New "Infinity" Combos.
-- updated 8/23/09
Discuss and Post Infinite Combos Here.
Caretaker - Anger - Deathgreeter
Life - How it works: Start
with one Hell's Caretaker in the graveyard, Anger in the graveyard, one
Hell's Caretaker and Deathgreeter in play (and a Mountain in play).
Tap the Hell's Caretaker and sacrifice itself to return the Hell's
Caretaker already in the graveyard to play. Because it has Haste
you can tap it, sacrifice itself, and return the other Caretaker to
play. Repeat this as many times as you like, knowing that each
time you do this you can 1 life from Deathgreeter. Infinite Life
for the win! An easy way to get the cards into your graveyard is
Helix - Wurmcalling - Rude Awakening
Creatures - How does it work? Imprint both Wurmcalling and Rude
Calling on the Helix. Whenever you play Rude Awakening you get a
free 0/0 Wurm Token. That's not the point. The point is to
play Wurmcalling with Buyback. Each time you play Wurmcalling, you
get a free Rude Awakening which you want to use to Untap all of your
lands so you can reply Wurmcalling (again with Buyback). Keep
doing this to get infinite creatures and infinite Storm Count.
of Dementia - Deathrender - Warren Pilferers - Gravedigger
Mill - How is works: Start with Altar, Deathrender and one of the above
creatures in play and
the other in hand, and with Deathrender attached to the creature in
play. Let's assume the Pilferers are in play and the Gravedigger
is in your hand. Sacrifice the Pilferers to Altar of Dementia,
milling some cards in the process. Deathrender's ability triggers
and you can put a creature card from your hand into play with
Deathrender attached to it. Put Gravedigger into play. The
Gravedigger returns the Pilferer to your hand. Now sacrifice the
Gravedigger to the Altar (milling cards in the process) and
Deathrender's ability goes on the stack again. This time put
Pilferer into play and target the Gravedigger (to return to hand).
Repeat this as many times as you like, milling your opponent down the no
cards in the process.
of the Meek - Thopter Foundry - Time Sieve
Turns - How it works: With all three cards in play, sacrifice Sword of
the Meek to the Thopter Foundry. Thopter Foundry makes a 1/1 blue
Thopter artifact creature token with flying. Sword of the Meek
returns to play equipped to the Thopter (for free). Sacrifice the
Sword of the Meek again and repeat this at least five times. Note you
will need at least five mana producers in order to make this work.
Once you have accrued five tokens, sacrifice them to the Sieve and Take
an extra turn after this one. Next turn rinse and repeat for
infinite turns. How you win with those turns is up to you.
Note that you will also be gaining life every time you make a Thopter
Traitor - Genesis Chamber - Phyrexian Altar
mana - How it works: Have all three cards in play. Sacrifice
Nether Traitor to the Phyrexian Altar and add a black mana to your mana
pool. Genesis Chamber will create a 1/1 Myr token. Sacrifice
that token to the Altar and add another black mana to your mana pool.
Because the Myr token hits the graveyard, you have an opportunity to
return the Nether Traitor to play for one black mana. Do that,
note that you have one black mana floating. Rinse and Repeat for
Infinite mana --
If you decide not to sacrifice the
tokens the Genesis Chamber makes, you can achieve infinite creatures
instead of infinite mana.
Mirror-Breaker - Pestermite
Creatures - How it Works: With both cards in play, tap Kiki-Jiki to make
a token copy of Pestermite. When the Pestermite comes into play,
untap Kiki-Jiki. Keep tapping Kiki-Jiki to make more and more
Pestermites until you reach infinite if you like. Since all of
these Pestermites have haste, you can attack all out for infinite
Ancients Tread - Sharuum the Hegemon x 2
Damage - Here is who it works: With one Sharuum in the graveyard,
one Sharuum in hand and Where Ancient Tread
in play, play Sharuum. When she comes into play, target the
Sharuum in your graveyard to return to play. From here, I'll quote
Drathro from his article about Sharuum:
A little primer on bringing multiple Sharuum the Hegemons
in play: When you bring a second Hegemon into play, two things happen. First,
state-based effects are generated and resolved, which means the two Legendary
Sphinxes both go to the graveyard. It is only after all state-based effects have
been resolved that triggered effects are put on the stack. Guess what - that
means that the triggered comes-into-play (CIP) ability of the second Hegemon can
target either of the Sphinxes that just went to the graveyard. If you want to,
you can always bring the last Hegemon back to play.
And thus you can keep returning the Sharuums
infinitely, creating a loop of sorts. In the meantime, Where
Ancients Tread is dealing 5 damage to a target each time a Sharuum comes
into play. For Infinite Damage!
Broker - Lotus Vale - Telekinetic Bonds
Milling - How does it work? With all three cards in play, tap the
Broken and target your opponent; they will draw two and then discard
two. With two triggers on the stack for Telekinetic Bonds, tap the
Lotus Vale and make three blue mana. Use two blue mana to untap
the Vale with the first Bonds trigger. Tap the Lotus Vale again
and make three more blue mana (4 in pool). Pay 1U to untap the
Broker with the second trigger. You have two blue mana in your
mana pool and the Broken untapped, Vale tapped. Proceed to tap the
broker, untap the vale, tap the vale, untap the vale, untap the broker,
etc. Repeat for infinite milling.
New "Infinity" Combos.
-- updated 3/12/09
Discuss and Post Infinite Combos Here.
Steelshaper - Ashnod's Altar - Oathkeeper, Takeno's Daisho
your favorite color is white, then this infinite mana combo is for you.
Or, if your favorite color is still white but infinite mana isn't
really your thing, just fast-forward to the next infinite section and
look for white again there.
Anyway, the combo. Have these three cards on the table, along with any
other random samurai. Even a simple Devoted Retainer suffices. Pay 1 and
equip Oathkeeper to that samurai (thanks to Auriok Steelshaper).
Sacrifice the samurai to Ashnod's Altar, and watch it come back to play
thanks to Takeno's Daisho. Use one mana from the two Ashnod's Altar gave
you, and repeat. And people said it was black that liked to kill its
minions over and over again... (YWN)
- High Tide or Extraplanar Lens
you prefer blue, then look over here instead. After all, it was this
combo Kai Budde used to win GP Vienna in 1999.
You need at least 7 islands in play in order to start the combo. Tap one
of them and play High Tide. Tap the rest, play Palinchron (untapping all
your lands), and activate his ability to return it to your hand. You
have one mana left now, but all your lands untapped. Then tap them all
again, play the Palinchron again, and return it to your hand again! And
again! And again! And again! Until you have enough mana to play a big
Stroke of Genius on your opponent. (Have some cards buddy!) (YWN)
Traitor - Genesis Chamber - Phyrexian Altar
black's more your thing, look no more. These three cards will provide
you all the mana you'll ever need. Plus, none of them cost more than 3
mana, so you can theoretically pull this combo off at turn four, or three
with proper acceleration.
Basically, you'll need the Chamber and the Altar in play, the Traitor
either in play or in your graveyard, and another creature in play (which
you can get via the Genesis Chamber itself). If the Traitor is in play,
sacrifice it to the Altar. Then, sacrifice the other creature to the
Altar as well, pay one black mana (the one you got from the Altar), and
return the Traitor to play. This will trigger the Genesis Chamber, which
will give you another token. You're now back at the beginning, except
with one more black mana in your mana pool. Keep doing this until you
have enough mana to play a monstrous Drain Life, or if you want to be
original, an Howl from Beyond, targeting your Traitor, which
conveniently has haste and shadow. Go get 'em cowboy! (YWN)
Mirror Breaker - Composite Golem - Sword of the Paruns
should have already figured out red would go here, no? Anyway, what this
combo may lack in cheapness, it compensates with utility. With this
combo, you can create any amount of mana of any color you wish.
Basically, have all three cards in play, Sword of the Paruns equipped on
Kiki-Jiki. Tap the Mirror Breaker, and break a mirror—I mean, make a
copy of Composite Golem. Sacrifice that copy, and use three of those
five mana to untap Kiki-Jiki, thanks to the Paruns' Sword. And break—I
mean, repeat. (Wait just a minute, I thought breaking a mirror meant 7
years of bad luck... Use this combo at your own peril!) (YWN)
Elder - Maze of Ith
green-lovers would rather take a look at this one. But before I explain
the combo, there's something you should know about Maze of Ith. When you
play its ability on a creature, it doesn't remove it from combat. It
untaps the creature, it prevents all damage that would be dealt to it
and all damage that it would deal, but it doesn't remove it from combat.
So it's still an attacking creature, and can still be blocked by other
creatures, even if it won't engage in combat with them. This means that
you can use the Maze on an attacking creature, block it with a
Cockatrice, and kill that creature.
Anyway, the combo. Commence your attack phase, and declare Argothian
Elder as an attacker. Tap Maze of Ith, and untap the Elder. Tap the
Elder, and untap the Maze and another land you control. Tap that land
and the Maze, get one mana and untap the Elder. Tap the Elder, and untap
the Maze and that other land. Tap that land and the Maze, get one more
mana and untap the Elder. Well, you can continue the rest. Just don't
forget that you'll need to use that mana in your attack phase, or you'll
get mana burned and die. A nice little Upwelling solves that problem
Construct - Thran Dynamo - Toymaker
you're colorblind or prefer to play with no color at all, try this one
instead. Sure, it's not the almighty Metalworker + Voltaic Construct
combo, but we need to be original, don't you think? And who actually
owns four copies of Metalworker anyway? (Not that we wouldn't like it...
Basically, use the Toymaker to turn your Thran Dynamo into an artifact
creature, making it a legal target for Voltaic Construct to untap. So,
tap the Dynamo-that-is-now-a-creature for three colorless mana, use two
of them to untap it, tap it again for another three mana, use two to
untap it, and so on and so forth. Trust me, you'll get enough mana to
buy a new house in no time. (YWN)
Spiritualist - Shuko - Starlit Sanctum
one isn't all that complicated. Pay 0 and attach Shuko to your Daru
Spiritualist. Congratulations, you just gave him +0/+2! Pay 0 again, and
attach it again to the guy to give him +0/+2 again! But now you say,
"Wait a minute, but Shuko is already equipped on the Spiritualist!" That
is correct, but that doesn't mean you can't target him again with the
equip ability. Nothing will happen from it, both the creature and the
equipment will stay exactly the same, but Daru Spiritualist's ability
WILL trigger since he was, in fact, the target of an ability. Repeat
this process any number of times, and then sacrifice your Spiritualist to
You can replace the
Shuko here with Lightning Greaves, but then you'll need another creature
in play (any one will do) since the Greaves make your creature
untargetable, making it impossible to use the ability on it again. (YWN)
Researchers - Fool's Demise - Life Chisel
An infinite life combo in blue? MADNESS!! Using a really obscure card
from Legends that no one really has or even knows about?? MAAAADNESS!!!!
To get your infinite load of tasty life points, have in play Life Chisel
and Academy Researchers with Fool's Demise on it (which should be easy,
thanks to the Researchers' built-in ability). When you do and it's
finally your turn, don't go greedily drawing your card as soon as you
untap. It'll be during your upkeep that the fun ensues (mainly because
of the Chisel's restriction). Basically, sacrifice the Researchers,
gaining 2 life and triggering both abilities of Fool's Demise. This will
return the Demise to your hand and the Researchers to play, where its
ability will put the Demise back on them again. Repeat the process again
and again, for great justice. (YWN)
the Desecrator or Corpse Dance - Composite Golem - Scrapheap
night's a good night for necromancy. Isn't that right Nighteyes?
...okay, he's not really in the mood to talk, but it was never really
words we wanted from him anyway.
When you manage to flip Nezumi Graverobber, have Composite Golem and
Scrapheap in play with him. Sacrifice the Golem to get 5 shiny manas, as
well as 1 life thanks to the 'heap. Use those five manas to bring the
Golem back to play (good boy Nighteyes,) and repeat it all over again.
If flipping Nezumi Graverobber is too much work for you, try Corpse
Dance instead. The result will be essentially the same. (YWN)
of Kher Keep x 2 - Dragon's Claw - Cloudstone Curio
I know. Even though this combo is in this red section, it can actually
be used in ANY deck, even one using no other red cards or mountains at
all. But YOU try to come up with an infinite life combo in red! (Yes,
this is a challenge.) I mean, not even Planar Chaos went far enough to
give life gain to red... But, since this combo DOES use red cards,
better here than in some creepy basement.
The combo is pretty simple. All you have to do is keep playing and
replaying the 0-mana-costing Kobolds (thanks to Cloudstone Curio), and
gain 1 life every time you do (thanks to Dragon's Claw). See? You can't
get anything simpler than that! In fact, this combo's explanation is so
simple and short that I have to write this useless text here to make up
for the lack of interesting stuff to say. Well, I believe this suffices,
on to the next color! (YWN)
- Zuran Orb - Crucible of Worlds
The combo. When you have all three cards in play, sacrifice a
land to Zuran Orb to gain 2 life. Replay that land (thanks to the
Crucible and Fastbond), and start over. Even though you receive 1 damage
per land played this way, you gain 2 life when you sacrifice that same
land, so you can still reach infinity.
As a side note, you can also get infinite creatures with this combo if
the land you use is Gods' Eye, Gate to the Reikai, infinite scries (not
the magazine) if the land you use is New Benalia, and
not-really-all-that-infinite Plains if the land you use is Flagstones of
Trokair (depending on how many there are in your deck). (YWN)
Ironworks - Scrapheap - Myr Retrievers x 2
the anti-socials who don't like anything colored, infinite life is also
achievable. Not that there's anything wrong about being anti-social, I
just wonder what would they want infinite life for...
When you have all cards in play (it's okay if one of the Retrievers is
already in your graveyard), sacrifice a Retriever to the Ironworks and
use its ability to... well... retrieve the other Retriever. (I get the
feeling you're going to read this word once, perhaps twice more than
you'd like in a day...) Gain one life from the Scrapheap, and play the
Retriever again using the mana you got from the Ironworks by sacrificing
the previous Retriever. Once that Retriever's in play, sacrifice it (I
mean the Retriever) to the Ironworks, and retrieve the other Retriever
in your graveyard, namely the Retriever you used previously to retrieve
the Retriever that you're using now to retrieve that Retriever. Keep
sacrificing and retrieving these Retrievers over and over again, and
you'll attain a life total equal to the life total you had before you
started all this retrievage plus the number of Retrievers you retrieve
this way. (Retrieve. Sorry, I just couldn't resist.) (YWN)
Renewal - Genesis Chamber - Phyrexian Marauder or Shifting Wall
As for the white-lovers in here, have both Enduring Renewal and Genesis
Chamber in play, preferently untapped. Play either a Phyrexian Marauder
or a Shifting Wall, making sure you set the X to zero. When state-based
effects are checked, it will die (since it has 0 toughness), but not
before it triggers Genesis Chamber's ability. The Chamber will create a
1/1 Myr token, and the Enduring Renewal will return your X-mana-costing
creature to your hand, ready to start the cycle anew. (YWN)
Alchemist - Intruder Alarm - Summoning Station
Blue mages find a better bargain in here. Be not scared of the
7-mana-costing artifact we'll be using here, since blue is, after all,
the color of stalling. And of Tolarian Academy.
When you have all the pieces in play, do the immensely painful task of
tapping the Summoning Station to put a Pincher token into play. That
will cause all creatures to untap, thanks to Intruder Alarm. And now,
tap Aphetto Alchemist (yes, I know it is excruciating, but don't give up
now, we're already half-way there!) to untap the Summoning Station (just
a little bit more, we're almost there!), and repeat it all over again a
few thousand times! (Err... I didn't say anything.) (YWN)
Butcher x 3 - Genesis Chamber
mana users prefer to combo creatively. Or at least so says Phage. Even
if it wasn't really 'combo' what she meant...
In any case, have a Genesis Chamber in play. Play a Faceless Buddy and
remove a random creature from the game (if there are any, but it doesn't
really matter to the combo). Then, play another Faceless Buddy, removing
from the game the other Buddy you just played. When that's done, play a
third Buddy, targeting the Buddy in play. Now watch what happens: You
remove Buddy #2 from the game, which returns Buddy #1 to play, which you
use to remove Buddy #3 from the game, which returns Buddy #2 to play,
which you use to remove Buddy #1, which returns Buddy #3, and so on and
so forth. And while they dance in and out of play, Genesis Chamber just
stays there making tokens. That a boy Chamby!
Faceless Devourer can replace Faceless Butcher, but you either use three
Devourers or three Buddies, two of one and one of the other won't work.
Echoes - Myr Matrix
players rather do it quickly. So here you have it, an infinite combo
using only two cards.
Have both in play and create a token with Myr Matrix. Use the mana that
Mana Echoes gives you to help pay for another activation of the Matrix,
until you can do it without any help. When you do, go infinite! And
although it wasn't intended, you can go infinite not only in terms of
creatures, but also in mana. Just pretend you can't and use this solely
as an infinite creature combo, savvy? Oh, would you look at that, more
filler text! Guess I should have made this combo description a little
bit larger after all. Fortunately it will end right about... Now! (YWN)
- Rude Awakening - Spellweaver Helix
like it big. And what could be bigger than Wurms? Get your land-fetching
spells ready, because we're going to summon Wurms!!
First you need to set up the combo. Throw a Wurmcalling and a Rude
Awakening in your graveyard, and imprint them both in Spellweaver Helix.
Now play another Wurmcalling, setting the Wurm size to whatever pleases
you. Just be sure to pay the buyback cost as well. By playing
Wurmcalling, Spellweaver Helix will trigger, allowing you to play Rude
Awakening for free. Then do it! Untap all your lands, get a Wurm token,
and your Wurmcalling back in your hand, ready to be played again!
Infinite Wurms, what's there not to like it?? (YWN)
Ironworks - Genesis Chamber - Myr Retriever x 2
finally, colorless mages know that you don't need to get new cards to
get new results. (Not that most other combos here can't be tweaked to
better accommodate your needs, mind you.)
When all these cards are in play (it's okay if one of the Retrievers is
already in your graveyard), sacrifice a Retriever to the Ironworks and
use its ability to... well... retrieve the other Retriever. (Why am I
sensing a weird déjà-vu feeling here?) Play the Retriever again using
the mana you got from the Ironworks by sacrificing the previous
Retriever, and get a 1/1 Myr token completely free of charge, thanks to
Genesis Chamber. After that, sacrifice the Retriever in play to the
Ironworks (I mean the Retriever you previously retrieved using the
Retriever that's now in your graveyard) and retrieve the Retriever
that's in your graveyard, which you used to retrieve the Retriever
that's now retrieving that same Retriever. Keep doing this over and over
again until you have enough tokens in play for them to make a soccer
tournament among themselves, including audience, arbiters, and
reporters. (Retrievers not included.) (YWN)
Renewal - Ornithopter - Blasting Station
have all three pieces neatly in play. Sacrifice the Ornithopter to the
Blasting Station, dealing 1 damage to any one target. However, Enduring
Renewal will make your Ornithopter go back to your hand, rather than
stay uselessly in your graveyard. Thank Enduring Renewal properly and
play your Ornithopter again, thus untapping the Station. Repeat, repeat,
Sorcerer - Ophidian Eye - Mind Over Matter
this deck is only "infinite" as far as your library has cards in it, you
can make it actually infinite by putting one copy of either Legacy
Weapon or Darksteel Colossus in your deck. You don't need it for the
actual combo, but it will prevent self-decking in case you need to deal
more damage than the number of cards you have in your deck.
The combo in itself is a no-brainer. Tap the Prodigal Sorcerer to deal 1
damage to your opponent, and draw a card. (Assuming the Ophidian Eye is
enchanting the Sorcerer. If it isn't, fix it!) Discard that card to
untap the Sorcerer (thanks to Mind Over Matter), and repeat to your
heart's content. (YWN)
Reanimator - Conspiracy - Blasting Station
just had to be a place for Conspiracy in here. I can't really say why,
so I'll just leave you wondering about the possibility of Conspiracy
lobbyist having a certain site and/or member under his thumb.
In any case, have in play all three cards, with Conspiracy set to
Cleric, and any other random creature. Sacrifice that creature to
Blasting Station, and because it was a Cleric (thanks to Conspiracy),
Rotlung Reanimator will create a replacement token, also a Cleric
(thanks again to the Conspiracy of Silence). The token entering play
will untap Blasting Station, allowing the conspiracy against your
opponent to continue. (YWN)
of Fury - Kiki-Jiki, Mirror Breaker
it says up here this combo only uses two cards, unless your opponent's
creatures are all tapped or he/she controls none, you need one more card
to make it work. Keep reading.
To start the combo, have good ol' Kiki-Jiki in play and Breath of Fury
attached to any other creature. Now play something like Master Warcraft,
or Order//Chaos, or Bedlam, or Wave of Indifference, or any of the
various lesser versions, as long as it makes all your opponent's
creatures unable to block. Create a copy of a creature you control with
Kiki-Jiki (as long as it can attack and has more than one power, any one
will do), and attack with it and the creature enchanted by Breath of
Fury. Let them deal damage to your opponent, then untap all your
creatures and attach Breath of Fury to the token Kiki-Jiki made (by
sacrificing the creature it previously enchanted). Now create another
token and attack again. And again. And again. And again, until you can't
anymore because your opponent is already dead. After all, beating up
dead people isn't cool... (YWN)
Witness x 2 - Aluren - Blasting Station
Please read this combo description in a well lit room and as far away
from the computer screen as possible. Myself and MDV hold no
responsibility in possible cerebral and/or bowel damage caused by it.
Have in play Aluren, Blasting Station, and one Eternal Witness, and in
hand another Witness. Sacrifice the Witness in play to the Blasting
Station, then play the one in your hand for free (thanks to Aluren),
hence retrieving—I mean, returning the one you just sacrificed to your
hand. Repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat,
repeat, repeat, repeat, repeat, repeat, and I believe that's enough
filler text. On to the next one. (YWN)
- Scythe of the Wretched - Spawning Pit
getting rather tricky to find interesting stuff to say in these blurbs
other than the combo description in itself. So just pretend this text
here had something really amazing and that you were all awed by it to
the point of giving up your religion to worship solely me.
To start the combo, simply have all three cards in play. Attach Scythe
of the Wretched to Triskelion, and remove all its +1/+1 counters to
spread some damage around. Just make sure you deal at least one damage
to the Triskelion itself. When you run out of +1/+1 counters, just
sacrifice Trisky to Spawning Pit. Now watch it come right back to play,
with a fresh new playset of +1/+1 counters, and the Scythe still
to it, ready to start everything anew. All it needs more is a black hood
to impose respect. (YWN)
of Worship - Well of Lost Dreams
these two cards in play, whenever you gain life, you can pay mana to
draw some cards. Not only that, but if you'd draw a card, you can
replace that draw with more life gain. While this combo is very useful
on its own (you're drawing cards and gaining life, what more could you
possibly want??), it isn't infinite. But in order to make it infinite,
we need to bend the rules a little bit here. All you need to do is add
two more cards: Celestial Dawn, to make sure the following card is white
and thus keep this combo mono-white; and Channel, so you can turn all
that life gain into mana in order to keep drawing cards and gaining more
life to turn into mana to turn into card draw and more life gain. And if
anyone asks, this combo IS mono-white. Celestial Dawn says so. (YWN)
Secrets - Quicken - Mindslaver
I did not intended it, this combo has the downside of killing a player
on the spot. It just had to be blue to ruin all the fun. I'll explain it
in a bit, keep reading.
During your turn, sacrifice Mindslaver to gain control of your
opponent's next turn. During that turn, play Quicken so you can play
Trade Secrets right afterwards. Now, what you'd normally do is draw the
cards you need in order to win and use them to do so in your next turn
(which, in a one-against-one game, would be right after you're done with
your opponent's turn). But notice that Trade Secrets says "you draw up
to four cards", which means you can choose to draw zero cards, but make
your opponent want to keep drawing two at a time. Eventually he'll run
out of cards in his library and lose. Not that you wouldn't win with all
that card draw, so my concern here is actually rather pointless. Oh
well, never mind then. (YWN)
- Skirge Familiar - Tower of Eons - Voltaic Construct - Karn, Silver
Although this is technically an infinite card draw combo, you don't
really get to keep the cards you draw. So I suggest you add a Yawgmoth's
Will into this mix, to make sure you get to use the cards you're
throwing away. Or any different card that can take advantage of a big
fat graveyard. Living End, Mortal Combat, Sutured Ghoul and Mortivore
spring to mind.
In other words, have Lich, Skirge Familiar, Tower of Eons and Voltaic
Construct in play and a way to turn the Tower into an artifact creature,
like Toymaker or Karn, Silver Golem. Animate the Tower and use its
ability. Thanks to Lich, instead of gaining 10 life, you draw 10 cards.
In itself, this could already be considered a combo, or at least good
synergy. But we want infinite! So discard two of those cards to Skirge
Familiar and use those two mana to untap the Tower. Discard the
remaining 8 to play the Tower's ability one more time, and repeat until
you have the 10 cards you're looking for to win the game, or simply have
a big fat graveyard. (YWN)
Gambit - Reiterate - Krark's Thumb
order for this combo to work, you're going to need more than simply a
pile of cards randomly shuffled. More than simply enough mana sources to
play the necessary cards in the same turn. You're going to need luck!
All you need to do is play Fiery Gambit, and then Reiterate on it, with
buyback. Win the three coin flips, and proceed to draw nine cards and
untap all your lands. With all your lands untapped, you're able to play
Reiterate again. Then do it! And keep doing it until you have all the
cards you need. Of course, you're going to need A LOT of luck to pull
this off, so I advise you to use at least one Krark's Thumb. (Mirror
Gallery will allow you to have more in play.) Or instead have Gauntlet of
Power in play so you can cast at least two Reiterates at a time, so you
have two chances of maintaining the combo running rather than one. I
also advise you not to try this combo on a Friday 13th. (YWN)
of Blossoms - Loaming Shaman - Verdant Succession - Spawning Pit
Is that hand in Wall of Blossoms part of the Wall itself, simply the
hand of someone trying to pick a flower, or are the blossoms strangling
a person??? The horrifying truth, was shown yesterday. Better luck next
In any case, have all the cards neatly in play. Sacrifice Wall of
Blossoms to the Spawning Pit, and thanks to Verdant Succession, go get
another one from your library, put it into play, and draw a card.
Sacrifice that Wall to the Pit again, and go get another Wall, drawing
you another card. Repeat one more time, and after that you have
supposedly run out of Blossoms in your library. Then sacrifice your
Loaming Shaman to the Pit, go get another one, and shuffle all those
Walls of Blossoms in your graveyard back into your library, as well as
any Loaming Shamans you've already sacrificed this way. Now go back to
the top and do it all over again. (YWN)
- Staff of Domination
this isn't one of the most original combos out there, it is one of the
easiest to pull off. OMG can you believe I haven't said spaghetti in
this article yet???!!!
Simply have both cards in play at the same time. (Were you expecting
anything different?) When you do, tap Metalworker and reveal at least 3
artifact cards in your hand. Use 4 of the 6 mana gained this way to
untap Metalworker and the Staff of Domination itself, and repeat this
process until you have 6 mana floating. Use 5 of those mana to draw a
card, the remaining mana to untap the Staff, and do it all over again.
the Hegemon x 2 - Hissing Iganar
combo was originally submitted by Grumpherys, but then Drathro wrote an
Sharuum the Hegemon. To quote Drathro's
A little primer on bringing multiple Sharuum the
Hegemons in play: When you bring a second Hegemon into play, two things
happen. First, state-based effects are generated and resolved, which
means the two Legendary Sphinxes both go to the graveyard. It is only
after all state-based effects have been resolved that triggered effects
are put on the stack. Guess what - that means that the triggered
comes-into-play (CIP) ability of the second Hegemon can target either of
the Sphinxes that just went to the graveyard. If you want to, you can
always bring the last Hegemon back to play.
So what does this mean? With Hissing Iguanar,
you will do infinite damage to one or all of your opponent's thanks to
the Legendary rule, comes-into-play abilities, triggered effects and
state-based effects... Just keep bringing back the Sharuum back
with the other Sharuum.
Sages - Doubling Cube
should know that it requires ten mana to get these two cards into
infinity. If you want to build a deck around that knowing the
other things you could do with ten mana, so be it.
How it works: With both cards in play and ten mana
available in your pool (at least two of it blue), pay 3 to double your
mana. (7x2=14) Activate the sages (2U) and untap the cube.
(14-3=11). Repeat these steps and reach infinirte mana. How you
use that mana is completely up to you!
Submitted by immotalas.
- Intruder Alarm
by SKEITH. This here is an infinite creature combo. How it works?
With both cards in play and Godsire untapped, tap Godsire. Put an
8/8 Beast creature token into play that's red, green and white.
Intruder Alarm will see a creature coming into play and untap all of
them including the original Godsire. Repeat and rinse for infinite
creatures. What makes this two-card combo fun is that it doesn't
require any mana to tap the Godsire and put a token into play.
Most other token creatures require mana to generate the creature thus
making the infinite creature combo more difficult with Intruder Alarm.
NOTE: Any creature that can tap to generate a
creature token combos infinitely with Intruder Alarm. Sometime
with mana cretaures, and sometime without any mana creatures.
+ Devoted Druid + Experiment Kraj
Mana! And here's how it works: Remove a -1/-1 counter from
Morselhoarder twice so that you now have 2 mana in your mana pool.
Color does not matter. With all three cards untapped, tap the
Experiment Kraj to put a +1/+1 counter on Devoted Druid. Kraj now
has its ability. Put a -1/-1 counter on Kraj and untap it (using
the Druid's ability). Tap Kraj to put a +1/+1 counter on Morselhoarder.
Kraj now has its ability. Put a -1/-1 counter on Kraj to untap it
(note he has 2 -1/-1 counters on him). Remove two -1/-1 counters
from Kraj to use Morsel's ability and add one mana of any color to your
mana pool. Repeat these steps and you will get infinite mana and
an infinitely large creature depending on where you put all of those
Marauders - Bramblewood Paragon - Phyrexian Altar
Mana. And here is how it works: With all three cards in play,
sacrifice the Scuzzleback Marauders to the Altar and add a mana of any
color to your mana pool. The persist ability will trigger and
bring the Marauders back into play with a -1/-1 counter. Because
it is a Warrior, Bramblewood Paragon will give it a +1/+1 counter when
it comes into play. The two counters will combine into no
counter and you are back where we began. Keep sacrificing the
Marauders for infinite mana.
This combo was submitted by Dratho.
Redcap - Juniper Order Ranger - Nantuko Husk
to make Juniper Order Ranger infinitely big? 420.5n deck style?
Try combining Murderous Redcap with Juniper Order Ranger. When you
play the Redcap it deals 2 damage to a target; target itself (killing
the Redcap). Persist will bring it back with a -1/-1 counter and
the Ranger will give it and itself a +1/+1 counter. Thanks to rule
420.5, the +1/+1 counter and the -1/-1 counter negate themsevles and
thus you can repeat with the redcap targetting himself. This will
make an infinitely large Juniper Order Ranger.
How to make this infinite: You can fling the
Juniper Order Ranger for infinite damage, give the Ranger trample and
attack or simply add a sacrifice outlet like Nantuko Husk and deal that
2 damage each time to your opponent, doing infinite damage. With
Mother of Runes you can go infinite life... and so on.
- Power of Fire - Sinking Feeling
Damage! And this one was submitted to me via email by Silk.
Thanks, Silk. Here's how it works: Enchant Morselhoarder with both
Power of Fire and Sinking Feeling. Let's assume it still has two
-1/-1 counters on it. Tap the Morselhoarder to deal a damage to
something or someone. Remove a counter from Morselhoarder to add a
mana to your mana pool (color is irrelevant). Use that mana to untap
Morselhoarder with Sinking Feeling and put a -1/-1 counter on
Morsehoarder as part of the cost to untap it. You should now be
back where you were. Continue for infinite damage.
of Whiteclay - Kinsbaile Borderguard - Phyrexian Altar - Earthcraft -
creatures. This combo was submitted by Luthervamplord and here is
how it works...
Enchant a Forest with the
Sprawl and name white. Assume Order, Earthcraft, Borderguard (with
one +1/+1 counter), and Altar are in play. Sacrifice the Borderguard to
the Altar and add one white mana to your mana pool. As a result of the
Borderguard's leaves play ability, put a 1/1 white Kithkin Soldier
creature token into play.
Using Earthcraft, tap the Order to untap the Forest
enchanted with the Sprawl. Now tap the enchanted Forest to add GW
to your mana pool. With the GWW in your mana pool, untap the Order
to return the Borderguard to play (with at least one +1/+1 counter on it
thanks to the Order).
Repeat for infinite creatures. It's a bit
clunky, but it works; consider the fact that both creatures involved in
the combo are Kithkin...
Bonder - Paradise Mantle - Mana Reflection
Mana. This combo was
submitted by several people. With all cards in play and the Mantle
attached to the Bonder, Tap the Bonder to add U to your mana pool.
However, thanks to Mana Reflection, you get
UU (instead of just U) from tapping the Bonder.
Use one U (of UU) to untap the Leech
Bonder and move one of its -1/-1 counters to another creature. Assume
you don't kill that creature. Repeat the earlier steps to keep
moving that -1/-1 counter back and forth from one creature to another
and each time you do this you net an extra mana in your mana pool.
Use that mana for whatever your heart desires.
Tekkactus suggests Drowner of Secrets as a means to
tap down the Leech Bonder (or other Q creatures) should you not own any
Paradise Mantles. Epileptic Cricket
recommends Quicksilver Dagger...
Defenses - Two(2) Grim Poppets
creatures. In a block so populated by -1/-1 counters, Flourishing
Defenses is an amazing card. However, if you combine it with two
Grim Poppets you can net infinite 1/1 green Elf Warrior creature tokens.
With two Grim Poppets in play, and assuming at least one of them has one
less -1/-1 counter than it came into play with, you can move -1/-1
counters back and forth between the two Scarecrows for free. Each
time you do so you get a token from the Flourishing Defenses and thus...
Note: Leech Bonder & Paradise Mantle can replace
the two Grim Poppets for the same effect.
Schoolmaster - Intruder Alarm - Paradise Mantle
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
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.
Shaman - Bog Initiate - Mana Echoes
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.
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
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
of Currents - Aphetto Alchemist - Imagecrafter
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.
- Mogg Fanatic - Enduring Renewal
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.
of Brighthearth - Time Vault
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
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...
Run Packmaster - Elvish Aberration - Intruder Alarm
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.
Changeling - Haakon, Stromgald Scourge - Basal Sliver - Grapeshot
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.
Prophets - Cloak of Mists - Summon the School
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.
Searblades - Tidewater Minion - Fling
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
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...
Drake - False Demise - Goblin Bombardment
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!
Whale - Recurring Nightmare
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
UPDATE: 7/15/07 - The previously added
errata was removed. The combo works again!
Attack - Palinchron
has errata on it. To specify,
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
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!
of Yesterdays - Artificer's Intuition - Sensei's Diving Top
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.
Ojanen of Efrava - Breath of Fury - Yavimaya Dryad - Mass Hysteria
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.
of the Coffers - Sword of the Paruns
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
the Swamp King - Enduring Renewal - Blood Pet
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.
Renewal - Grapeshot - Wild Cantor
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.
I've recently updated the deck link buttons on new combo
pages so keep reading to find out more about them.
Blue buttons are deck links that link to a deck using the
combo it's next to. Mind you, not all deck links are going to
center around that particular combo, although most do.
Red buttons indicate that I'm looking for a deck using that
combo. To suggest a deck you can either
post it in the casual deck forum or
email it to me. In both scenarios
be sure to note which combo the deck is for. Linking to the
original combo page helps!
If there is no blue or red button next to the right of a
combo that means I'm not looking for a deck for that combo nor is there
a deck in the
MDV Deck Database list using it.