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Mirrodin Block Card Combos.
Includes Mirrodin, Darksteel and Fifth Dawn.

Fold into AEther - Ornithopter - Fatty 
Fold into AEther is awful.  What if you opponent has a Darksteel Colossus in his hand and you counter another spell.. BOOM! He gets the 11/11 indestructible fatty in play.  That's not right.  Why not target your own spell.. say an Ornithopter.  Okay.. counter that and put your own fatty in play.  That's better.  I don't know quite why Wizards printed this.  It's too easy.  True, it costs you two cards and four mana.. but that's a big fatty on turn 3 (possibly).  That's degenerate in my opinion. 

CORRECTION: Solarion won't come into play with any counters and thus won't work well with this combo.  I have deleted the image.  Thanks Bernard for the comments.

fold_into_aether.jpg (44539 bytes) ornithopter.jpg (23065 bytes) darksteel_colossus.jpg (42662 bytes)
Living Terrain - Darksteel Citadel 
Nothing says beatdown like a 5/6 Indestructible homemade from a Citadel and a Living Terrain.  Think of it this way, you get a 5/6 indestructible for only 2GG.  This mana was mentioned on the Wizards Message Boards by plasteek7.  darksteel_citadel.jpg (41835 bytes) living_terrain.jpg (18312 bytes)
Door to Nothingness - Pemmin's Aura - Vedalken Engineer 
Submitted by Tarek.  Enchant the Engineer with Pemmin's Aura from Scourge.  Tap it for two colored mana (for artifact use only) and then untap it for U.  Repeat this until you have 10 mana in your mana pool, two of each color.  Then tap the Door.  You really only need four blue mana to pull it off.  That means you could get this off by turn four (conceivably).  Let me clarify that the mana you use to untap the Engineer has to be mana separate from the mana you are getting from the Engineer itself. Also, about 20 people submitted combos along the lines of using Mycosynth Lattice, Doubling Cube, Composite Golem, and Gemstone Array.  All of these could work but the combo above works best in my opinion. door_to_nothingness.jpg (43059 bytes) pemmins_aura.jpg (20388 bytes) vedalken_engineer.jpg (46159 bytes)
Viridian Longbow - Voltaic Construct 
How often do you get two cards in a combo that start with V?  This is one of the ways to abuse the Construct.  What was Wizards thinking when they print this guy?  Anyway, keep untapping the creature with the Longbow on it (fueled by say a metalworker...) and ping your opponent to death.  Add Talon of Pain for additional fun. 

Note: You can reach infinite mana and infinite damage if you throw in Metalworker or Gilded Lotus to your deck.

viridian_longbow.jpg (28961 bytes) voltaic_construct.jpg (41287 bytes) gilded_lotus.jpg (24549 bytes)
Solarion - Voltaic Construct 
Submitted by Bryan Shodeen.  Two and two are four.  Four and four are eight.  Eight and Eight are Sixteen, sixteen and sixteen are thirty two.. counters.  For those of you who have no clue what I was just typing and singing at the same time it is Inchworm.. a song many of us learned in elementary school (possibly junior high).  Anyway, Tap the Solarion to go from 4/4 to 8/8.  Then untap the Solarion to tap him again and go from 8/8 to 16/16.  Repeat this until your mana runs out.  Then, dismantle it and put all the counters on your Darksteel Reactor. solarion.jpg (44952 bytes) voltaic_construct.jpg (41287 bytes)
Gurzigost - Mesmeric Orb [Anurid Scavenger] or Turnabout
Don't like the Turnabout - Mesmeric Orb combo?  I know, it's kind of limiting - you can only cast the Turnabout once before its gone.  Why not go with something a little more stable and with more synergy?  Try Gurzigost from Torment.  The Orb will fuel your Gurzigost and with the 'instead deal damage to your opponent' ability, this is sure to win your game quickly.. assuming you can get him out quick enough... not that he costs a lot... The Anurid Scavenger also works with this concept.

Note: Turnabout works really well with Mesmeric Orb too as you will see in this deck here.

gurzigost.jpg (18477 bytes) Mesmiric_Orb.jpg (26938 bytes) anurid_scavenger.jpg (29642 bytes) turnabout.jpg (25989 bytes)
Mesmeric Orb - Roar of Reclamation 
Roar of Reclamation is a Replenish for artifacts but for 2W more.  Combine it with cards like Mesmeric Orb and you could get a butt load of great artifacts into play quickly...  This is amazing.  I will keep it on my radar for future banning.  Mesmiric_Orb.jpg (26918 bytes) roar_of_reclaimation.jpg (10686 bytes)
Bringer of the White Dawn - Mindslaver 
I hate this combo.  I hate Mindslaver.  I am only posting it because I know I will get a flood of emails asking me to add this to the listing for fifth dawn combos.  Here you go.  An infinite way to control your opponent's turns.. although most of the time you just need one turn to control to win the game.  Mindslaver makes my award winning (not really) Processed deck useless. This was originally submitted by DocJones. bringer_of_the_white_dawn.jpg (43694 bytes) mindslaver.jpg (29165 bytes)
Leveler - Shared Fate or Beacon of Destruction
With the Leveler and Shared Fate cards, you can leave your opponent with no cards to use since the Leveler removes them all from the game. You do have to find another way to kill your opponent (usually the Leveler will work fine) since your opponent won't lose from not being able to draw cards from your deck. It's a replacement effect so the 'not drawings a card from your library causes your to lose' rule doesn't apply.   Thanks Mario!

If you're not a big fan of blue and prefer red, try Leveler with Beacon of Destruction.  If you have the beacon in your hand when you play Leveler, cast it.  Then shuffle it back into your library (which currently has no cards.)  Then, next turn, draw it, play it, shuffle it back into your library, and continue the cycle.  The key is to make sure the turn after Leveler comes into play that you have something to draw.

Leveler.jpg (26739 bytes) Shared_Fate.jpg (45986 bytes) beacon_of_destruction.jpg (46649 bytes)
Spellbinder - Savage Beating 
Imprint the Savage Beating on Spellbinder and equip a creature you control.  Then attack (assuming you can) and make sure you deal damage to your opponent.  If you do, put a copy of Savage Beating on the stack choosing the 'untap you creatures and ...' ability and attack again.  Repeat this until your opponent is dead.  infinity combat phases if you do it right.   The Spellbinder - Savage Beating combo was emailed to me by Thael.

 

spellbinder.jpg (40731 bytes) savage_beating.jpg (46260 bytes)
Eater of Days - Sulfuric Vortex or Smokestack
While Stifle works best, if you don't want to run blue in your deck try one of these other options.  The goal is to make your opponent hurt for taking two extra turns.  Sulfuric Vortex will deal 4 damage total to him or her.  Smokestack will make them sacrifice X permanents and tangle wire will keep them tapped out.  In the meantime, you are free from their symmetrical effects since you don't have to go for two turns.  eater_of_days.jpg (43155 bytes) sulfuric_vortex.jpg (18734 bytes)  smokestack.jpg (24489 bytes)
Coretapper - Dawn of the Dead
Not many are able to utilize 'dawn of the dead' well, but if you have some artifacts in your deck which use charge counters (like Darksteel Reactor or Magistrate's Scepter for example)... then you can bring in a set of Coretappers to your deck and watch the charge counters build on one of your favorite chargers.  Why isn't the Coretapper removed from the game each turn?  Because you sacrifice it for two charge counters before the 'remove it from the game at end of turn' ability resolves.  When it tries to resolve at the end of the turn, there is no Coretapper n play and thus the effect 'fizzles'.  Thanks to Just_a_cleric for the combo.  coretapper.jpg (45390 bytes) dawn_of_the_dead.jpg (29670 bytes)
AEther Vial - Coretapper 
Quoted from Bennie Smith on MTG.COM: While Skullclamp is understandably getting a lot of press as one of the best cheap artifacts from Darksteel, Aether Vial is not one you should overlook. Good all on its own in a deck where many creatures have the same mana cost, there is also combo potential with Darksteel's Coretapper, letting you power out a higher-cost creature much sooner than many decks can handle.

For example, you play Aether Vial turn one. Turn two you add a counter to the Vial and play a Lightning Greaves. Turn three you add another counter to the Vial, tap it to put Coretapper into play. Equip it with Greaves and tap it to add a third counter to the Vial. Turn four add a fourth counter to the Vial, tap the Coretapper to add a fifth counter, then sacrifice it to add two more. Now you can tap the Vial to put into play your seven-mana fattie of choice, perhaps a Thorn Elemental? Equip it with the Greaves and start your three-turn clock right there on the spot.

aether_vial.jpg (45302 bytes) coretapper.jpg (45390 bytes)
Magistrate's Scepter - Coretapper 
Magistrate's Scepter is one of the earliest artifacts to use charge counters.  Who needs Timesifter or Timestretch.  Just charge up your Scepter with Coretapper or Power Conduit or several Coretappers than to the Soul Foundry, you could have unlimited turns in a row (potentially).  Just don't get too annoying with this one.  Just know it exists. ...and using Pemmin's Aura on Coretapper mean infinite turns for sure.. as you will see in the deck linked to the left. Magistrates_Scepter.jpg (27256 bytes) coretapper.jpg (32426 bytes)
Eon Hub - Stasis / Solitary Confinement...
Eon Hub, much like it's predecessors of major rule breaking cards, should have a great impact on the metagame.  However, I feel this will have an extreme long-lasting effect compared to cards like Platinum Angel and Upwelling.  This card, right off the bat, works very well with lockdown/prison cards like Stasis and Solitary Confinement.  Other cards include the Parallax cards from the Masques block and any other creature card with a negative upkeep (like Masticore) ... not to forget those long lost cards with Cumulative Upkeep.  Wow, I say, to Wizards.. what are you thinking?  eon_hub.jpg (21649 bytes) stasis.jpg (20014 bytes) solitary_confinement.jpg (27363 bytes)
Triskelion - Arcbound ~ or Mephidross Vampire or Forgotten Ancient
As mentioned a thousand times throughout my site, Triskelion is one of my all time favorites cards in MTG.  I liked the original art better than what is on the Mirrodin card, but that's okay.  The Modular Mechanic is like fuel to the Triskelions free ability.  With cards like Arcbound ravager to control which of your Modular Arcbound creatures die.. just put all of it's +1/+1 counters on the skelion and turn him into a mini machine gun.  Control the board or control your opponent and win.  Whichever works best for you. 

Also, if you like counters, try Mephidross Vampire with Skelly.  With both cards in play, use one of the Triskelion counters to damage an opponent's creature.  Since you damaged a creature you get to put another +1/+1 counter on the Triskelion.  Check out this deck.

If that isn't your bag, try Forgotten Ancient. You and your opponent(s) cast spells and your Forgotten Ancient gets bigger.  During your upkeep, transfer some of those cards to the Triskelion and now you have a mini-machine gun.   Try this deck out.

triskelion.jpg (28786 bytes) arcbound_ravager.jpg (45146 bytes) forgotten_ancient.jpg (43204 bytes) mephidross_vampire.jpg (41505 bytes)
Triskelion - Rite of Passage (2)
With this combo, you can deal infinite damage and/or get an infinite/infinite creature... technically not since it has to be a real number.. let's say a 567,419/567,419 creature.  Anyway, with both Rite of Passages in play, remove a +1/+1 counter from the Triskelly and deal the damage to itself.  Then, because of the RoP's, put two +1/+1 counters on him netting you one +1/+1 counter.  Since this activation doesn't involve any mana you can just keep doing it over and over.  triskelion.jpg (28786 bytes) rite_of_passage.jpg (43082 bytes)
War Elemental - Sulfuric Vortex - Furnace of Rath
Optimize your War Elemental with a consistent damage dealing enchantment: Sulfuric Vortex.  With this powerhouse enchantment for 1RR, you can get your War Elemental to 9/9 in no time.  Add Furnace of Rath in the mix and watch the Elemental double in size.  Throw a nifty equipment on it and move in for the kill.  Be weary of the reprinted Terror though. sulfuric_vortex.jpg (18787 bytes) War_Elemental.jpg (33760 bytes) furnace_of_rath.jpg (28922 bytes)
Eternal Witness - Vedalken Mastermind or Astral Slide or Crystal Shard
Eternal Witness is a five star card for sure and an uncommon.  Thank goodness they printed All Suns' Dawn else she would have been rare.  Now we can all have stock in Fifth Dawn since she will likely run at the same price as a stupid Skullclamp.  Anyway, who doesn't like Regrowth?  Ok... with that out of the way (no one said 'me')... know Eternal Witness is even better when you recast her several times.  With the Mastermind blue guy you can.  For the cost of , you can regrow one card every turn.  Not bad for my land destruction deck. Although now I'll have to add some blue.  Oh well... it's applicable in other decks too.   If you don't like teaming up with blue, try teaming up with white.  Astral Slide works wonders with the Witness as well.

Note: Crystal Shard could replace the Mastermind... and you can use colorless mana too! Check out Crystal Witness.

astral_slide.jpg (20418 bytes) crystal_shard.jpg (25537 bytes)
Vulskok Sorcerer - Intruder Alarm
Replace all instances of Prodigal Sorcerer in previous combo pages on Magic Deck Vortex with Vulshok Sorcerer.  There you go.   
Power Conduit - Quicksilver Fountain
Power Conduit is probably one of the most exciting cards from the set.  The possibilities with decks is limitless.  You can use the Power Conduit to turn charge counters, age counters, whatever, into +1/+1 counters for your creatures.  Cumulative Upkeep works well with this, but Quicksilver Fountain is something in the current T2 scene that produces a counter each turn.  You can use these counters to beef up your Birds of Paradise and little Wizards.. Versatility is the key here.  These two cards have great synergy and combo well too.  It's nice to know that the conduit is only uncommon. Power_Conduit.jpg (27392 bytes) Quicksilver_Fountain.jpg (25307 bytes)
Salvaging, Summoning, Grinding and Blasting Stations 
Quoted from CharlesC.  You need all four stations and a 1 casting cost artifact. Any cog will do. 1. Use the grinding station to sac the 1 casting cost artifact to mill for 3. 2. The artifact going into the graveyard from the grinding station untaps the summoning station. Tap it to put a 2/2 creature into play. 3. The creature coming into play from the summoning station untaps the blasting station. Tap it and sacrifice the creature to do a point of damage. 4. The creature going to the graveyard from the blasting station untaps the salvage station. Tap it to put the 1 casting cost artifact into play. 5. The artifact coming into play from the salvage station untaps the grinding station. Go to step one.    You may do any number of damage and mill any number (X3) cards with all the stations in play at once.   Thanks Charles.  Well summarized. salvaging_station.jpg (45505 bytes) summoning_station.jpg (42490 bytes) grinding_station.jpg (46540 bytes) blasting_station.jpg (44181 bytes)
Endless Whispers - Phage the Untouchable 
Endless Whispers just begs to be teamed up with great Legend like Phage who have to be hard cast else you lose the game when it comes into play.  Thus this combo.  You have to hard cast her yourself.. but when you do make sure to have the whispers in play and a way to sacrifice her.  When you do she will come back into play on your opponent's side and then you win.  Not exactly an exciting combo but it is certainly a winning one.  Note: This combo works well with any card that comes into play with a harsh effect like Leveler, Eater of Days and others. endless_whispers.jpg (12722 bytes) phage_the_untouchable.jpg (22684 bytes)
Wall of Blood - Grab the Reins (or Fling)
This combo works quite well for such an uncommon combination of cards.  With Wall of Blood you can pay one life to give it +1/+1 until end of turn.  With Grab the Reins you can sacrifice a creature to deal damage to a target equal to the sacked creature's power.  Sound simple?  Burn your opponent a bit and then Pump your Wall of Blood to a 16/16 wall and throw it at your opponent.  Fling can replace Grab the Reins as they technically do the same thing. Wall_of_Blood.jpg (27713 bytes) Grab_the_Reins.jpg (26442 bytes) fling.jpg (24264 bytes)
Beacon of Immortality - Test of Endurance or False Cure
I like this Beacon a lot.  It will replace a few of the Ancestral tribute cards in this Egg-Shrine-Ance deck.  With the Beacon you will be closer the win as say you have 20 life and you cast the Beacon.  Now you are at 40 and you just need 10 more life to win the game.  That assumes your opponent doesn't cast a Disenchant or Naturalize on your Test.  That's where Sterling Grove comes in handy.

Note:  Beacon of Immortality and False Cure have a killer combo effect too.  

beacon_of_immortality.jpg (42170 bytes) test_of_endurance.jpg (25031 bytes) false_cure.jpg (20432 bytes)
Krark-Clan Ironworks - Nuisance Engine - Disciple of the Vault - Dross Scorpion 
See the damage infinity combo page for this one.  
Necrogen Mists - Megrim 
Bottomless Pit is back and this time it is called Necrogen Mists.  Add Anvil of Bogardan and you have yourself a nice lock.  With the Mists in play, you opponent will have to take 2 damage from Megrim if he or she had a card in hand before the draw step.  If you want to make sure your opponent has enough cards to fuel your combo, add a few Howling Mines to your deck.  Anyway, this is really an older combo with half of it a newer name.  In fact, I revised one of my discard decks (version 2.0) to show you how it works (linked to the left). Necrogen_Mists.jpg (31972 bytes) megrim.jpg (21660 bytes)
Fiery Gambit - Krark's Thumb 
I would expect to see this combo sprout up in a few burn and sligh decks where you can optimize the Gambit in your favor.  Wouldn't it be neat to win a tournament because you had good luck with a coin flip (with the help of the strange thumb?)

Now the trick is building a deck that really uses this Thumb to its advantage and still be able to pack a punch with burning, slashing and shocking spells. 

Fiery_Gambit.jpg (31386 bytes) Krarks_Thumb.jpg (26097 bytes)
Mycosynth Lattice - March of the Machines or Splinter
Mycosynth Lattice has been proclaimed the biggest combo piece of Darksteel.  It combos with everything from Memnarch to the Emissaries of Hope and Despair, to the Nim and more.   With March of the Machines you can turn all of your opponent's artifacts into creatures and with the Lattice in play your opponent's lands are now artifacts (if they weren't already).  Since they are artifacts they become 0/0 artifact creatures and die.  The only thing more efficient than this is the Mycosynth - Splinter combo.  With that you can remove all whatever from the game. 

Note: If you don't want anyone to touch your permanents at all, add Leonin Abunas or Fountain Watch to the mix.  They will keep all of your permanents (artifacts) from being the target of spells and abilities.

mycosynth_lattice.jpg (44595 bytes) march_of_the_machines.jpg (22688 bytes) splinter.jpg (24846 bytes) leonin_abunas.jpg (22618 bytes)
Beacon of Tomorrows - Panoptic Mirror 
See the infinite combo pages.   
Nuisance Engine (Or Genesis Chamber) - Attrition
With Attrition and a creature generator like Nuisance Engine or Genesis Chamber, you can keep spending one to destroy creatures.  Note they do have to be non-black creatures, but it is still a nice little utility combo.  One mana to destroy a creature is a bargain no matter how you look at it.  True its 2B if you are using the Engine as your creature generator, but a Dark Banishing is great every turn.. especially against an elf or goblin deck. Nuisance_Engine.jpg (23922 bytes) attrition.jpg (11740 bytes) genesis_chamber.jpg (44952 bytes)
Nuisance Engine - Proteus Staff
found on the www.magicthegathering.com message boards, posted by Doggett_336
Tap both the Nuisance Engine and the Staff (using 5 mana, of course), and reveal from the top of your library until you get a creature. This way you don’t lose any real creatures you have in play since the Engine generates a creature that is a token. This works especially well if your deck is a control deck and your want to grab one of your Triskelions or Broodstars for free. Great combo!

Hey, and if you don't want to pay the mana of the Engine, add Thran Turbine.  Originally meant to pay for each costs, the Turbine will buy you a pest for free each turn.  See this deck.

Nuisance_Engine.jpg (23957 bytes) Proteus_Staff.jpg (25807 bytes) thran_turbine.jpg (30272 bytes)
Lightning Coils - Death Pit Offering or Pandemonium
submitted by John Streetz @ www.magicdeckvortex.com, inspired by Mark Gottlieb @ www.magicthegathering.com
Death Pit Offering makes a great combo piece with the Coils.  Sacrifice your five creatures (five, six, two, whatever) when the Offering comes into play... Then when you have enough counters on the Coils, you get to put X 5/3 red elementals into play instead of X 3/1 tokens.  Not bad.  Add Pandemonium into the mix and deal twice the damage since each elemental will trigger the effect of pandemonium.  Thanks, Mark, for the excellent combo suggestions!  Lightning_Coils.jpg (28752 bytes) death_pit_offering.jpg (24475 bytes) pandemonium.jpg (28035 bytes)
Psychogenic Probe - Soldier of Fortune 
With the new Probe card from Mirrodin, what was once a simple shuffle after a weird harvest is now a shuffle and a kick in the ***.   There are ways to instant or sorcery your opponent into shuffling like Repopulate or Gaea's Blessing, and then there is a permanent which can do it every turn: Soldier of Fortune.  With this bad boy, you have a one target shock each turn for one mana and a tap and the Probe in play.  Interesting new concept by WotC.  It will be interesting to see how it affects play.  Psychogenic_Probe.jpg (29080 bytes) soldier_of_fortune.jpg (23658 bytes)
Lodestone Myr - Howling Mine
With this combo you can essentially deny your opponent from getting the benefits of the Howling Mine.  Since Lodestone Myr can tap an artifact without a cost and get +1/+1, you can tap your Howling Mine before your opponent's draw.  By doing this, as stated on the card, your opponent would not draw an extra card.  Not bad for a Mirrodin-Core Set 8th combo... Lodestone_Myr.jpg (27459 bytes) howling_mine.jpg (19785 bytes)
Fireshrieker - Blinding Angel or Raven Guild Master 
Remember Double-strike from Scourge?  It's back.. and this time you can grant it's double-effect on any creature with the equipment: Fireshrieker.  With Raven Guild Master you can remove twenty cards from the game since he would deal damage twice.  With the Angel, Anthony Alongi states, "Once a player loses a phase or a turn, that phase or turn doesn’t exist anymore – so “next” will refer to, well, the next one. So a double-striking Blinding Angel will keep your opponent’s army silent for two combat phases."  Throw in a Latulla's Orders from Prophesy and you have yourself a killer combo in the midst of so many artifacts. raven_guild_master.jpg (22360 bytes) Fireshrieker.jpg (26844 bytes) blinding_angel.jpg (19775 bytes)
Synod Artificer - Pemmin's Aura - Gilded Lotus 
See the infinite mana combo page for this one.   
Well of Lost Dreams - Words of Worship 
Scenario:  Your draw step.  You opt to not draw a card using the activated ability on Words of Worship.  So you pay 1.  You can five life.  Now you pay 4 and draw 4 cards with Well of Lost dreams.  You could pay 1 and draw 1 card or pay 5 and draw five cards.  This combo is flexible.  You like?  I like. We all like.  Okay.. let's move on.  well_of_lost_dreams.jpg (42532 bytes) words_of_worship.jpg (22452 bytes)
Death Cloud - Geth's Grimmoire 
Symmetry is a killer when you have new rare bomb cards like Death Cloud.  Combine that with Geth's Grimmoire from the same set and know the Symmetry isn't so bad.  When you and your opponent discard X cards, you draw X cards because of the book.  Does anyone know who this Geth guy is?  Thanks to Twin2 on the Wizards Community Forums for this combo. death_cloud.jpg (45383 bytes) geths_grimoire.jpg (42462 bytes)
Talon of Pain - Sulfuric Vortex or Tim
Thanks to Spoon Hunter on the Wizards Community Forums, here's another combo for you.  With cards like Sulfuric Vortex, which is consistent burn and Tim which is consistent yet fragile burn (or pinging to more precise) you can get your Talon of Pain charged up for a nice big ZAP. talon_of_pain.jpg (28452 bytes) sulfuric_vortex.jpg (18734 bytes) prodigal_sorcerer.jpg (27438 bytes)
Myr Landshaper - Tanglewalker 
Myr Landshaper is a nifty and potent combo piece and is common too.  Combine it with the Dryad with a constant bad hair day from the same set and you have a two-card powerhouse.  Tap the Myr to turn one of your opponent's lands into an artifact land and then all of your creatures are unblockable.  It's that simple.  myr_landshaper.jpg (44918 bytes) tanglewalker.jpg (47711 bytes)
Fastbond - Zuran Orb - Crucible of Worlds 
Here's a nasty Type 1 combo for you, as submitted by Adam Delorme.  Crucible of Worlds will be a card in the upcoming set, Fifth Dawn, and I feel it is greatly anticipated.  Anyway, with the Orb and the Crucible in play and Fastbond, of course, you can Sac a land and play it.  You pay 1 life for each land after the first you play that turn because of the Fastbond, but you gain 2 life for sacking the land to the Orb.  Not bad for an "infinite" life combo.  Thanks, Adam.  On another note, you can tap the lands before you sacrifice them for "infinite" mana too.  Adam had to remind me on this one.  Thanks again, Adam.

Oh.. after your done.. play a Serra Avatar just for fun.

fastbond.jpg (19575 bytes) zuran_orb.jpg (23644 bytes) crucible_of_worlds.jpg (26431 bytes)
Culling Scales - Darksteel Ingot 
With this combo you can basically keep your Culling Scales free of harm.  Whenever the lowest casting cost non-land card is the Culling Scales / Darksteel Ingot during your upkeep you can target the Ingot with the Scale's ability.  The effect fizzles and you keep your Scales.  This works great against those darn goblin and weenie decks as well as affinity.  Thanks Josh Caudill for correcting the description of this combo.  culling_scales.jpg (24432 bytes) darksteel_ingot.jpg (40499 bytes)
Darksteel Reactor - Dismantle or Power Conduit or Coretapper
I'm not to sure if this combo works as well as I'd like it to, but it is said you can target your reactor with dismantle and put however many counters on it, on it again (hence doubling your charge counters).  Since the reactor is indestructible, the first part of the spell fizzles but the second part doesn't.  However, if this combo isn't correct per rules, then just find a nice card like Arcbound Slith, Quicksilver Fountain or any artifact card with cumulative upkeep and destroy it with dismantle and move the counters to your reactor for a quicker win.   Thanks adme3tris and to Paul Ferris for the combo.  

Also, if that combo isn't quite up your alley, try good old Power Conduit or Coretapper to speed up the alternate win condition.

darksteel_reactor.jpg (43223 bytes) dismantle.jpg (47593 bytes) Power_Conduit.jpg (27315 bytes) coretapper.jpg (32426 bytes)
Skullclamp - Nuisance Engine or Second Sunrise 
One thing to say:  Fodder for your Skullclamp.  With the engine, think three mana for two cards.  With second sunrise, think card advantage.  Okay, so that was more than one thing to say.  Oh well.  skullclamp.jpg (43657 bytes) Nuisance_Engine.jpg (23922 bytes) second_sunrise.jpg (19322 bytes)
Whispersilk Cloak - Raven Guild Master 
Who needs to play the morph cost for Raven Guild Master when you have cards like Whispersilk Cloak in the pool?  This combo is deadly as you can keep your master free from shock and removal spells as well as make him unblockable.  10 cards a turn is nothing to sneeze at. Perhaps a mill deck with this combo is viable in type two.  Who knows.  Anyway, try this out.. you are sure to like it .. although you may be kicked out of your playing group for a few weeks.  whispersilk_cloak.jpg (42755 bytes) raven_guild_master.jpg (22348 bytes)
Wirefly Hive - Unnatural Selection 
You got to love new creature types like Wireflies.  If your coin flip isn't in your favor use the unnatural selection to target your opponent's creatures.  Make them Wireflies and let the hive resolve.  Since you lost the flip you now have to destroy all Wireflies.  This combo is the same idea as the Reflection combo posted last year on Magic Deck Vortex. wirefly_hive.jpg (46863 bytes) unnatural_selection.jpg (25545 bytes)
Ageless Entity - Loxodon Warhammer or Armadillo Cloak 
A 4/4 body for 5 mana isn't bad.  Add some life gain like Armadillo cloak or Loxodon Warhammer or Nourish or Stream of Life or Words of Worship or Spirit Link or whatever and suddenly your 4/4 becomes a 100/100.  I'd prefer to add him to my Angelic Chorus - Phyrexian Processor deck.  Anyway, I think the Warhammer is the best option with this guy, thing, elemental.. whatever...

Note: Clearwater Goblet also works very well with the Entity.  Check out this deck, called Life Burst!

ageless_entity.jpg (43774 bytes) Loxodon_Warhammer.jpg (28631 bytes) armadillo_cloak.jpg (29157 bytes) clearwater_goblet.jpg (46898 bytes)
Spawning Pit - Death Pit Offering 
Originally found on www.magicthegathering.com, this is a nice little combo that takes full advantage of the usually card disadvantage of the black enchantment.  Since you have to sacrifice all of your creatures when death pit comes into play, sac them to the Spawning Pit instead.  Now, for only one mana you can bring into play several 2/2 Spawn artifact creature tokens into play.  Since you now have death pit in play, they are now 4/4.  All for the cost of one mana.  Throw in a Coat of Arms and now you have a deck idea.  spawning_pit.jpg (43840 bytes) death_pit_offering.jpg (24449 bytes)
Avarice Totem - Brand or Tel-Jilad Stylus or Synod Sanctum
The stylus part was submitted by Alex Velev. Avarice Totem is an interesting card with cool art too.  However, how can you use this to your advantage?  I mean, the next turn they just might pay 5 and get their creature back or maybe another creature of yours that you didn't want him or her to take.  This is where Brand comes in... it's an instant that basically says 'gain control of all permanents you own'.  You own the Totem.  You get it back.  Or, you could use something still valid in Type Two known as the Stylus.  It says 'you own' on it too. With the Stylus you have to shuffle the card into your library.. however your opponent doesn't have it anymore.  That's good.

Note: You can replace Avarice Totem with Bringer of the Red Dawn for a little more fun.

avarice_totem.jpg (44265 bytes) brand.jpg (24047 bytes) tel_jilad_stylus.jpg (20364 bytes) Synod_Sanctum.jpg (26215 bytes)
Ion Storm - Sun Droplet or Talon of Pain
Need a steady stream of counters to fuel your Ion Storm?  Try Sun Droplet.  It is inevitable to take damage from an opponent's source.. so it is also inevitable to get counters on your Sun Droplet.  Use those counters to deal two damage to any target.  Oh... and if you are having troubles taking damage.. throw a Sulfuric Vortex into the mix. That should solve that problem.  If you don't like the Droplet, use Bin Huang's suggested Talon of Pain.  Thanks Bin!  Thanks a great source of counters. ion_storm.jpg (11770 bytes) Sun_Droplet.jpg (24397 bytes) talon_of_pain.jpg (41868 bytes)
Juggernaut - Invisibility 
Here's that classic old-timer combo that was rumored back when Darksteel was unknown and Juggernaut wasn't confirmed.  Juggernaut is rendered completely unblockable once you enchant him with the Invisibility.  5 damage a turn basically puts your opponent on a 4 turn time clock.  Now I need to find a good deck with this combo.  Any suggestions?  juggernaut.jpg (44188 bytes) invisibility.jpg (23126 bytes)
Ferropede - Destructive Urge or Energy Chamber
Now there's an unblockable creature for any color.  True, it costs 3 mana which is a bad spot in the mana curve but it's worth it if you can throw a killer equipment card on it or better a killer enchantment.  Try destructive urge from the Urza's Saga set.  Every time you swing with the insect you get to deal damage and destroy a land.  Anyway, since the Ferropede is unblockable there are a plethora of things you can do to increase the effectiveness of it.  In a control deck, you can always use Energy Chamber to beef him up too.  In fact, here's a deck link to one (to the left). ferropede.jpg (41892 bytes) destructive_urge.jpg (23400 bytes) energy_chamber.jpg (42142 bytes)
Rule of Law - Desecration Elemental or Ebon Drake 
Submitted by Bryan Shodeen.   Rule of Law can be replaced altogether with Arcane Laboratory (functionally identical cards except for name and color).  With Rule of Law in play you can limit the number of spells cast each turn to a maximum of two (assuming you and your opponent cast one in a two person game) and thus making your Desecration Elemental, Ebon Drake or Blind Creeper not so bad.  Thanks Bryan for the combo. rule_of_law.jpg (20819 bytes) desecration_elemental.jpg (44694 bytes) ebon_drake.jpg (45245 bytes)
Artificer's Intuition - Chalice of the Void / Engineered Explosives 
I had to look at this one twice because I was slow at that moment and didn't understand.  However, with the Artificer's Intuition, you can search for any card 1 or less from your library and put it into your hand for the price of some mana and an artifact from your hand.  However, both the Chalice of the Void and the Explosives are X or XX to cost.. so they cost 0 when this enchantment looks at it.  I think there is only one other X casting cost spell that's an artifact.. and it is Shifting Wall from the Tempest Block.  artificers_intuition.jpg (44860 bytes) Chalice_of_the_Void.jpg (26464 bytes) engineered_explosives.jpg (48430 bytes)
Myr Servitor (or Relentless Rats) - Pack Hunt 
I expect more combos to come of the Myr Servitor as it has a very unique and unstoppable mechanic.  In a normal game, it's pretty unusual to get all four Servitors out in one game.  Fifth Dawn gives us the Leonin Squire and the Trinket Mage and a few other cards to help you fetch more of them, but if you are looking for something a little more direct, try Pack Hunt.  This why you can get all other copies of the Myr and then shortly after that, play them.  Combined with Krark-Clan Ironworks or Clock of Omens, you should find an good combo.   Pack Hunt also works extremely well with Relentless Rats... the deck links is for that combination. myr_servitor.jpg (45019 bytes) pack_hunt.jpg (25060 bytes)
Sword of Kaldra - Thrashing Wumpus
submitted by Terence Praet
Thrashing Wumpus is great, but it has trouble getting rid of recurring cards and creatures with Pro: Black.  With the Sword of Kaldra, you can remove all of those creatures from the game (that you deal damage to with it's built in Pestilence ability).  The trick is keeping your Wumpus in play.  Try an enchantment card that gives it protection from black.  If you are having trouble getting rid of those pesky white and green creatures that have pro: black, try Distorting Lens and then it's not a black source of damage so you can target them.  As far as creatures that cannot be targeted, this doesn't work.  Try Barter in Blood as a finisher.  The original combo submitted by Terence used Seige Gang Commander, but I felt it was limited.  This was a more efficient effect with the Wumpus.  Thanks, Terence, for the combo!  Sword_of_Kaldra.jpg (29928 bytes) Thrashing_Wumpus.jpg (24912 bytes)
Mindslaver - Mages Contest
This combo was found on the www.magicthegathering.com message boards, posted by Aneximines.  It's a killer two-card combo.  Mindslaver them and then during their turn, make them cast a spell.  Respond to it with the Mage's Contest.  Have them bid all their life and you no life.  An instant win.  The killer is the 9 mana you have to spend to do it.  Not bad, though!  Thanks for the combo Aneximines... and what is an Aneximines?  Hmmph.  mindslaver.jpg (29227 bytes) mages_contest.jpg (19055 bytes)
Relentless Rats - Desperate Research 
While I love rule breaking cards, I think WotC put too many in this block. If you ask me, they should have spread these cards amongst the sets to come.  But anyway, here's another: Relentless Rats.  If you want a one card combo with a deck packed with the rats, try Desperate Research.  You most likely will get 4 to 5 cards of Rats to put in your hand from this spell.  If you want to try another route... try using Mesmeric Orb and Patriarch's Bidding.  That will get a whole bunch of rats into play real quick.  How nostalgic this card is.. reminds me of the Plague Rat days.  
Steelshaper's Gift - Helm, Sword & Shield of Kaldra 
I'll like to see this deck concept make it to tournaments.  With the Steelshaper's Gift, you can get your cards out much faster so as to use the Helm's ability and bring a 100/100 indestructible, flying, trampling, morphing, killing, striking, big 'ol legendary avatar.  While, not quite.. but you can bring the Kaldra Legend into play much quicker if you have all the pieces by turn four.  Keeping your other pieces before you get the third still could be tough, even with the Gift.  Aren't there some equipment search Auriok in the block somewhere?  steelshapers_gift.jpg (38853 bytes) helm_of_kaldra.jpg (44362 bytes) Sword_of_Kaldra.jpg (29710 bytes) shield_of_kaldra.jpg (42487 bytes)
Goblin Charbelcher - Mana Severance [Goblin Recruiter]
partially submitted by Cory Nelson.
I will have a deck for this one soon.  With Mana Severance, you can remove all of your land cards (except one Mountain preferably) from the game.  With the Charbelcher, this translates into going  through most of your library in search for a land.  Once you find your land, count the cards revealed that are non-land and it does damage to your opponent equal to that number.  If you have one land in your deck, you could deal quite a bit of damage with the Belcher.  If it is a mountain, double that 'quite a bit of damage'.  Not bad.  If you don't like removing all your lands from the game... try Goblin Recruiter.  This way, you can stack your deck accordingly and still keep your lands.  Just make sure you have enough goblins to do a lot of damage! (Actually, all you need is ten goblins and a mountain!)  This part was submitted by Cory Nelson.  Thanks, Cory! Goblin_Charbelcher.jpg (24985 bytes) mana_severance.jpg (19266 bytes) goblin_recruiter.jpg (26224 bytes)
Joiner Adept - Useful Lands without mana abilities.
WotC says they will never print a land again without a mana ability.  However, there are several cards out there with useful abilities without mana abilities... all printed before they decided with would be a good thing for the game.  Take Maze of Ith for example, you can untap an attacking creature (including your own) but you can't produce mana.  This is great but not good enough.  Add Joiner Adept to the mix and now you can produce any color mana with it too.  It's a City on Brass minus the hurt with combat tricks.  joiner_adept.jpg (30589 bytes) bazaar_of_baghdad.jpg (22219 bytes) island_of_wak_wak.jpg (20543 bytes) maze_of_ith.jpg (20250 bytes)
Angel's Trumpet - Retaliate 
Aside from Nettling Imps and Walking Desecrations, what's a good way to force your opponent's creatures to attack so you can 'retaliate'?  Angel's Trumpet.  This is a strange uncommon from Urza's Legacy that I just didn't get the purpose of back when it was released.  Now it makes more sense.  Your opponent has to attack you unless he or she wants to tap out all of their creatures at the end of turn.  You see, those that attack don't tap to attack.  The trumpet is strange but perfect in this combo. angels_trumpet.jpg (21789 bytes) retaliate.jpg (43124 bytes)
Greater Harvester - Rancor 
This combo was emailed to me by Daniel Schultz.  With Rancor you have a consistent way to feed to Horror. For a green mana instead of a permanent, you can pay the Harvester's large cost.  The Rancor just keeps coming back and it gives your Harvester trample... which is a sure fire way to make your opponent sacrifice his or her permanents.  greater_harvester.jpg (43339 bytes) rancor.jpg (20030 bytes)
Starstorm - Shriveling Rot 
Shriveling Rot is a nasty card.  Starstorm for 1 and then cast Shriveling rot.  You can activate it's entwine cost or not, but either way you can clear the board and deal a lot of damage to your opponents.  This assumes you don't have  many creatures out.  This combo would work best is a red Sligh deck splashing red or a black control deck splashing red.  Enjoy!  starstorm.jpg (18425 bytes) shriveling_rot.jpg (29976 bytes)
Glissa Sunseeker - Memnarch 
Want to gain board control.  For just 3U and a Glissa to tap, you can destroy any permanent on the table.    glissa_sunseeker.jpg (21343 bytes) memnarch.jpg (43682 bytes)
Goblin Sharpshooter - Shriveling Rot 
Want to shock your opponent more than he or s