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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. 
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]
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!
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.
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.
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. 

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...

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.
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).

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. 
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.

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... 
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. 
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...

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] 

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...

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! 
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!

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!

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. 
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.
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.

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. 
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.

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.

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. 

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. 

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]

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 YWN

Note: 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.

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.

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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Magic Deck Vortex (www.magicdeckvortex.com) is a service provided by John Streetz to promote the knowledge and awareness of Magic: the Gathering as a collectible card game (casually, of course). This is a free site based out of Illinois that does not generate any profit for its owner. Magic Deck Vortex is based out of Illinois and has been around since August 2002.

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