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Onslaught Block
Combos.
last updated
9/6/04 |
Long-Term
Plans - Brainstorm |
Was
Wizards of the Coast thinking when they gave blue this card? I
don't know. Well, with brainstorm, you can retrieve your
investment that same turn. The Long-Term Plans only makes the card
third from the top, so you can cast Brainstorm and draw three cards and
put any two from your hand back on top of your library. How's that
for a blue demonic tutor (for 2UU)? |
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Did
you know...? |
Did
you know the MDV DECK LINK, if located on the left of the description,
will take you to a deck using the combo. Not all decks are
centered around that particular combo. This offers you the
quickest way to find a deck to help you out with your own deck list.
If the MDV DECK LINK is to the right this means I am searching for a
deck for that combo or I am in the process of adding it to the database.
I encourage you not to copy any deck
on Magic Deck Vortex, but to use it as a reference for your own playing
style and group. Thanks for visiting magicdeckvortex.com.
|
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Skirk
Fire Marshall - Spirit Link |
Talk
about major life gaining. Say you have 10 creatures on the board
in a multiplayer game and Spirit Link on your Skirk Fire Marshall.
For each point of damage dealt, you gain that much damage. So 10
damage to yourself+10 damage to each other player+ so much damage to 10
creatures (lets assume each actually takes 3)... then you gain like 70
life (assuming about 4 players in the game). Nice, eh? |
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False
Cure - Congregate |
The
basic combo is False Cure - Congregate. Any other card that
generates creatures helps the concept out. Basically, Cast the False Cure followed by a Congregate
and target your opponent. Watch them quickly wither in life as you
deal 2 damage to them for each creature in play. Talk about a
dangerous combo. With the Breeding Pit or Nuisance Engine, you can
increase the number of
creatures in play which thus increases the damage you deal with the
combo. |
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Rotlung
Reanimator - Gravespawn Sovereign |
Rotlung
Animator is amazing. He aids your Sovereign Zombie Lord by feeding
his ability with Zombies. I would list the cleric to use in this
combo, but the only obvious one I will list is the Cabal Archon.
He is one the best controllable clerics with Rotlung Animator. |
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Sneak
Attack - Symbiotic Wurm |
Sneak
attack you Wurm and get a plethora of little insect critters.. and it
doesn't hurt that the Wurm is a 7/7 creature. |
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Biorhythm
- Evacuation |
During
your opponent's turn, evacuate all creatures. Then on your turn
cast a creature and play Biorhythm... your opponent dies and then you
survive with one life. If you don't know what it does, click on
the card! |
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Death
Match - Symbiotic Creatures |
With the Symbiotic Creatures like the Wurm, Elf and Beast you can sack
them (controllably with the Death Match) or with the advantage of your
opponent trying to rid you of your creatures. Then BAM! You
drop X Insect tokens into play and throw it back in their face.
Other creatures that work well with Death Match include Tetravus
and Pentavus. |
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Wrath
of God - Mobilization |
Remember
Counter-Post? Using this combo you are on your way to Counter Post
all over again.. but instead it would be called
Counter-Mobilization. Check out this
deck submission found on brainburst.com using this concept. Lots
of blue - lots of control! |
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Weathered
Wayfarer - Fetch lands or Urza's lands |
Weathered
Wayfarer is like the new Land Tax creature. Although you have to
tap it and pay a white mana, its still great. Use the pain lands
to keep your land count low in the beginning and keep using your
Wayfarer to keep fetching them. Note that you can search for any land, not just basic
land. Particularly, this works REALLY well with the Urza's lands
from Eighth Edition. |
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Erratic
Explosion - Draco / Worldly Tutor |
When
I first saw this card, I though EWW! That's stupid. When I
say this card I mean Kaboom or Erratic Explosion. Well... with the
proper spells you can search through you library for one of the most
expensive cards ever (like Draco) or the Winds... and then KABOOM!
You opponent won't know what hit him/her!!! Cards like Sage Aven
and Soothsaying help to find that expensive card too. Erratic
Explosion is like the deck version of random hand card: Pyromancy.
I like it a lot (Think English accent). =) |
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Astral
Slide - Cartographer |
Cycle
land... phase out Cartographer... at end of turn, return cycling land
back to hand.. cycle land during your opponent's turn... phase out
cartographer... repeat. This isn't the actual use of the card, but
the concept is there. Find creatures with cool comes into play
effects like Keldon Champion or the like and use this great card, Astral
Slide to combo with it! |
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Enchantress's
Presence - Words of Wind |
Play
an enchantment draw a card. Instead of drawing a card, return the
enchantment back to you hand or return an opponent's card to their
hand... repeat and rinse. |
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Mistform
Ultimus - Tribal Golem |
Would
you like to get the most use out of your Golem.. aka junk rare in my
eyes? Put him in a deck with the Mistform Ultimus. The
Golem's requirements are thus all checked ok for, and you now have a 4/4 trampling,
hasty, first striking, flying and regenerating golem! |
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Kilnmouth
Dragon - Temper |
I
can't say the Kilnmouth dragon is my favorite, but he definitely is a
big league contender in an all dragon deck. Splash a little white
and tap the Dragon to damage to itself. Then, temper it. Add
that many counters on it and start targeting your opponent on the next
turn. The deck link here links to a deck from the Temper
Temper deck building contest is 2003. |
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Stoic
Champion - Astral Slide |
This
is a no brainer if I ever saw one. Astral Slide may be good at
flipping over your Blistering Firecats or your Angels... but it works
well at the same time with the beloved Stoic Champion (which has awesome
artwork in my opinion). |
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Cloudreach
Cavalry - Suntail Hawk |
This
isn't really a combo as it is a synergy thing. First drop Suntail
Hawk. Second turn drop Cloudreach Calvary. It's nice on turn
two to get a 3/3 flyer in any game. |
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Caller
of the Claw - Wrath of God |
Wrath
of God and sweep the board clean (except indestructible) and then cast a
Caller of the Claw. All of a sudden you have a mini army of bears
for each creature destroyed. Not bad. |
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Withered
Wretch - Gravestorm |
It's
always nice to have two cards in the same deck that help each
other. Or sometimes it's good to just have a chump blocker or
beatstick on your side that assists another card drawing engine.. like
Gravestorm. Withered Wretch is the best.. and even better with the
storm. |
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White
Knight - Mind Bend |
Sleight
Knight is deck that revolves around the concept of this combo. It
is quite crippling against any mono-color deck. Your opponent is
playing green... cast mind bend on the Knight to give it Protection from
Green. Same for red, blue, white, black.. etc. Any
color. Any protection. |
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Stifle
- Final Fortune |
Since
Stifle can counter all triggered abilities and the delayed ones, this
little combo gives you an extra turn for a net mana of three (converted,
of course). Its a Time Walk for three times the mana. I
think combined with some card drawing spells and some damage dealing
spells, you could have a basis for a great deck. Combine it with
Paradigm Shift and Soldevi Dagger... you could possible get infinite
turns. I'll have to work on that one. |
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Sphere
of Law - Sulfuric Vortex |
Any
card that says Vortex is a favorite of mine (a.k.a. Mana Vortex, Energy
Vortex, and now Sulfuric Vortex). Anyway, a good way to keep the
Vortex on your side is to have Sphere of Law in play. Suddenly you
have a stable combo that deals 2 damage to your opponent every turn...
and they can't do anything about it since they can't gain any life
either. You just have to figure out a way to keep the creatures
from attacking if they are not red. |
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Ark
of Blight - Junk Diver or Goblin Welder |
Land
destruction has never been any more accessible to all the colors.
You can use Ark of Blight in white, blue, green, red AND black.
Want a control white land destruction deck.. add Ark of Blight.
Or, you could just use maybe an all artifact deck and recursive cards
like Junk Diver to retrieve it again and again.. or in a red deck using
Goblin Welder and Thopter Squadron to use it over and over. Ark of
Blight could be one of the more useful artifacts found in the Onslaught
block (not including Slate of Ancestry, of course!) |
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Pariah
- Dawn Elemental or Zealous Inquisitor |
Lockdown
at its best. You don't want to take damage from anything,
eh? Lay down a 4 mana creature with flying (and which is an
Elemental mind you) and enchant him with Pariah. You have a damage
lockdown. All damage is prevented on the Dawn Elemental and yet
all damage dealt to you is now dealt to the Dawn Guy. If you want
something a little more versatile, throw the Pariah on a Zealous
Inquisitor. They won't ask any questions when you throw it back to
your opponent for just two mana. |
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Reward the Faithful -
False Cure |
Scenario: You
have Akroma out in play. That's what, eight mana? Now you
cast False Cure. Okay.. typically your opponent would expect to
see Congregate or something else like Life Burst. No, you
have something even cheaper. And let's also say in this scenario
that you are playing a group game against 3 others. For only ONE
MANA, you can now cast Reward the Faithful and target all three of your
opponents and deal 8 damage to each of them! Nice.
|
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Treetop
Scout or River Boa - One with Nature |
Green
beatdown has become a little more efficient. Imagine if you had
One with Nature back in the days of the River Boa. I think those
damn blue control freaks would have had to deal with a bit more speed
than they ever anticipated. A good mix in the current scene is the
Treetop Scout and One with Nature. Many opponent's won't have that
flyer they need in the first few turns. In return, you deal your
damage since the Scout can only be blocked by flyers and your opponent
watches you accelerate your mana base. |
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Wirewood
Channeler - Ambush Commander (Pemmin's Aura) |
Warning!
Warning! This combo will cause you many mana aches if you can't
use it (unless of course you have Upwelling in play). Watch
your Priest of Titania and/or Wirewood Channeler get a shot of Ephedrine
as you cast Ambush Commander. Essentially, all of your forests are
now Elves.. so your Mana Channeler now produce that much more mana with
a tap (equal to all your forests in play and you natural elf
creatures). What's not to like about this one.. except for an
Engineered Plague. |
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Sneak
Attack - Torrent of Fire - Dragon Tyrant |
Sneak
Attack was a great card. It's equivalents in the current scene
aren't as efficient. But picture this combo. You have Sneak
Attack in play and six mana available to you. Your opponent is
tapped out and you use the Sneak Attack to bring your 10 mana Dragon
Tyrant into play. Then you cast Torrent of Fire and deal 10 damage
(since the Tyrant is obviously your most expensive card in play) to your
opponent. True, you have to sac your Dragon but 10 damage for
technically six mana is nothing to ignore. Of course, Draco
would be 16 damage. |
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Carrion
Feeder - No Rest for the Wicked |
This
little combo is similar to the Nantuko Husk combo with No Rest for the
Wicked. Beaf up your little carrion Zombie with your other
creatures in play and then use the No Rest for the Wicked to return all
those creatures back to your hand. Good card advantage I
think. Then, you can make your deck a Zombie deck and add Ghastly
Remains for even more fun. Watch your opponent cringe as you cast
a 6/6 Ghastly Remains for only three mana (as you just revealed the 6
cards your sacked to the Carrion Feeder...) |
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Forgotten
Ancient - Triskelion |
I
cannot begin to tell you how excited I was about the Forgotten Ancient
card when I first saw it designed by Wizards and the masses of people
who flock to their site. Forgotten Ancient is like gas to a car
(which is the Triskelion). 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. I would love to see what a Triskelion looks like
with 10 +1/+1 counters on it... does that mean it would have 10
arms? |
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Silver
Knight - Aether Flash or Powerstone Minefield |
Silver
Knight is the better creature to add to your white-red Aether Flash or
Powerstone Minefield deck. With regard to the Silver Knight, I am
very surprised to see that Wizards of the Coast didn't print this guy
sooner?! I mean, come on, what made red so much better than black
where white got a knight against black and not against red? Well,
anyway, what's nice about this combo is that the Silver Knight is
impervious to the damage dealt by the Flash or the Field since it is a
red source of damage in both cases. |
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Alpha
Status - Squirrel Nest or Breeding Pit |
To
show how good of a card Alpha Status can be, check out Squirrel Nest and
Breeding Pit. Say you have one of these guys in play several
turns, and you have say 7 Thrulls or squirrels in play. Your
opponent won't know what's coming until you cast Alpha Status on one of
your little 0/1 or 1/1 creatures and all of a sudden they could take on
the Krosan Cloudscraper becoming a 12/13 or 13/13 creature! Throw
in the Rootwater shaman
and you have some extreme surprise tactics. |
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Chain
of Smog - Metrognome or Dodecapod |
With
this combo, your opponent won't know what hit him.. until the next
game. Anyway, your
opponent is clueless until he throws the Chain of Smog effect back at
you and walla... instant Gnome generation on your side of the
board. Now, those little gnomes are extremely valuable.. but with
the right cards to back up this combo.. you could be in business.
This concept works well with Dodecapod as well. |
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Wheel
and Deal - Phyrexian Tyranny - Megrim |
Here
is a combo submitted by Alexander Wiseman. Wheel
and Deal can do more than make you an ally or two in a massive chaos
game. Played with Tyranny on the table and a bunch of tapped-out
enemies, the light beer ---- read "watered down" ---- Wheel of
Fortune wannabe can deal up to 14 damage to each player. Then, why
not add Megrim into the scene and deal two damage for each card they
discard. Talk about a nasty discard engine. What's nice
about the Megrim is that it shares a color with the Phyrexian Tyranny
(black). Thanks Alexander for the bonus card in this combo! |
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Read
the Runes - Abundance |
Read
the Runes is a great card. In combination with Abundance, you
wouldn't have to discard a card or sacrifice a permanent because the
ability on Abundance is a replacement effect. Let's go to Rune
Horvik's column on www.magicthegathering.com
where he explains simply in one sentence. "The "for each
card drawn"-clause means you won't have to discard or sacrifice
unless you did actually draw a card (Abundance and the Words from
Onslaught can replace "draw" with another effect)." --
Quoted |
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Dreamborn
Muse - Upheaval |
You
want to have a lot of mana available for this one. Have both cards
in your hand and cast Upheaval. But, before you do float enough
mana to cast the Muse. Once Upheaval resolves, cast the
Muse. During your opponent's turn he will be shocked to see half
or more of his or her library go to the graveyard. |
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Sulfuric
Vortex - Transcendence
submitted by
Draw1Jeff via email |
Since
you can't gain life with the Sulfuric Vortex, you cannot be killed by
losing life with the transcendence card. Hence, with that card you
would gain life instead of losing it whenever you would lose life.
Basically, unless your opponent can disenchant one of both of them, this
combo spells 'you lose' for its controller as the vortex will keep
plugging away at your opponents. Thanks, Jeff, for the excellent
lockdown combo. Now I have to start working on a deck for this
one. |
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Seedborn
Muse - Words of Worship |
This
Muse is a beauty.. or at least a good card drawing engine.
Unfortunately, it is not optional and you pay life for each card you
draw. Why not replace a few draws with the Words of Worship
ability and gain life to compensate. It's swell. |
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Day
of the Dragons - Disenchant |
According
to www.magicthegathering.com,
if you disenchant the Day of the Dragons as the card goes on the stack,
all of your creatures are removed from the game and you get to keep your
5/5 flying dragons. Let's say you have 10 Saproling creatures in play and you pull this combo off. Now you have 10 5/5
red flying dragons... too bad they don't have haste. |
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Weaver
of Lies - Aphetto Runecaster - Master of the Veil |
| Find
some cheap morph costed creatures and use the Weaver of Lies to turn
them face down (assuming they were face up before). Then, use your
Master of the Veil to turn the Weaver of Lies down again. Repeat
over and over and watch your Runecaster draw you many many cards.
The Aphetto Runecaster is also a solid 2/3... so he can dodge the damage
of a shock or Firebolt. |
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Sliver
Overlord - Imagecrafter |
| The
ultimate control combo. Sliver Overlord must be one of the most
expensive cards in the set (in terms of how much money you will have to
pay to get your hands on one outside of getting him in a new
pack). Use the Imagecrafter to turn one of your opponent's
creatures into a sliver and then pay three colorless mana to take
control of it. Any you can do this as many times as your can
Imagecraft your opponent's creatures. Did I mention this ability
doesn't end at the end of the turn? |
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Pemmin's
Aura - Arcanis the Omnipotent |
| Pemmin's
Aura is a broken card already. One suggested use for it would be
Arcanis. It's been a long time since you could draw three cards
for one blue mana. This combo could net you a win or two or three
or more. Other cards that would work well with the Aura are Kamahl
(red), Prodigal Sorcerer, Aphetto Alchemist, and even Visara the
Dreadful. Have fun! |
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Imagecrafter
- Misery Charm |
Does
your opponent have that Krosan Colossus out? Can't get rid of
him. How about a one point terror? If you have Imagecrafter
out, change his creature type from beast to cleric and BAM! Cast
misery charm and he is DEAD as can be. On a another note, the Imagecrafter
works wonders with the Riptide Biologist and non-flying creature. |
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Seedborn
Muse - Pingers |
| A
weaker version of Intruder Alarm but better because it only affects
permanents you control, is the Seedborn Muse. Combines with cards
like Prodigal Sorcerer, Jeska, Warrior Adept and Kamahl, Pit Fighter...
you are in business. You are now able to accelerate you win rate
by doubling the damage each round (or sooner if you are playing a
multiple player game). Think of the possibilities in a 6 player
group! |
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Unstable
Hulk - Final Fortune |
| This
combo works similar to the Final Fortune - Eater of Days combo.
Say you flip over your Hulk to make it an 8/8 trampling fool. Cast
Final Fortune to take an extra turn after this one but since you skip
it, you don't lose the game. This is a really bad combo since it's
costing you 7 mana to give your Hulk +6/+6 and trample.. but hey.. it's
still a combo! |
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Fierce
Empath - Pyromancy |
| Train
of thought... I cast Fierce Empath. I search library for
Draco. I cycle card (assuming I have astral slide) and then slide
the Empath. I spend three mana and discard my one card randomly to
the Pyromancy and deal 16 damage. When the Empath comes back into
play, I do the same thing except this time I search my library for Dragon
Tyrant. I spend three mana and Pyromancy the Tyrant for 10 damage
to my opponent. I win. |
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Life/Death
- Aggravated Assault |
| Okay...
you have Aggravated Assault in play and you draw Life/Death. Cast
Life Death and attack with all but five lands. Tap your five lands
to untap all creatures and attack again... then attack with all but five
lands. Repeat this wonderful cycle until you've won. Fun
stuff. |
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Grafted
Skullcap - Dreamborn Muse |
| This
was submitted differently, but I really liked the synergy of these two
cards. Keep yourself from suffering the effects of the mill-deadly
Muse by keeping your hand empty. If you want to make this an even
deadlier combo add Pulsemage Advocate to the mix to not only increase
your creature count, but to watch cards fly from your opponent's library
into his or her graveyard. Thanks Craig Walmlsey. |
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Grand
Melee - Wave of Indifference |
| Grand
Melee and Wave of Indifference are a nice little team for mono red
decks. Grand Melee forces all creatures to attack and all
creatures to block (if able). You have to attack on your turn if
Melee is in play.. so attack. But before you do... cast Wave of
Indifference on all of your opponent's creatures making them 'unable' to
block. We'll call this combo:
"Tidal-Krakeness". |
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Convalescent
Care - Necropotence |
| Necropotence
yourself down to say 5. Then at the beginning of your next upkeep
you gain 5 life and draw another card. Do it again.
Convalescent Care is like Unleaded Gasoline for your deck... kind of
expensive, but keeps you moving.
|
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Aurification
- Grand Melee |
| Here
is a combo submitted by "Hacker". With Grand Melee out
your opponent is forced to attack with everything. When he/she
does, take the damage (assuming you can) and then all of your opponent's
creatures become tapped and are no longer attackers (since they are
turned into walls). You attack all out next turn and deal your
damage and now your opponent cannot attack you with anything since their
creatures are all walls. Nifty but expensive. |
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Overwhelming
Instinct - Gustcloak creatures |
| Attack...
don't attack.... Attack... don't attack... but draw a card every
time. Nice little white - green combo using the new mechanic of
green's (taken from blue). Onslaught has yet to not amaze me (aside
from the Break Open card in red)! |
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Ironfist
Crusher - Sandskin |
| Here's
another obvious one. I am sure you all picked this up at the
Sealed Drafts at your local hobby shop when Onslaught first came
out. Nonetheless... it is extremely useful. Your Ironfist
Crusher can block any number of creatures and none of them can kill him
(unless they got some burn). To really make him useful give him
flying too. Then you have a barrier that is almost
unstoppable. |
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Shifty
Doppelganger - Symbiotic Wurm (Overrun) |
| This combination of
cards would most likely be found in a UG deck with hopefully a first
turn birds. If so, on turn two you can cast your Shifty
Doppelganger, then next turn use it for a Symbiotic Wurm. At the
end of that turn, you sack the Wurm for the Doppelganger again... and
then you have seven(7) 1/1 creatures in play. Nice. Follow-up with
an overrun or something similar and you most likely have the game.
Thank you for the combo submission, David! |
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