtouch. Not bad. You can always add more mana generating
creatures to this to generate infinite mana... but that's nothing new for
Intruder Alarm. Submitted by YWN. |
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Nath
of the Gilt-Leaf - Nezumi Bone-Reader |
If
you have a good amount of black mana available to your, this two card
combo can wipe out your opponent's hand. How it works? With
both cards in play, your upkeep will net your opponent one less card and
one more token creature. Pay B to your Bone-Reader to sacrifice the
token and make your opponent discard a card. The discarding will
activate Nath and give your another token creatures. You can keep
sacrificing the token creature generated by Nath to make your opponent
keep discarding cards until they having left to discard -- as long as you
have the black mana available to you to make this happen. Add Megrim
to make this process more painful for your opponent... |
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Rings
of Brighthearth - Time Vault |
 Time
Vault was errata'd in 2004 to limit the crazy infinite turns possible with
the original version of it. Now whenever you untap it, you still
have to skip a turn. So if you activate the Time Vault when you are
skipping your next turn, you skip your extra turn. However, if you use
Rings of Brighthearth to gain an extra, extra turn, you can gain infinite
turns. How? Let's see if I can explain this as to me it gets
confusing.
The Time Vault comes into play tapped. You
untap it during your next untap phase and skip a turn. However, you
can tap it to get an extra turn after this and duplicate it with Rings of
Brighthearth. So you gain two turns and lose one turn. So you
still get an extra turn. Use that turn and repeat the process.
You net infinite turns from this. Submitted by Aneximines.
Here's to hoping I explained this right... |
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Windbrisk
Heights - Reconnaissance |
Tricky,
tricky. Windbrisk Heights only cares if you attacked with three or
more creatures in a turn. So, if you attack with three creatures you
can still use an effect like Reconnaissance's ability to remove them from
combat. Your creatures remain safe and you still technically
attacked with three plus creatures so now you can play the card under
Windbrisk Heights for free. Not bad.
Submitted by YWN. |
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Oblivion
Ring - Vedalken Mastermind |
Let
me just let YWN describe this combo:
Play the Ring, and in response to its
"comes-into-play" trigger, bounce it to your hand with the Mastermind.
This will trigger its "leaves-play" ability, but no permanent has been
removed yet, so no permanent returns to play. And then you let
the "comes-into-play" ability resolve, and voilá, one less nonland
permanent in play!
So, with these two cards you can remove a nonland
permanent from the game each turn. Hopefully, your removing one of
your opponent's nonland permanents... Submitted by YWN.
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Lorwyn
Planeswalkers (any of them) - Doubling Season |
Doubling
Season is the ambrosia of most combo finders. It combos with a
plethora of cards and the new Planeswalkers are no exception. You
see, when a planeswalker comes into play it gets X loyalty counters.
They are still counters so the Doubling Season will double them when the
planeswalker comes into play. Suddenly, Jace comes into play with
six counters. Chandra comes into play with twelve counters.
Whether or not this extra counters help to enable their third ability,
it's still a huge advantage for each planeswalker to come into play with
more counters than it would normally get.
Submitted by Relentless Poker. |
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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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Nettlevine
Blight - Simic Guildmage |
Kudzu
meets Terror and Stone Rain in Nettlevine Blight from Lorwyn. The
disadvantage to this card is that your opponent gets to choose which card
the Aura gets put on next. Enter Simic Guildmage. With this
Simic Wizard, you can help your opponent make the right choice - the
choice that is going to benefit you most. That is, you can spend 1U
to move the Nettlevine Blight to a bigger threat than your opponent would
choose. Submitted by YWN. |
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Soulbright
Flamekin - Heartstone |
Soulbright
Flamekin will net your eight red mana for six colorless mana. With
Heartstone, suddenly three colorless mana will net your eight red mana.
That seems like a much more reasonable deal to me.
Submitted by Mogg. |
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Vigor
- Plague Spitter |
I
wanted to fit Triskelion into this combo so bad, but I realized it won't
work like other Triskelion - Vampire combos we all love and hate.
And thus I chose Plague Spitter. Plague Spitter will deal one damage to
each creatures and player. Vigor will prevent it and instead put
+1/+1 counter on each creature your control. It's a slow build in
your army, but a significant one especially considering the Spitter hurts
your opponents' creatures too.
Quick side note: With Doubling Season, Triskelion will net you infinite
damage. However, Doubling Season is over used, so I opted not to include
in today's combo. |
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Militia's
Pride - Dolmen Gate |
Sometimes
people don't attack because they are afraid of losing some of their
creatures or their board position. Kind of like a game of chess -
sometimes you don't want to be the first to take a piece in fear of the
opponent's next moves. However, Dolmen Gate from Lorwyn kind of
limits the worry you can have when attacking since your creatures can't
die from lethal combat damage. It's all prevented. So then
Militia's Pride, another card from Lorwyn, makes more sense. You can
keep attacking with your creatures, and for each nontoken creature you
attack with you can pay W and make another creature.
Submitted by YWN. |
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Nova
Chaser - Fatal Frenzy |
As
I mentioned in Part 1, the champion creatures from Lorwyn work best with
cards that have comes into play abilities. Nova Chaser, being
a Champion, works the same way. Have it champion a Flamekin
Harbinger or some other CiP creature. However, that is not today's
combo. This combo is all about doubling a 10/2 creature's power to
20 so that you can potentially do 20 damage. The card that doubles
its power? Fatal Frenzy from Planar Chaos. Even if you don't
deal 20 damage to your opponent, you'll at least take out a bunch of
creatures in the process and remember you still get your 'championed'
creature back. Submitted by YWN. |
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Nath's
Elite - Venom |
Now
this is an original combo... or maybe not. However, it still works
the same as Taunting Elf or Thoughtweft Trio with Venom. If you
force all creatures an opponent controls to block something with Venom,
Venom doesn't trigger on damage. It triggers on being blocked or
blocking. And thus, if you attack with the Elite with Venom on the
Elite, all creatures your opponent controls that are capable of blocking
will die. Your Elf Warrior will most likely die too, but you will
most likely wipe out your opponent's army... shadow creatures and tapped
creatures aside. |
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Mirror Entity
- Altar of Dementia |
I
love Mill combos and this one falls into that category. And what
better Mill card to be the catalyst than the well-known and well-feared
Altar of Dementia. There are recursion tricks you can use with the
Altar to make it explode or you could use cards like Overrun. But
what about a card from Lorwyn called Mirror Entity that can set the
power/toughness of all of your creatures to any value depending on your
available mana? Mirror Entity, if you had ten mana available to you
and ten creatures in play on your side, could make all ten of your
creatures 10/10. You can attack if you like, or your can sacrifice
them all to the Altar and make your opponent 'mill' 100 cards from their
deck.
If the silly Lorwyn Incarnations or Darksteel
Colossus are ruining your plans, try a Swords to Plowshares or Extirpate
to get that creature out of the way. Submitted by KlassyReborn |
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Wings
of Velis Vel or Artificial Evolution or Imagecrafter - Goatnapper |
Believe
it or not, there are actually a few real Goat cards in Magic, not counting
the Changelings, including Battering Craghorn, Color Yearling, Crested
Craghorn, Mountain Goat, Wild Colos and Zodiac Goat. However, the
chances of your opponent playing a goat outside of Lorwyn Block and
Limited, are pretty slim. Why not force the goat on an opponent's
creature via cards like Wings of Velis Vel, Artificial Evolution or
Imagecrafter? If your opponent has a big fatty on the board and it
isn't a goat, just use Wings of Velis Vel or one of its kin and then play
a Goatnapper. Now you can control the creature until end of turn and
return the favor of beatdown back at your opponent.
Submitted by Tekkactus.
Note: Even Amoeboid Changeling can be the one to turn an opponent's
creature into a potential target for the Goatnapper (i.e. a Goat). |
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Ashling
the Pilgrim - Spirit Loop |
One
of the things I like about the Pilgrim is the amount of control you have
over the card. One I don't like about it is that as long as you
don't have a Light of Sanction, the Ashling's mass burn ability will
always kill her. That aside, you can have her deal three damage to
all creatures and players or your can be careful each turn and only add
two counters so you don't trigger her ability only to unleash her 'third
time' clause a few turns later and deal uber damage to all creatures and
all players. Whether you are going to do it all in one turn or wait
several, equip her with Spirit Loop. While you are destroying the
world with fire, you can lots of life. Consider lots of life as life
equal to the number of counters on the Pilgrim x (the number of creatures
in play + the number of players). That can be some crazy life gain
if you work it right. Submitted by Emperor Crusty. |
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Shields
of Velis Vel - Tsabo's Decree |
Changeling
creatures from Lorwyn like the tribal nature of Lorwyn as they get the
beneficial effects from Lord like creatures in the set. However,
they don't like evil anti-tribal cards like Tsabo's Decree. Of
course, who cares if they like it or don't - use the concept to your
advantage. Use Shields of Velis Vel on your opponent and give all of
their creatures in play all creature types. Then choose something
silly like Goat for the Decree and watch your opponent's army of creatures
fall into their graveyard. Plus, they can't be regenerated. While a
Plague Wind would have done the same thing, you get a one mana discount
and brownie points for doing the 'wipe your opponent's army while leaving
your own army safe' thing in style. Submitted by Tekkactus. |
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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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