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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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." |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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). |
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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. |
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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. |
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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~ |
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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. |
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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. |
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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. |
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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. |
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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). |
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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. |
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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. |
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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. |
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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! |
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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. |
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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. |
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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... |
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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. |
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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. |
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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. |
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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. |
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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? |
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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? |
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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! |
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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. |
 |
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. |
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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? |
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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. |
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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. |
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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). |
  |
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. |
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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!. |
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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. |
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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. |
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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). |
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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? |
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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. |
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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! |
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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. |
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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! |
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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. |
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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? |
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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. |
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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. |
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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... |
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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. |
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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. |
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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. |
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Forbidden Orchard - Living
Terrain - Intruder Alarm |
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