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Kamigawa Block (2005) Featured Combos.
Last updated 9-5-05 (104 Combos Total; 17 Deck Links, 8 Infinite Combos)

Stampeding Serow - Eternal Witness (+Plow Under!?)
Stampeding Wildebeests... I mean Serow is the best in the cycle of 'At the beginning of your upkeep, return a [color] creature to it's owner's hand' creatures from SOK.  This is only because it combos so well with the best green creature in the format known as Eternal Witness.  (An Uncommon that costs $7.00! ... boy am I glad I have 16 of them.  Imagine their value in a year).  Anyway, you know how this works.  Return the Witness to your hand to the Serow and recast it only to Regrowth any card in your graveyard.

NotTimBook from the forums suggests to add Plow Under to the mix... as it is a lockdown for your opponent.  Every turn, put two lands on top of your opponent's library (from play) means your opponent will be drawing land for the rest of the game.. which usually means you will win.  Thanks NotTimBook! This is a little expensive to pull off, but it's all in green... the best mana acceleration color in Magic.

Nature's Will - Aggravated Assault
Another combo by grawss.  This combo can be mana intensive, but in your mana curve is right, all you need is five lands and at least one creature to deal damage to an opponent.  You can technically have infinite combat phases and with some extra mana, infinite mana (if you haven't killed your opponent before then).  Anyway, with five lands out an both enchantments, attack and deal at least one mana to your opponent.  The Nature's Will will untap all lands you control and tap that opponent's lands.  Activate your Aggravated Assault and attack.  Repeat as needed.  natures_will.jpg (26378 bytes) aggravated_assault.jpg (21397 bytes)
Orb of Dreams - Hokori, Dust Drinker or Nature's Will or Ghostly Prison
Think Stasis - Kismet.. except for lands only.  Hokori doesn't have an upkeep and Orb of Dreams is colorless to cast.  It's an easier combo to pull off without all the power.  I like it.  And it's block.  I smell white control in the future.

Of course, there's always the white-green combo Hokori has with Nature's Will from CHK.  As long as you can attack unblocked, your opponent will be tapped out/limited for a long time given Nature's Will.

Plus, you could add Ghostly Prison to the Hokori combo to devastate your opponents' ability to attack you.

Endless Swarm - Seshiro the Anointed and/or Coat of Arms
This combo was submitted by Death by Beebles in the forums.   Wow, Endless Swarm sure costs a lot for just a bunch of 1/1's each turn.  Why not make them 3/3 with Seshiro in play before you cast the Swarm?  And/or Coat of Arms.  Make your 50 Snake tokens 50/50 each.  Where's Stampede Driver when you need him?  Ooh.  On that thought, the Spellshapers from Masques sure are great with Epic cards.  Have fun with that.
Azusa, Lost but Seeking -  Meloku the Clouded Mirror
This was submitted by many people via email.  This combo basically equals two 1/1 blue Illusion creature tokens with flying a turn.  You have to return a land to put a token into play with Meloku and Azusa let's you play two extra lands a turn.  So assuming you want to stay steady at your current mana base, these two legends will give you an army of illusions over just a few turns. azusa_lost_but_seeking.jpg (22845 bytes) meloku_the_clouded_mirror.jpg (24934 bytes)
Soul Foundry - Gnat Miser 
You know, I just realized that Soul Foundry only costs 4 to cast.  I always thought it cost 6.  I need to pay more attention to these cards.  Argh.  Anyway, Gnat Miser costs B.  Imprint Gnat Miser on the Soul Foundry and each turn, cast him.  Each turn, your opponent's maximize hand size will decrease until eventually.. every turn they will have to discard what cards they have left in hand.  If you want to speed this up, find cards that will untap your soul foundry like Galvanic Key. 
Erayo, Soratami Ascendant - Rule of Law 
This combo was submitted by sthouder in the forum thread found here. Remember the Ertai, Wizard Adept - Arcane Laboratory combo back during the Tempest - Urza's reign?  It was a lockdown in one color.  Now, we have a more powerful lockdown in blue-white... except you don't have to tap 4 mana to counter the first spell... it just happens automatically when Erayo is flipped (Erayo's Essence).  Now, the real trick is getting Erayo to flip.  Shrieking Drake anyone? 

Actually, on Mark Gottlieb's recent article on SOK combos, he mentions that Sensei divining top will do wonders to help you flip Erayo.  To quote Gottlieb, "two Sensei's Divining Tops would allow Erayo to flip easily: Use a Top to put itself on top of your library. Put the second Top on top of your library to draw the Top you know is on top. Play it. Cycle. 4 colorless mana = 4 spells = flipped Erayo."

Faith Healer - Measure of Wickedness 
Measure of Wickedness is one of those "WHOA" cards.  However, it can bite you just as good as it could bite your opponent.  If you want a little insurance with casting the card to make sure it doesn't hit you by mistake, team it up with Faith Healer.  If it will backfire on you, you can sacrifice it to the Faith Healer to gain you 4 life instead of risking the loss of 8 life. 
Kiri-Onna - Cloudhoof Kirin or Eternal Dragon
If you haven't been able to tell, I'm a big fan of MILL decks... which is why this pair of cards is (now only second) on the list of Saviors of Kamigawa combos page.  The concept is very simple.  Kiri-Onna is a recurring Man-o-War and a Spirit.  With Cloudhoof Kirin in play, cast Kiri-Onna and target a creature to return it.  Cloudhoof's ability activates and then one of your opponents (or you) puts 5 cards into their graveyard from their library.  Play another Arcane or Spirit card and return Kiri-Onna to you hand and repeat.  Or... you could always just return Kiri-Onna to your hand instead of casting another spell to bounce her.  It's a bit expensive, but very combolicious.  Note: Eternal Dragon is just as expensive but maybe a little more fun.
Genju of the.. - Crucible of Worlds 
Once a Genju hits the table, your opponent will strive to put an end to it.  Whether it's destroying all of your lands, or killing the Genju so your land goes to the graveyard.  Why not find a way to keep the Genju's life fueled?  With Crucible of Worlds, you will be able to play those lands each turn and maximize your state of Genju-ness. 
Pandemonium - Sekki, Seasons' Guide 

This infinite combo was submitted by Matt J. (which replaced the combo referenced below in yellow.  To quote his description: "Play Pandemonium. Play Sekki. Sekki deals 8 damage to itself. Sekki removes the counters, putting 8 1/1 Spirits into play. Each of these Spirits deals 1 damage to your opponent. Sacrifice these Spirits, returning Sekki to play. Sekki deals 8 damage to itself..."

Note: The original combo with Blasting Station and Sekki do not work.  EinsteinMonkey and I forgot about the 'sacrifice a creature' part of the activation cost to tap the blasting station.  Thanks to anonymous and another guy from Germany for pointing this out in an email to me.

Hold the Line - Fling or Ghitu Fire Eater 
Don't want to draw cards or gain life?  Does dealing damage appeal to you?  Then try Fling or Ghitu Eater.  If you fling a Suntail Hawk which blocked and has the benefits of Hold the Line, you have 8 damage going at your opponent.  Likewise, if your Fire-Eater blocked and has the benefits of Holding the Line then you can tap it and sacrifice it to deal 9 damage (it's a 2/2 to start).  Not bad.  hold_the_line.jpg (22373 bytes) fling.jpg (24264 bytes) ghitu_fire_eaters.jpg (24659 bytes)
Reach through Mists - Glacial Ray
This combo takes advantage of the splice on arcane mechanic from Champions of Kamigawa.. and it's common.  Cast Reach through Mists... draw a card.  But before you do that, splice Glacial Ray onto Reach through Mists and for 1UR you get to draw a card and deal two damage to a target.  I personally see this as more synergy than a combo.. but hey... it was on the top CHK combos on www.magicthegathering.com.
Ronin Cliffrider - Neko-Te 
This is a neat little trick that can be lethal in any game, assuming your opponent is creature dependant (and assuming it is targetable).  Anyway, if you equip the Cliffrider with Neko-te and attack, each of your opponent's creatures takes 1 damage from the Cliffrider.  Then, because of the Neko-te, each one is tapped and remains tapped as long as Neko-Te is in play.  Unless your opponent can somehow get rid of either or both pieces to your combo, you path to victory is unblockable.  Nice. 
Orochi Leafcaller - Freed from the Real - Sachi, Daughter of Seshiro or Fyndhorn Elder
This combo was submitted by Martial in the forums.  How it works:  Enchant your Leafcaller with Freed from the Real and have Sachi in play as well.  Tap the Leafcaller for GG (since Sachi is in play) and use the leafcaller's ability to change one of the G mana into U.  Use that U mana to untap the Leafcaller and repeat, netting you one mana for each time you do this.  Infinite mana... Woot!

Note: You can replace Sachi with any creature card that can tap to add two green mana to your mana pool (like Fyndhorn Elder).

Any Myojin - That Which Was Taken
Here's a straight forward combo for you.  That Which Was Taken is really just a casual card to make any of your creatures into a Darksteel Colossus (sort of).  If you start adding counters onto your Myojin of any color, you can translate there ability into (4) mana every turn for a devastating effect like "Each opponent discards his or her hand" or "Draw a card for each permanent you control". Rather expensive, but extremely devastating.  Note: The card art for That Which was Taken is not the true art for the card.  I put it together for us on this combo page until the card art is available. 
Myr Landshaper - Splinter
See the above combo.  This pulls off the exact same thing.  Make a land an artifact and splinter it to remove all lands that share the same name of the animated land... from the game.  Nice.  Ouch.
Did you know...? 

To the right and left of this text is something called the MDV Deck Link.  You will only find these link buttons on the combo pages.  When you click on a MDV Deck Link it will take you to a deck related to the combo where you found it. 

If the button is to the left of the combo text, this means there is a deck already linked.  If the link is to the right, there is a deck found or that is going to be posted.  Or it is a combo I am currently looking for a deck using it. Mind you, not all decks links are going to center around that particular combo, although some do. 

Remember, I strongly encourage you to not copy any deck on MDV, but to use it as a reference or inspiration for your own.  Enjoy the combo pages! ~John Streetz~

Eradicate - Soil Shaper or any other land animator
I really like the fact that they are reprinting the 'eradicate' card cycle from the Urza's block.  Mainly because in the current metagame you will be able to put a land destruction deck using this combo.  Really, I think the new deck name will be "Land Eradication".  Anyway, whenever you play an arcane spell or Spirit, turn target land your opponent controls into a 3/3 creature that's still a land.  Mind you that you should have Soilshaper in play and target a land you know your opponent needs (like a basic land - plains).  Cast eradicate on that land and proceed to rob them of their (plains) from their deck.  Now this doesn't do a whole lot against Affinity, but I don't personally think  Affinity will be the big powerhouse for much longer in the tourney scene.  I could be wrong until 3/1/05.
Meloku, the Clouded Mirror - Sakura-Tribe Scout - Heartbeat of Spring - Freed from the Real
Here's another infinite creature combo using the above cards. Freed from the Real should be enchanting the Sakura-Tribe Scout. With all cards in play, tap an island and add UU to your mana pool (because of the Heartbeat of Spring card).  Use one blue mana to return the tapped island to your hand and put a 1/1 blue Illusion creature token with flying into play. Spend the other blue to untap the Scout (with Freed from the Real) and put that island back into play from your hand. Repeat this for infinite 1/1 flying illusion tokens. Yeah.
Sekki, Season's Guide - Goblin Sharpshooter - Mirari's Wake - Intruder Alarm
This combo was too interesting to pass up (despite the fact it uses the redundant infinite combo catalyst known as Intruder Alarm.. oooh). This combo was submitted by Michael P. With all cards in play, tap the Sharpshooter and do one damage to Sekki (9/9 because of Wake). Then put a 1/1 Spirit token into play (2/2 because of Wake). A creature came into play so untap all creatures you control and repeat for infinite creatures. How does this work? Oracle text states "Increasing Sekki's toughness with a card like Indomitable Will allows Sekki to prevent damage and make tokens even it if has no +1/+1 counters to be removed."  Notes: Goblin Sharpshooter can be replaced with any creature that can tap to deal at least 1 damage to another creature.  Mirari's Wake can be replaced with any card that gives at least +0/+1 bonus to all creatures or just Sekki.
Ashes of the Fallen - Soulless One 
When I first saw Ashes of the Fallen, I thought to myself... it only has one application: Soulless One.  But then I thought, why would they print a card which only has one application (combo)?  There has to be others out there.. but this one works like this.  Soulless One's power and toughness are equal to the number of Zombie cards in play and in all graveyards.  Before, you had to build an all zombie deck to make him work well.  Not any more, splash him in another tribal deck (or a deck without any tribal tendencies) and with the Ashes.. choose Zombie and it doesn't matter what creature type they were.. they give the plusses to your Soulless One.  This is limited.. but still useful to all of you Zombie lovers out there. 

Actually.. this card works well with more than I thought.  It works well with Promised Kanushi if you name Spirits.

Prosperity - Ebony Owl Netsuke
Ebony Owl Netsuke is cool.  However, keeping your opponent's hand full of cards (7 or more) can be tricky.  Why not cast Prosperity (or any other card that can fill your opponent's hand quickly)?  Now, when your opponent goes through his next upkeep he or she will take 4 damage from the Owl.  That's one mean owl.  Other cards that work well instead of Prosperity include Stroke of Genius, Wheel and Deal and Braingeyser.  Cards that help you keep those cards in your opponent's hand include Anvil of Bogardan (that's all I can find).
Trusted Advisor - Trinket Mage 
Each of these creatures in the cycle of 'At the beginning of your upkeep, return a [color] creature to it's owner's hand' have good combos.  One of the first combos that came to mind for the blue one, Trusted Advisor, was Trinket Mage.  Keep searching your library every turn for an artifact that only costs one or less by returning and casting the Trinket Mage.  Pithing Needle, Engineered Explosives, Sol Ring, Myr Servitor, etc.
Razorjaw Oni - Swirl the Mists or Mind Bend 
Finally!  Swirl the Mists has a use (although Mind Bend can do the trick just as well).  You see, Razorjaw Oni has this cool little word on the card that says "black" which means the card is just begging to be Bended (through Mists or Mind Bend).   Is your opponent playing mono-white weenie.  Change 'black' to 'white' and now you can attack and your opponent can't do anything about it (short of Pariah or any of those like cards).  Still cool, though.
Shifting Borders - Brand 
While this combo is limited, it still is very effective.  I play Shifting Borders, we trade lands.  You can have my island and I'll take your Gaea's Cradle or Tolarian Academy.  Now... I play brand.  Give me my land back and you are out a land... and I am up one.  There a bunch of cards in the CHK block that can do similar tricks with brand, but this one made my laugh.  We need a current Brand redo in Magic.  Wizards of the Coast, if you are reading this, reprint brand or print a variation of it without Cycling.  Maybe a card that taps to have a brand effect for RR.  Just my thoughts. 
Skull Collector - Chittering Rats 
Skull Collector is one of those cards in that cycle I've already mentioned twice in Saviors of Kamigawa.  This is very similar to the green combo, except it only uses two cards.  With the Collector and the Rats in play at the beginning of your upkeep, return the Rats to your hand.  Play it and force your opponent to put a card from their hand on top of their library.  Next turn, repeat this.  They will be drawing the same cards for the rest of the game. Fun?  Not for your opponent.  Cool?  Yes.
Thoughts of Ruin - Trade Routes 
Thoughts of Ruin... the new Armageddon!  Mind you, it's very situational but why not make it situational to your advantage.  Trade Routes will do two things.  One, it will prevent your lands from being put in the graveyard for one mana each.  Two, it will boost your hand size so that you can nuke all of your opponents' lands.  Trade Routes will also give all of your lands in hand a pseudo cycling for 1 mana.  If you really want to have fun with this pair of cards, try Seismic Assault!
Shared Fate - One with Nothing 
Again, I had to include One with Nothing is the combo page because it's so useless.  Which is why it makes such great sense to pair up with Shared Fate.  Find more useless cards like One with Nothing and when you opponent has your deck to play with while Shared Fate is in play... he'll have no answers to his own deck, which you will be playing.  Interesting thought at least. 
Heartless Hidetsugu - Hidetsugu’s Second Rite
OK.  I had to post this combo only because I'm sure I'll get like 50 emails about it if I don't.  Tap Heartless Hidetsugu while your opponent is at 20 life.  Not he's at 10.  Cast his Second Rite and kill him.  That's all.  Nothing too fancy.  Oooh.  Aww.  Congratulations, you just won.

Moving on. 

Reverence - Humility
Yeah, yeah.. I know.  This is a stupid combo.  However, if you like the combo, read on.  These two cards equal..  target opponent cannot attack you short of an Overrun.  That's all.  Lockdown your friend's G/R Beats deck and have fun with it.  However, know that if you do choose to use Humility, all of your games will be a vortex of confusing rules questions.. as, if I remember correctly, Humility is the WORST rules nightmare card in magic.  Have fun.  You could always substitute Humility for the super expensive Mind's Cage card from SOK... 
Student of Elements - Shinen of Flight's Wings 
This combo was submitted by Death by Beebles in the forums.  Shinen of Flight's Wings gives you a turn two or three way of flipping the Student of Elements given it's Channel ability.  What gives Shinen an edge above the rest is the fact that if you don't use it to flip your Student, you still have a 3/3 flyer to cast later on in the game.  Not bad, if you ask me.  Thanks, DbB for the combo.
Sasaya, Orochi Ascendant - Rites of Spring 
This combo was submitted by Neuromancer in the forums. All moonfolk and sweep cards aside, Rites of Spring is an easy way to fill your hand with basic land cards for just two mana (one green).  The trick is getting the seven cards in hand when you play Rites of Spring.  The outcome of flipping your Sasaya into her Essence is worth it for a super-charged mana flare that only affects you.
Endless Swarm - Epic Struggle 
This combo was submitted by Kharne in the forums.   If you like alternative win conditions, the epic ability of Endless Swarm will certainly help your Epic Struggle.  That is, in no time (just a few turns) you will have twenty or more creatures with Endless Swarm (assuming you have a good hand size) and thus you will win the game. The trick is getting enough mana to cast Endless Swarm early enough in a game to make this combo win it for you.
O-Naginata - Kodama's Might (or any +2/+2 or more pumping spell) 
O-Naginata is cool.  I mean, +3/+0 and trample for only 2 to equip.  The big drawback (can only enchant a creature with 3 or more power) means you can't enchant your Tangle Asp or  Llanowar Elves... UNLESS... you cast a spell like Kodama's Might on the creature (or Giant Growth if you want to enchant say and Ornithopter or Birds of Paradise).  When the Kodama's Might or Giant Growth effect ends, because the O-Naginata is enchanting it and giving it +3/+0 still, the creature's power still satisfies the equip requirement.
Patron of the Nezumi - Choice of Damnations 
Choice of Damnations is a very unique card.  Your opponent chooses a number and then you decide if they sacrifice all but that many permanents or the lose that much life.  With Patron of the Nezumi in play, you can get the full effect of the Damnations since you can always choose that have them sacrifice all but that many permanents and they still lose life for each of those cards that go to the graveyard from play because of the Patron.  if only neither card didn't cost so much. 
Yuki-Onna - Neurok Transmuter
Yuki-Onna's bounce ability is nifty and it's come into play is great against anyone playing affinity or another artifact heavy deck.  However, if your friends just like to play without a lot or no artifacts in their deck, why not make their creatures artifacts and destroy them with Yuki-onna?  Neurok Transmuter can help.  For only one blue mana, you can turn your opponent's Verdant Force or Craw Wurm into an artifact and destroy it by casting Yuki-Onna.  She's a bit expensive, but useful in that way. 
Hankyu - Horseshoe Crab or Morphling
Hankyu is an okay card.  Combined with a card that can untap itself like Horseshoe Crab or Morphling.. it can be amazing.   Assuming you have one of the two creatures mentioned equipped with Hankyu, these card interactions translate into "X: Deal X-1 damage to target creature or player.  Spend only blue mana on X".  In a mono-blue deck, this can be lethal.  And, it's not like you have to sacrifice anything... you get to keep all cards after the damage is dealt.  Who could ask for more?
Akki Underminer - Fireshrieker
Akki Underminer is a terrible card with a great ability and a high casting cost.  If you ever decide to build a deck around the Underminer (think Ruby Medallion and Whispersilk Cloak) add Fireshrieker to the mix.  You will deal 2 damage with the CHK goblin and caused them to sacrifice two permanents.  This is a great combo.. but the chances of anyone playing it are poor.  This is mainly because the Akki costs too much.  Why would anyway want to cast a 1/1 creature for 4 when you could have a 3/3 for the same cost?
Shisato, Whispering Hunter - Nature's Will
This combo by idoru.  The basic combo is Nature's Will and Shisato.. it's not as perfect as the Stasis - Kismet combo.. but it is still effective.  When Shisato deals combat damage to an opponent, that opponent skips his or her untap phase.  With Nature's Will, when one or more creature deals combat damage, you can untap all of your lands and tap all of that opponent's lands.  Nice little trick when combined together.  However, dealing with Shisato's drawback can be tough.  Add Orochi Hatchery to solve that problem.  If you opponent has some blockers out, try Whispersilk Cloak.  Now you have almost half a deck! shisato_whispering_hunter.jpg (12630 bytes) natures_will.jpg (26378 bytes) orochi_hatchery.jpg (10787 bytes) whispersilk_cloak.jpg (42755 bytes)
Mana Seism - Myojin of Infinite Rage
This combo is by Catfish.  With the Myojin of Infinite Rage.. you are going to lose all of your lands anyway, so why not cast him sooner with Mana Seism.  All you need is six mountains in play (or four mountains and two other lands).  Tap all six mountains for RRRRRR.  Use 1R to play Mana Seism (leaving you at RRRR) and sacrifice all six lands giving you 6 more mana (leaving you at RRRR6).  The Myojin costs RRR7 so cast him and remove his divinity counter.  Assuming you have creature advantage.. you now have a 7/4 beatstick and everyone is mana screwed.  Beware counterspells. mana_seism.jpg (24154 bytes) myojin_of_infinite_rage.jpg (25359 bytes)
Reito Lantern - Leveler
Assuming your casting Leveler after you've been able to put some cards into your graveyard (think Mesmeric Orb) when Leveler comes into play you remove your current library from the game.  Activate your Lantern and put one of the best or most needed cards on top of your empty library and draw it during your next draw step.  Keep doing this for the cost of 3 mana a turn.  Mind you, you won't want to cast leveler right away to ensure you have a proper mana base to make this effective. 
Sensei's Divining Top - Future Sight 
This combo is by grawss.  Have you ever seen artifact cards with 'draw a card' abilities (without a drawback)?  They cost 4, 5, or 6 mana to activate depending on the artifact.  With this combo, you can play the top card of your library as if it were in your hand.  When you tap the Top to draw a card you put the top back on top of your library.  You can play it for one, tap it to draw a card, and repeat.  So basically, it is "1: Draw a card". Nice.  senseis_divining_top.jpg (22582 bytes) future_sight.jpg (22059 bytes)
Kusari-Gama - Spikeshot Goblin 
This combo is by grawss.   This Kusari-Gama is quite an interesting equipment card.  Combined with pingers like Vulshok Sorcerer or Kamahl, Pit Fighter.. you have some killer damage to spread amongst your opponent's blocking creatures.  With Spikeshot goblin, you can deal damage to each blocking creature equal to the goblin's power to each blocking creature for just a red mana and a tap.  Make sure to through a Bravado or Giant Strength on the goblin to make this combination lethal.  Lure anyone? kusari_gama.jpg (23487 bytes) Spikeshot_Goblin.jpg (23708 bytes)
Aura of Dominion - Vulshok Sorcerer or Prodigal Sorcerer.
This combo is by hahairule.  (Nice name by the way).  Anyway, This is another combo equation.  Aura + Sorcerer = "Tap an untapped creature you control: Deal one damage to target creature or player".  How can you go wrong?  Just have a lot of creatures and start pinging away as soon as you have a pinger enchanted with Aura of Dominion. aura_of_dominion.jpg (23356 bytes) vulshok_sorcerer.jpg (45399 bytes) prodigal_sorcerer.jpg (27438 bytes)
Myojin of the Cleansing Fire - Biorhythm 
This is a combo by hahairule.  MotCF, after removing the divinity counter, removes all creatures from the playing field.. except for itself.  Follow it up with a Biorhythm and your opponent will be at zero life.  Simple, effective, yet costly.  This is a late game combo at best.  It works, all platinum angels aside.  myojin_of_cleansing_fire.jpg (22333 bytes) biorhythm.jpg (15839 bytes)
Forbidden Orchard - Engineered Plague or Honden of Night's Reach or Brand 
Forbidden Orchard's drawback is tough.  It's city of brass with the potential to do more than one damage each turn.  Combine it with cards like Engineered Plague (choose spirits when it comes into play) to make sure your opponent can't use the spirits generated by the orchard.  Or, try the black shrine.  It technically does the same thing.  Or.. after a few turns of using the Orchard, cast brand.  Since you technically 'own' the tokens since they were generated by a card you own.. the tokens are all yours now.  Fun stuff.  (These combos were submitted by multiple people). forbidden_orchard.jpg (26135 bytes) engineered_plague.jpg (26779 bytes) honden_of_nights_reach.jpg (23981 bytes)brand.jpg (24047 bytes)
Angel's Trumpet - Ghostly Prison
Propaganda was one of my favorite blue enchantments from the Tempest Block.  How it's back, except it's white.  If you want to make full use of it, try Angel's Trumpet.  Your opponent most likely won't be able to attack with all of their creatures and the Trumpet with strike them with damage for each one.  Nice. Note: Propaganda is the same card as Ghostly Prison.. so this isn't exactly an original combo. angels_trumpet.jpg (21789 bytes) ghostly_prison.jpg (18987 bytes)
Otherworldly Journey - Triskelion
Want to get the best use of the Skely?  Much like Flicker and Liberate were used with him, send him a journey.  Beforehand, make sure to remove all of his counters to deal damage to your opponent.  Then , when the Triskelion comes back into play, you get three more counters back on him.. to deal more damage.  Have I ever mentioned Triskelion is my favorite card of all time???  Note:  Put otherworldly journey on a 'stick' (Isochron scepter) for more fun!.  otherworldly_journey.jpg (21341 bytes) triskelion.jpg (28786 bytes)
Eight-and-a-half-tails - Sphere of Truth or Cop: White
8-1/2 tails is a combo all within himself.  However, if you want to extend his ability a bit, try adding a few Spheres of Truth to your deck.  If you can't block or deflect what's coming at you.. you can at least prevent 2 of the damage by spending 1 and making the source white with your Legend.   ...Circle of Protection might be better for you given your play group.  Note: Yawgmoth's Edict doesn't work with this Legend.  My bad.  Oh and if you want to use the 8-1/2 tails for murder and desecration, use Horobi with him.  He can wipe your opponent's targetable creatures off the board with Horobi.  White-Black fun. eight_and_a_half_tails.jpg (173171 bytes) sphere_of_truth.jpg (24424 bytes) circle_of_protection_white.jpg (17943 bytes)
Zo-zu the Punisher - New Frontiers (+ Spirit Link)
Ankh of Mishra reprinted as a red Legendary creature?  Yup.  The first thing that came to mind was New Frontiers... why not encourage your opponent to not take advantage of this spell.  Does he or she really want to take 2 damage for each land he/she drops (into play tapped)?  Probably not.  You don't either... that's why you enchant your Zozi (what a strange name) with Spirit Link to contradict his damage.  zo_zu_the_punisher.jpg (25206 bytes) new_frontiers.jpg (28958 bytes) spirit_link.jpg (19020 bytes)
Heartbeat of Spring - Upwelling
Mana Flare no more.  It's all about the Heartbeat of Spring (nice art by the way).  With the new enchantment from Kamigawa out, you should have any problem Upwelling 50 or 60 mana quickly.  Just make sure to protect your enchantments with a Sterling Grove or two... and if you don't have that.. try killer bees or carrion ants to soak up the mana in case the upwelling hits the graveyard at the hands of your opponent(s).  heartbeat_of_spring.jpg (10938 bytes) Upwelling.jpg (20533 bytes)
Gorilla Titan - Samurai of the Pale Curtain
Short of a Morningtide, keeping your graveyard empty can sometimes be difficult.  It's worth it though when you have a Gorilla Titan in play (who becomes an 8/8 trampling ape for 5 mana when your graveyard is empty).   The Pale Curtain guy from the Kamigawa block should help.. all cards going to the graveyard are instead removed from the game... which helps your ape out and helps against recursion decks.  Who doesn't hate Recurring Nightmare decks from days of old? gorilla_titan.jpg (25672 bytes) samurai_of_the_pale_curtain.jpg (11620 bytes)  
Panoptic Mirror - Cranial Extraction
I normally don't include any Mirror combos in the combos pages of Magic Deck Vortex, but I thought this one was cool.  (I'm a big fan of mill decks).  Anyway, this is so simple your younger brother (of 6 y.o.) can pull this off.  Imprint Cranial Extraction on the mirror and each turn you can strip your opponent of a needed combo card or a fatty green beast.  Worried about not knowing what cards in your opponent's deck?  Try some discard spells that let you look through your opponents hand or even spells like Bribery that let you look through their deck.  Assuming you are playing this in your casual playing group, you won't need to uses either of those options as you will probably be able to tell what deck your friend is playing based on the first two turns.  panoptic_mirror.jpg (43233 bytes) cranial_extraction.jpg (22715 bytes)
Iname, Death Aspect - Patriarch's Bidding
These Iname spirits are kind of insane.  Upon looking at Death Aspect I immediately screamed Patriarch's Bidding.  You see, when Iname comes into play, you may search your library for any number of spirits and put them into your graveyard.  If you follow up with a Bidding calling Spirits... you could have an Army of Spirits for minimal mana and fairly quickly too!  iname_death_aspect.jpg (23800 bytes) patriarchs_bidding.jpg (22333 bytes)
Seizan, Perverter of Truth - Underworld Dreams
This isn't so much a combo as it is card synergy.  Need a way to get the most of your Underworld Dreams (which reminds me.. I am mad that I still don't have four of them)?  Add Seizan to the mix.  He forces every player to draw two cards and lose two life each turn.  Combine that with Underworld Dreams and they lose at least 5 life each turn ... and mind you the Words enchantments from Onslaught block aren't even in this equation yet. seizan_perverter_of_truth.jpg (20663 bytes) underworld_dreams.jpg (27795 bytes)
Shimatsu the Bloodcloaked - Second Sunrise
Okay.  The demon's cost is expensive.  Not it's mana cost for it's comes into play cost.  However, if you sacrifice everything and follow it up with Second Sunrise, you get all of your permanents back and a really big Shimatsu!  shimatsu_the_bloodcloaked.jpg (26542 bytes) second_sunrise.jpg (19322 bytes)
Orochi Hatchery - Coretapper
Orochi Hatchery is the new Snake Basket.  To make it better use your Coretapper to put an extra counter on it a turn so you can get the most out of the 5 mana activation cost.  For each charge counter on the Hatchery you get a 1/1 Snake.  Oooh.  Ahhhh.  orochi_hatchery.jpg (10787 bytes) coretapper.jpg (45390 bytes)
Patron of the Nezumi - Braids, Cabal Minion
Just black goodness in this combo here.  Patron of the Nezumi and Braids on your side of the board equate to: Opponent's lose 1 life and 1 permanent each turn.  What isn't nice about that for a player who likes black combos?
Heed the Mists - Sensei's Diving Top or Future Sight...
Heed the Mists will combo with any card that can manipulate the top card of your library (or tell you what it is).. such as Sylvan Library, Second Sight, Soothsaying, Information Dealer, etc.  Anyway, if you can set up the top of deck so that the card's casting cost is more than 5 cc.. then this combo is worthwhile.  For 5 mana, you can draw a butt load of cards.  Say you use Sensei's Diving Top to put a Myojin on top of your library... that's a lot of card drawing goodness for 5 mana from heed the mists.
Heartless Hidetsugu - Awe Strike or Spirit Link
Multiplayer combo of the year.  Perhaps this is even better than congregate.  Let's pretend your are playing a four person game and you have Heartless out.  Each player is at 20 and you activate the Ogre.  Total, the ogre would deal 40 damage (half of each player's life total).  Cast Awe Strike.  Now, no damage is dealt and you gain 40 life.  Not too shabby, eh? 

Oooh.. even better than Awe Strike is Spirit Link.  Your ogre will deal the damage and you gain the life.  Ouch.

Crack the Earth - Akki Blizzard-Herder or Kiki-Jiki, Mirror Breaker
This combo was submitted by Sean B.  Thanks!  For some early hurt to your opponent, cast the Akki and then Crack the Earth him (in other words, sacrifice him to the effects of Crack the Earth).  Sacrificing two permanents in one turn can be lethal in the early game.  Mind you, in order to keep your tempo going you should probably have a Mox in play.  This will let this combo go off on turn two and still leave you with a land and a mox to move forward.  Thanks, Sean. 

Hey, if you like board control late in the game, try the Blizzard Herder with Kiki-Jiki.  Just make sure you have ways to keep your mana base stable...

Fumiko the Lowblood - Caltrops - Death Pits of Rath
This combo was found on MTG Paradise.  While this isn't the easiest combo to pull off, it can sure reek havoc on your opponent's creature base.  You see, your opponent is forced to attack with each of his or her creatures with Fumiko each turn.  Simply put, Caltrops will deal 1 damage to each of them and then Death Pits of Rath will destroy each of them.  The real trick is getting all three pieces in play at the same time.
Sword of the Chosen - Yomiji, Who Bars the Way - Krark-Clan Ironworks - Fling
Oooh.  The first infinity combo on the page.  No longer is Sword of the Chosen a 'super bad' rare.  Simply put, tap the Sword to give Yomiji +2/+2 until end of turn.  Then, sacrifice the Sword to the Ironworks for 2 mana.   Return the Sword to your hand because of Yomiji and then cast it again with the mana you have in your mana pool.  Repeat for an infinitely big Yomiji and then fling it for infinite damage.  You can sub fling for many other cards to get a different infinite something effect. 
Opal-Eye, Konda's Yojimbo - Kitsune Healer or Heart of Light
Opal-Eye has a built ability that can prevent damage to itself.. but that can be annoying an costly.  Why not pair Opal-Eye up with Kitsune Healer or Heart of Light.  The Healer only costs a tap to prevent all damage dealt to a Legendary Creature and the Heart of Light is a one time investment that prevents that damage anyway. 

If you a better combo for Heart of Light, outside of block, try Avatar of Hope.  It can block any and all attackers, outside of plainswalk, fear and shadow.

Forbidden Orchard - Living Terrain - Intruder Alarm