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Planar Chaos (2007) Featured Combos Page!
Last updated 2/27/07 (30/30
Combos, 3 Deck Link, 2 Infinite Combos)
Discuss this combo page in the forums! [Read the rules of the thread
first, please]. |
Circle
of Affliction - Pestilence |
This
little gem was submitted by Apeiron. With both cards in play, and
Circle of Affliction set to black, pay B to activate Pestilence and deal
one damage to all creatures and players. Now activate Circle of
Affliction for one mana to gain 1 life and cause one opponent to lose 1
life. So, for two mana, you get a two life swing. Technically,
you need 20 mana to wipe an opponent (or opponents) off the board
but you have to remember you need a creature in play to keep Pestilence in
play. I'm thinking Cemetery Gate. |
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Life
and Limb - Supply/Demand |
Life
and Limb has to be one of the cooler cards in Planar Chaos as no other
card before it made a creature a land. There's lots of the vise
versa, but nothing like this. Once all of your saprolings are
Forests, you have to consider the future and the possibility of creating
more Saprolings. In execution, each Saproling you bring onto the
table will give you another source of mana and thus fueling some big win
condition spell. Luckily for us, there is Supply/Demand. With
the Supply side of the card, you can essentially double your mana and your
creatures with one card. Add an Overrun and go to town. [DECK] |
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Magus
of the Coffers - Sword of the Paruns |
 Infinite
Mana... and here's how it works: Equip Magus of the Coffers with Sword of
the Paruns. You must have at least six Swamps in play. (If
this proves difficult, add Urborg, Tomb of Yawgmoth to the mix).
Anyway, pay two to tap and use Magus of the Coffer's ability. Add
BBBBBB to your mana pool. Now pay three mana via the Sword to untap
Magus. BBB left. Pay BB to tap Magus to add BBBBBB to your
mana pool. Repeat for infinite mana. This combo was submitted
by YWN! |
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Torchling
- Coalition Flag |
Torchling
may not be anything compared to the original Morphling, but it does have
one ability I would like to exploit. "R: Change the target of target
spell that targets only Torchling." With an ability like that, no
one is going to target Torchling. That's where Coalition Flag comes
in -- all single target spells will have to target Torchling and you can
spend one little red mana to redirect it back to one of your opponent's
creatures. The trouble here is that he becomes a magnet to abilities
too. Just destroy the opponent's cards with abilities before they have a chance to
debilitate Torchling. |
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Boom/Bust
- Darksteel Citadel or Flagstones of Trokair |
Different
versions of this combo have been floating around the net and in my
mailbox. With Darksteel Citadel, using Boom will destroy one land
for 1R. You see, if you target the Citadel and one of your
opponent's lands, the Citadel won't die thanks to indestructibility.
With Flagstones of Trokair, you get a Plains back after destroying the
Flagstones. Should you decide to play the Armageddon-esque Bust side of
the split card, you will still be ahead of your opponent with either
or both of these lands. |
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Wild
Pair - Opalescence or Whitemane Lion or... |
Wild
Pair... there are so many possibilities. The first of which is with
Opalescence. With Opalescence already in play, casting Wild Pair,
thanks to it's own ability, will fetch you another creature with a total
power/toughness of 12. I can think of a hoard of powerful 6/6
creatures to fetch, can you? Think Legendary Dragons...
Whitemane Lion and other Gating creatures like Horned
Kavu are also an excellent combo with Wild Pair. Since the Gating
creature can target itself upon entering play, you can keep bouncing and
playing the same creature. Each time you do this, Wild Pair will
trigger. It's a great way to pull out every creature in your deck.
|
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Mesa
Enchantress - Flickering Ward |
Ahhh..
Timeshifted goodness. Mesa Enchantress has a legacy of combos before
her in her green counterpart Verduran Enchantress. While there are
many combo possibilities, Flickering Ward was one of the best.
With the
Enchantress in white, Flickering Ward is a mono white combo. How does it work?
Play Flickering Ward, draw a card. Bounce the Ward back to your hand
with it's own ability and play it again. Basically, "WW: Draw a
card.".
YWN suggests using Auratog and
Spirit Loop instead of boring 'ol Flickering Ward... |
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Deadwood
Treefolk - Astral Slide |
I
hate using Astral Slide on any combo page, but this one is pretty nifty --
especially if you surround these two cards with other Cycling creatures.
Deadwood Treefolk has a comes into play AND leaves ability of returning a
creature card from your graveyard to your hand. By Astral Sliding
the Treefolk, you essentially just cast two Raise Deads for the small
price of cycling a card to activate the Slide. Seems fun to me.
If only Deadwood Treefolk cost less to play. Note that this concept
works with other Vanishing creatures with both comes into play and leaves
play abilities. |
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Damnation
- Phyrexian Totem or... |
Remember
every other Wrath of God or WoG variant combos I've ever posted on Magic
Deck Vortex? This is no different.
YWN advised using the artifact Phyrexian Totem with Damnation. Not
only does it give you a hefty 5/5 to attack with after the dust settles,
but it's mono-black. Thanks, YWN.
As mentioned previously on combos pages, Wrath of God
variants (or Timeshifted cards) will work with any 'chimeric-like'
enchantment or artifact card as they won't be affected by the destructive
effects of the WoG variant (while un-animated). |
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Treacherous
Urge - Weird Harvest |
I
like Treacherous Urge. It's kind of like a black Bribery except you
have to sacrifice the creature at the end of the turn, it gains haste and
you only get to search your opponent's hand. And that's where the
problem is. Your opponent might have nothing good in their hand by
the time you can hard cast Treacherous Urge. With Weird Harvest, you
are guaranteed your opponent is going to have at least one good
creature for your to yank and puppet-ize. |
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Jedit
Ojanen of Efrava - Breath of Fury - Yavimaya Dryad - Mass Hysteria |
 This
is a tricky combo that started off as just a Jedit - Yavimaya card
interaction submitted by Niv-Mizzet_Rulez! Then uber_panda suggested
adding Breath of Fury for infinite damage. Then YWN quickly advised
you needed to give the tokens haste for the combo to work. Phew.
In the end, here's what happens: Have Jedit, a 2/2 green
Cat Warrior token and Mass Hysteria in play. Note: Yavimaya is the card
that enables all of your cats to be unblockable (via forestwalk) since she gives your
opponent a forest. Otherwise, she doesn't matter to the sequence of
this combo. The token needs to be enchanted with Breath of Fury.
Attack with Jedit and token. Jedit generates another token.
Jedit and the original token are unblockable and thus they deal damage.
Sacrifice Breath of Fury and attach it to the new token. Untap
Jedit. Now attack with the new token, which has haste thanks to Mass
Hysteria and Jedit. Repeat to inflict potentially infinite damage. |
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Ovinize
- Waning Wurm & Other Vanishing Creatures |
Waning
Wurm is a big creature for four mana. Why not invest in your big
creature and Ovinize it in response to the remove-the-last-counter
trigger. By making it lose it's abilities, when it returns to
normal, and after, it will never vanish. This is because it no
longer has any time counters on it to remove and thus the 'last counter -
sacrifice' part of vanishing can't occur. Note
that this concept works on any creature with Vanishing. Although,
Waning Wurm is the best creature to do this on... |
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Reality
Acid - Temporal Adept or Boomerang |
Reality
Acid is a great card. Blue removal doesn't get much better.
However, waiting three turns to do the removal part isn't to the liking of
an impatient person like myself. Do yourself a favor -- bounce
Reality Acid back to your hand. When it leaves play, whether due to
it's Vanishing or by outside means, the permanent it enchanted has to be
sacrificed. Temporal Adept, Boomerang, Vedalken Mastermind, Tolarian
Sentinel... these are all great ways to keep making use of Reality Acid
over and over again. |
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Shivan
Meteor or Volcano Hellion - Stuffy Doll |
Stuffy
Doll and Shivan Meteor... I bet no one saw this combo coming. I mean,
it's the most under-talked-about card combination on the net. In all
seriousness, just target your own Stuffy Doll with the Meteor and watch
your opponent lose 13 life. And mind you that's just for five mana!
Volcano Hellion works the same way...
just target the Doll with the Hellion's comes into play ability and watch
your opponent lose the game. In most scenarios, that is... |
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Mantle
of Leadership - Firecat Blitz |
With
Mantle of Leadership, the prime candidate to be enchanted is one with
evasion. Preferably unblockability or next up Shadow.
With cards like Firecat Blitz that have the potential to
create a LOT of creatures really fast, suddenly a Mantled evasion creature
becomes your win condition. [DECK] |
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Shivan
Wumpus - Future Sight |
With
Future Sight (the card) in play, play Shivan Wumpus. Your opponent will most
likely sacrifice a land to put Shivan Wumpus back on top of your library.
With Future Sight, just play the Shivan Wumpus again. The question
is -- will they sacrifice another land? I guess that depends on how
your persuade them?
I would use a card like Pyrohemia to convince
them to put Shivan Wumpus back on top of your library... |
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Retether
- Auramancer's Guise |
Retether
builds a deck for you -- it mandates lots of Auras and other cards that
fill your graveyard with them. I always
pictured creatures like Tidal Kraken and Deep-Sea Kraken in the deck, but you could
always just use smaller versions like the Metathran Soldier and Elite.
The goal is to empty lots of cards into your library and then Retether all
of your Auras onto one creature with Auramancer's Guise. All of a sudden,
you have this 100/100 (or similar) unblockable creature ready to wipe out
your opposing planeswalker. All thanks to Auramancer's Guise.
And your creature doesn't even have to tap! |
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Urborg,
Tomb of Yawgmoth - Karma |
Urborg,
Tomb of Yawgmoth has lots of combo potential. The most notorious
card of
combo potential is Karma. With all lands in play being swamps thanks
to your legendary land from Planar Chaos, Karma will hit big.
However, it will hit you big too. Unless, of course, you bounce it
back to your hand before the end of your opponent's turn. Or, you
could animate the enchantment and add Spirit Loop to it. There are
many ways around the drawback of Karma...
Your could always use Urborg, Tomb of Yawgmoth with plain 'ol swampwalking
creature unless, of course, you want something more exciting. Something
like Kormus Bell and Wail of the Nim. I'll let you figure that one out.
Mad Mat notes that Urborg's Tomb also likes Cabal
Coffers, Consume Spirit, Mutilate, Spreading Algae and Bubbling Muck.
Oh, the fun! |
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Timbermare
- Exhaustion |
These
two cards are a great way to break through any stalemate. First cast
Timbermare and tap all other creatures. Then cast Exhaustion and
make sure your opponent's don't untap those creatures (and lands) come
their next turn. Submitted by YWN
Captain Jack Sparrow suggests using To Arms! with
Timbermare as well. You can untap all of your creatures the same
turn Timbermare comes into play and attack with everything. Thanks
for the input, CJS! |
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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 new 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 85% of all submitted combos are duplicates.
|
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Aether
Membrane - Fumiko the Lowblood - Valor Made Real |
Aether
Membrane and Valor Made Real would make a grand combo all by themselves if
it wasn't so difficult to get around. You see, with just those two
cards, none of your opponents will ever want to attack you. That's
where Fumiko the Lowblood comes in. Fumiko forces your opponent's
creatures to attack each turn - walking them right into the trap.
Not that's it's really a trap, because your opponent will know exactly
what they are stepping into. |
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Braids,
Conjurer Adept - Sunken Hope |
This
combo likes creatures with comes into play abilities. Braids gives
each player a free permanent during each of their turns. Sunken Hope will balance that
out by returning a creature to each player's hand (of their choice) during each
of their turns. The trick here is the creature you are returning and replaying
for free with Braids. Creatures like Eternal Witness, Coiling
Oracle, Sage Owl, Merfolk Trader all come to mind. Think cool comes
into play creatures. |
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Pyrohemia
- Light of Sanction |
Pyrohemia,
the Timeshifted Pestilence, is a powerhouse. However, as mentioned
earlier with the Circle of Affliction-Pestilence combo, Pyrohemia only
stays in play as long as there is at least one creature in play. Light of Sanction to
the rescue! With this card, all damage dealt to your creatures by
Pyrohemia is prevented.
Just be careful of your own life total. |
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Whitemane
Lion - Locket of Yesterdays w/ Soul Warden |
Not
quite infinite, this combo can net you insane amounts of life and/or enable a
big Storm card. Whitemane Lion can target itself upon coming into
play. With one Whitemane Lion in the graveyard, Whitemane Lion will
only cost one white mana to cast thanks to the Locket. By playing, returning, playing,
returning, etc... the Whitemane Lion with the Soul Warden in play -- your
life total will expand quickly. Basically, this equates to "W: Gain
1 life.". Note: Aluren will make this combo infinite.
|
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Serendib
Sorcerer - Porphyry Nodes or Merfolk Thaumaturgist |
Using
Serendib Sorcerer, you can ensure it's one of your opponents creatures
that dies to white's version of Drop of Honey a.k.a. Porphyry Nodes. You
see, the Nodes looks for the creature with the lowest power. I don't
think you can go any lower than zero.
If
that's not to your liking, here's a different same color combo:
With the Serendib Sorcerer and Merfolk Thaumaturgist,
you can kill any creature. One tap makes an opponent's creature 0/2.
Another tap makes that creature 2/0, killing it thanks to state-based
effects. Partially submitted by planeswalker. |
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Dichotomancy
- Leyline of Singularity - Gigadrowse |
Let
me make this combo as simple as possible for you. Suspend
Dichotomancy (unless, of course, you want to hard cast it...) Before
it resolves out of suspension, use Gigadrowse to tap all of your
opponent's nonland permanents. You get a copy of every nonland card
your opponent has in play (assuming he or she has copies of them in his or
her library) and then they all die because of Leyline of Singularity.
Wow - blue gets a lot of removal in Planar Chaos.
Mind you, via combos and synergies, but still. This is crazy. |
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Dormant
Sliver - Hivestone - Donate |
Having
troubles dealing with your opponent's creature hordes? Try this combo out
for size.
With Dormant Sliver in play and Hivestone set to Sliver,
Donate Hivestone to your opponent. Now, all of your opponent's
creatures are Slivers and are subject to the ability of your Dormant
Sliver. Thus, they now all have defender. From there, what you
do to win the game is your own choice. |
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Kavu
Predator - Wall of Shards or Skyshroud Cutter |
Wall
of Shards may not have combo'd with Rain of Gore, but it sure combos with
Kavu Predator. With both the Wall of Shards and Predator in play,
during each of your upkeeps your opponent will gain life and your Kavu
will get that much bigger. Don't forget the Kavu Predator has
trample.If you want something a little
less obvious and obnoxious, you could use Skyshroud Cutter. Playing the
Cutter for free may gain your opponent five life, but it will also give the
Predator five +1/+1 counters making it a 7/7 trampler. Yikes.
|
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Molten
Firebird - Confusion in the Ranks - Blood Rites |
When
you look at these three cards, do you think of denying your opponent a
draw step for the rest of the game and creatureless to boot!? I didn't
either.
Here's how it works. With the two enchantments
in play, play Molten Firebird. Because of Confusion in the ranks you
and your opponent will switch control of permanents. The end result,
your opponent will now have Molten Firebird. Use Blood Rites to
sacrifice the creature you took from your opponent to deal two damage to
the Firebird. The Firebird dies and causes your opponent to skip
their next draw step -- then at end of turn it comes back under your
control.. starting the cycle over again.
Note: You can use Aether Flash instead of Blood Rites for similar
combo. [DECK]
|
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Frozen
Aether - Royal Assassin |
Remember
Kismet? Remember the Kismet - Royal Assassin combo of old?
This combo is no different -- it's just in blue-black now -- that's all.
Submitted by YWNNote:
With your opponents' creatures coming into play tapped, Royal Assassin
will have ripe pickings of killing them off one by one as they come into
play. One per turn, of course. Unless, of course, you have a Pemmin's Aura
on the assassin. |
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Magus
of the Tabernacle - Nature's Revolt - Vedalken Mastermind |
With
a Magus of the Tabernacle in play, cast Nature's Revolt. Now all
lands are creatures -- which make them subject to the Magus's ability.
That is, for each land they have (which are now creatures) and each
creature they have besides, they will have to pay 1 for or sacrifice it.
One round of that, and you should see your opponent's forces diminishing
quickly. Use Vedalken Mastermind to bounce the Magus back to your
hand at the end of your opponent's turn. This way, you won't suffer
similar effects from this combo. Just recast Magus a few turns in a
row doing the above and your opponent should either lose due to lack of permanents, or
concede.
YWN suggests throwing a Paradox Haze on your opponent
in addition to the above for further pain and suffering on their part. |
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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 most 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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