New "Infinity" Combos.
-- updated 2/11/08 |
Stonybrook
Schoolmaster - Intruder Alarm - Paradise Mantle |
  Infinite
Mana. Infinite Creatures. With all three cards in play, and the
Mantle attached to your Schoolmaster, tap the Schoolmaster to add one
mana of any color to your mana pool. His own ability will activate
and you will get a 1/1 blue Merfolk Wizard creature token. The
entry of this creature into play will activate Intruder Alarm and you
will be back at the beginning. Repeat for infinite creatures and
infinite mana. You can substitute
Paradise mantle for Ocular Halo for infinite card drawing or Drowner of
Secrets for infinite milling. You can even add Judge of Currents
for infinite life. The Merfolk seem to have infinite
possibilities... Submitted by YWN.
AlasterEisaroh, a Forum [Wizard], recommends adding
Supreme Inquisitor, Opposition or Glare of Subdual for more fun. |
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Weirding
Shaman - Bog Initiate - Mana Echoes |
  Infinite
creatures. Infinite Mana. Start with three Goblins
(including the Shaman), the Bog Initiate and Mana Echoes.
Sacrifice a goblin two generate two more goblins, adding 4 colorless
mana to your mana pool from Mana Echoes. Note that you have four Goblins
in play now. Use the Initiate to turn one of the colorless mana
into black mana. Now, sacrifice a Goblin token to generate two
more, using the mana you gain from the last round. Mana
Echoes will add 6 to your mana pool... and so on. Repeat for
infinite creatures and infinite mana. Submitted by YWN. |
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Guile
- Dovescape |
 Let's
see if I can explain this right. With both cards in play, play a
noncreature spell. Dovescape will counter your spell which in turn
will be removed from the game by Guile. Thanks to Guile, you can now
play that spell without paying its mana cost. You have to play it at
that time or lose the chance to play it ever again.
Now, if I understand this correctly, when you play it
again without paying its mana cost, it will again be countered by
Dovescape... and then removed from the game to be played again. This
will generate an infinite loop until you choose not to play the spell
again. This infinite loop will generate infinite creatures from
Dovescape.
Note: If I am wrong in my analysis of the card
interactions, please let me know. Guild's ability is a replacement
effect, but Dovescape will be the original cause of the replacement effect
and thus will still trigger the token generation. *crosses fingers*
Submitted by Kenneth Peltokangas.
Note: Multani's Prescence does NOT work with Guile
because Guile's ability is a replacement effect so the card is never
really countered. |
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Judge
of Currents - Aphetto Alchemist - Imagecrafter |
 Infinite
Life! How does it work? With all three cards in play, tap
Imagecrafter to make the Alchemist a Merfolk until end of turn. Now
tap Aphetto Alchemist to untap itself. This activates Judge of
Currents and gains you one life. Repeat this tapping and untapping
of the Alchemist and before you know it, you'll have an arbitrarily large
amount of life - i.e. Infinite Life.
Submitted by YWN. |
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Deathrender
- Mogg Fanatic - Enduring Renewal |
 Infinite
Damage! With all three cards in play and Deathrender attached to the
Fanatic, sacrifice the Fanatic to deal one damage to an opponent (or
creature). Because Enduring Renewal is a replacement effect, it
affects the Mogg Fanatic during the resolution of the trigger from
Deathrender. And thus, you can take that same Fanatic from your hand (that
just got there thanks to Renewal) and put it into play with Deathrender
attached to it. Submitted by Alex
Chaplin & Freezo.
Replace Mogg Fanatic with other creatures that
sacrifice for free with an effect for other types of infinity. |
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Rings
of Brighthearth - Time Vault |
 Time
Vault was errata'd in 2004 to limit the crazy infinite turns possible with
the original version of it. Now whenever you untap it, you still
have to skip a turn. So if you activate the Time Vault when you are
skipping your next turn, you skip your extra turn. However, if you use
Rings of Brighthearth to gain an extra, extra turn, you can gain infinite
turns. How? Let's see if I can explain this as to me it gets
confusing.
The Time Vault comes into play tapped. You
untap it during your next untap phase and skip a turn. However, you
can tap it to get an extra turn after this and duplicate it with Rings of
Brighthearth. So you gain two turns and lose one turn. So you
still get an extra turn. Use that turn and repeat the process.
You net infinite turns from this. Submitted by Aneximines.
Here's to hoping I explained this right... |
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Wren's
Run Packmaster - Elvish Aberration - Intruder Alarm |
 Infinite
Creatures! How it works: With all three cards in play, tap
the Elvish Aberration to add GGG to your mana pool. Use that mana on
the Packmaster to generate a token. The token will activate Intruder Alarm
and untap all creatures. Keep repeating this to generate infinite
creatures. As long as the Packmaster is in play, they all have
deathtouch. Not bad. You can always add more mana generating
creatures to this to generate infinite mana... but that's nothing new for
Intruder Alarm. Submitted by YWN. |
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Skeletal
Changeling - Haakon, Stromgald Scourge - Basal Sliver - Grapeshot |
 Infinite
Damage! Without the Grapeshot, this is in infinite loop combo
capable of super-high storm counts. With the Grapeshot your can deal
infinite damage. How does it work?
With both the Basal Sliver, Skeletal Changeling and Haakon in play, know
that the Skeletal Changeling is all creatures types so it is a Sliver and
a Knight. You can sacrifice the Changeling for BB. Then you
can use Haakon's ability to replay it from your graveyard with that two
mana. Repeat this as many times as you like and then follow up with
a Grapeshot for infinite damage. |
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Wanderwine
Prophets - Cloak of Mists - Summon the School |
 INFINITE
TURNS! How does this work? Enchant the Prophets with Cloak of Mists so
it will definitely deal some combat damage when attacking. In order
to get the extra turn, you'll need to sacrifice a Merfolk. To make
sure you have enough Merfolk keep playing Summon the School and then
recurring it from your graveyard by tapping four Merfolk. You'll
want to have about three to five Merfolk in play to keep this infinite
turns combo in motion. Submitted by Tekkactus. |
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Ceaseless
Searblades - Tidewater Minion - Fling |
 INFINITE
DAMAGE! Note this was partially submitted by Aneximines.
Tidewater Minion can tap to untap himself (itself really) as many times as
you like. Ceaseless Searblades get +1/+0 every time an activated
ability of an elemental is played. And thus, the two cards interact
to net your Searblades infinite power. Add Fling to the mix and
suddenly you can deal infinite damage to a target. Sounds like fun
to me.
Note that if Tidewater Minion isn't your cup of tea you could always add
Unnatural Selection and substitute the Minion for Seeker of Skybreak or
Aphetto Alchemist. As long as the creature can keep tapping itself
to untap itself, you are good to fuel the Searblades. Obviously,
you'll want to make it an elemental with Selection... |
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Iridescent
Drake - False Demise - Goblin Bombardment |
 Until
Wizards of the Coast gave the Drake errata, which reads "if you played it
from your hand...", this combo was an excellent way to make your opponent
cringe. The way it worked was that you enchanted the Drake with
Demise and then sacked it to the Goblin Bombardment. Because of the
ability on Demise, the Drake came back into play, and because the ability
on the Drake so did the Demise. You could repeat this combo until
you were blue in the face, or until you opponent died from Bombardment
damage. Too bad the combo no longer works.
UPDATE: 7/15/07 - The previously added
errata was removed. The combo works again! |
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Great
Whale - Recurring Nightmare |
 Great
Whale used to untap up to seven lands whenever it came into play from
anywhere, including the graveyard. So the trick was to get it into play
using less than seven mana. With seven lands in play, a Whale in the
graveyard, any other creature in play, and a Recurring Nightmare in hand,
a loop could be created. Tap all seven, spend three to Recur the Whale
into play, untap all seven, and spend three more to Recur the Whale back
into the graveyard. Now the board is in the same state, except you've
netted one mana. Repeat. With two Whales you can pull this off with only
four land. This combo was found on and quoted from
www.magicthegathering.com.
UPDATE: 7/15/07 - The previously added
errata was removed. The combo works again! |
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Sneak
Attack - Palinchron |
Palinchron
has errata on it. To specify,
www.crystalkeep.com
states the following:
The errata makes it so you only untap
lands if it comes into play by being cast from your hand. It does not
untap lands if put into play as the effect of a spell or ability, even
if it is put into play from your hand. [DCI Tournament Update
1999/03/01]
The way this worked when it was
legal: With several lands out, spend one red mana to bring out
Palinchron and untap 7 lands. Spend four mana to put it back into
your hand and repeat. Assuming you have floating mana left after
the first, you will build an insane amount of controlled mana which you
can use for just about anything.
UPDATE: 7/15/07 - The previously
added errata was removed. The combo works again!
|
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Locket
of Yesterdays - Artificer's Intuition - Sensei's Diving Top |
 With
Artificer's Intuition in play, you can search for Locket of Yesterdays.
Then play it and search for three Sensei's Diving Tops. One Top goes
to the graveyard and the other two can be used to play off each other for
free up to infinite times. This will jack up your storm count and
then you can use whatever Storm you want to finish off an opponent.
In the deck link, Brainfreeze is the card of choice. However, Grapeshot
works terribly well too. |
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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 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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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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Sol'kanar
the Swamp King - Enduring Renewal - Blood Pet |
 Here's
how this infinite life combo, submitted by YWN, works. With all
three cards in play, sacrifice Blood Pet to add one black mana to your
mana pool. Enduring Renewal will put Blood Pet back in your hand.
Cast Blood Pet with the black mana provided when you sacrificed him the
first time and Sol'Kanar will gain you one life. Repeat the earlier
action of sacrificing the Blood Pet and keep repeating this as many times
as you like to gain yourself infinite life. |
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Enduring
Renewal - Grapeshot - Wild Cantor |
 Wizard's
said themselves they were worried about Timeshifting Enduring Renewal for
the same reason Enduring Renewal was dangerous back in the day: infinite
combos. This time around those pieces are different: Grapeshot and
Wild Cantor. For those who didn't know, the old pieces were Goblin
Bombardment and 0cc artifacts (like Phyrexian Walker).
How it works: With Enduring Ideal in play, Wild
Cantor in play and Grapeshot in hand, Sacrifice Wild Cantor to add a red
or green mana to your mana pool. Enduring Renewal will return Wild
Cantor to your hand. Use the mana you generator from the Cantor
previously to cast it again. Repeat this infinite times. Then
cast Grapeshot to infinite damage.
[Enduring Plans] |
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