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Ravnica Block (2005-6) Featured
Combos.
Last updated 2/15/07 (112
Combos, 36 Deck LInks, 8 Infinite Combos)
NOTE: Due to errata, Time Vault & Flame Fusillade no
longer combo together. (Thanks, YWN) ~Streetz~
Discuss this combo page in the forums! [Read the rules of the thread
first, please]. |
Shattering
Spree - Mycosynth Lattice |
This
combo was submitted by Death_By_Beebles. This is easy. Cast
the Lattice (or Show and tell it into play) and then go crazy with the
Spree... destroying as many of your opponent's permanents as you can
afford. The Spree is quite a powerful spell if you consider all of
the Moxen running around in Legacy. I think it would have been much
better as an instant... I guess it's a good thing it isn't. |
|
Savra,
Queen of the Golgari - Shambling Shell |
Shambling
Shell, as a reminder, is both green and black. Now with that in
mind, sacrifice it. Savra, assuming you have her in play, gains your
2 life but you can also pay 2 life to make each other player sacrifice a
creature. Net: You gain no life and your opponent's sacrifice a
creature each and you get to put a +1/+1 counter on one of your creatures.
Dredge the Shell back next turn and repeat. Fun, eh? |
 |
Rakdos
Riteknife - Myr Servitor |
Blood
counters... Doubling Season can double them, Power Conduit can recycle
them into charge or +1/+1 counters and Energy Chamber can't do anything
with 'em. Rakdos Riteknife uses these counters and when you have
enough, you can sacrifice the knife and make an opponent sacrifice a
permanent for each blood counter on it. To put
blood counters on the knife, make sure it is equipped to a creature you
control; then tap your equipped creature and sacrifice another creature.
Why not choose a recurring creatures like Myr Servitor to sacrifice to the
Riteknife? As long as there is at least one other Myr
Servitor in the graveyard and in play, you can recur the Servitor every
turn during your upkeep. Once you have a 10 or 20 blood counters on
Riteknife, sacrifice it to make your opponent sacrifice most or all of
their permanents. Thanks to Furnacewhelp for
the clarification highlighted in yellow above. Furnacewhelp also
suggests Simic Ragworm or Freed from the Real to mix with the Riteknife
for added fun. |
 |
Phytohydra
- Pariah's Shield |
This
combo submitted by many, many people so, of course, I'm going to post it!
Equip your Phytohydra (interestingly enough it's a PLANT Hydra) with the
shield and watch all damage that would be dealt to you redirect to your
Plant. Phytohydra has a replacement effect so that whenever damage
is dealt to it, instead it gets that many +1/+1 counters. Basically,
this translates into you never take damage again so long as your Hydra is
in play equipped with Pariah's Shield. Plus, your Plant Hydra
becomes very large depending on how aggressive your opponent want to kill
you. Just beware a
Dark Banishing
and/or
Shatter
and/or
Naturalize. |
 |
Bottled
Cloister - Brink of Madness or Ensnaring Bridge or Imaginary Pet! |
Brink
of Madness is definately a dollar bin rare. Bottled Cloister isn't
(yet) but here's a fun trick for you. Brink of Madness triggers when
you have no cards in hand at the beginning of your upkeep to mind twist
them down to zero cards. The Cloister removes your hand from the
game at the end of each of your turns to return them at the beginning of
your upkeep the following turn. Stack the abilities so that Brink
resolves first. It will see that you have no cards in hand and your
opponent will have to discard their hand all the while the cards that were
in your hand return after Madness resolves.
Bottled Cloister also works well with Ensnaring Bridge if you like to
keep your opponent from attacking you. Then there's always Imaginary
Pet... |
 |
Glimpse the Unthinkable -
Circu, Dimir Lobotomist or Twincast! |
This
is more synergy than anything else. And, you can replace Glimpse with any
other card that has "UB" in it's casting cost. OK, so you have Circu
(weird name BTW) in play. Cast Glimpse and mill your opponent's
library for ten. Because of Circu's abilities, remove two cards from
the top of your opponent's library from the game. For the rest of
the game, he or she can't play cards with those name (the two Circu
removes, not the Glimpse). Next turn cast
Recoil, then
Dimir
Infiltrator, then
Sleeper's Robe,
then
Lim-Dûl’s Vault,
then
Hibernation
Sliver, then
Spatial Binding,
then
Diabolic Vision
and finally.. for the finale,
CAVERN HARPY.
Before you know it, your opponent won't be able to play ANY spells.
Side Note:
Cavern Harpy
+
Aluren
+
Circu
= your opponent concedes. You can now too say "MWAHAHA".
Combo submitted by Lionden_56.
In other news, if you don't feel like casting
Circu... just
Twincast
Glimpse the Unthinkable... 20 cards for UUUB isn't bad at all! |
 |
Perilous
Forays - Seed the Land |
Wouldn't
it be nice to always draw a nonland card from the top of the deck, but yet
still have enough lands to cast your spells? Well, this two card
combo will allow you to do that. With both cards in play a land.
Seed the Land will generate a 1/1 snake token. Pay one to sacrifice
the token (and pay one) to the Forays and search your land with a basic
land type and put it into play tapped. That triggers Seed the Land
again and repeat this as many times as you have mana open. You may
need a few turns, but before you know it, your library will be landless
and every card you draw will be a spell (not to mention you will have
access to your entire fleet of lands in play).
Add Stone-Seeder Hierophant for more fun. |
 |
Light
of Sanction - Hammerfist Giant |
I
found this combo over on
Derick's Magic
Site and thus, many thanks to his combo listings
there - I have incorporated some of the ideas there into combos already on
this page.
Everyone thought that Light of Sanction was a waste
of a card. Well, not really if you like the ability on Hammerfist
Giant. It's a shame the giant's ability kills itself too. So,
to keep your Hammerfist Loaf in play after his ability resolves, just have
light of sanction in play. All damage it would have dealt to itself
and creature you control ... is prevented. I'm liking
Crater Hellion
a little more.
Can you believe Light of Sanction
even combos with
Sorrow's Path?? |
 |
|
Ulasht, the Hate Seed - Cloudstone Curio |
Here's
a fun combo for you. Make sure Cloudstone Curio is in play. Cast
Ulasht. Spend some mana removing +1/+1 counters from
Ulasht and create a bunch of tokens. With the last token, use
Curio's ability to return Ulasht to your hand. Then, next turn, cast
Ulasht again and get almost double the counters on him you had last time
and create more tokens or deal some damage. This combo was submitted
by several people. |
 |
Djinn
Illuminatus - Glimpse the Unthinkable or Lava spike... |
Oooooh....
UUUUUUBBBBBB = target player puts the top sixty cards of his or her
library into his or her graveyard. At least, that's what this two
card combination can do for you. With Illuminatus, Glimpse of the
Unthinkable can be replicated for UB meaning for each UB you pay, your
opponent loses 10 cards in his or her library. It will take you a
while to get the Djinn in play, but at that point in the game you probably
only have to spend UUUBBB to rid your opponent of his or her library.
Maybe UUUUBBBB. For more fun with the Djinn, try
Lava Spike
or
Lightning Bolt.
Or, find those fun cards that only cost one and draw you a card.
Those work terribly well with the Djinn. |
 |
Sky
Hussar - Kiki-Jiki, Mirror Breaker |
 WOOT!
Infinite creatures in Standard (at least until Kamigawa phases out).
How does this work?
With both cards in play, tap Kiki-Jiki to copy Sky Hussar.
When the new Sky Hussar comes into play, untap all creatures you control
(including Kiki-Jiki). Now, make another copy of Sky Hussar and
repeat to infinity. What are you going to do with all of these
creatures? I don't know, maybe attack since they all have haste
thanks to Jiki! This combo was submitted by
various people both in the forum and via email. |
 |
Searing
Meditation - Firemane Angel or Angel's Feather |
For
any card that can gain you life on a consistent basis, and then add
Searing Meditation. Firemane Angel and Angel's Feather are both
cards that will be available in type two play. Then, when the
'whatever card you choose' gains you life, pay 2. Then scorch target
'target'. If you want more fun with Firemane Angel and don't mind
dipping into the Extended card pool, add
Thran Turbine
if you're using Firemane Angel. At the beginning of your upkeep you
can add 2 mana to your mana pool to pay for the Searing Meditation ability
that your Firemane Angel activates (as long as she is in play or in your
graveyard). A three life swing (up one for you and down two for your
opponent) isn't bad.. especially when it's free thanks to the
Thran Turbine.
Submitted by Teradonus. Another source in
Ravnica that can net you life gain each turn (potentially) is
Dark Heart of the Wood. |
 |
Dark
Confidant - Sensei's Divining Top |
This
combo was submitted by both KillRoy and Devouring Zombie. Expect to see
Bob Maher's card (Dark Confidant) adorned with the divining top for the
next year. The Confidant is very 'black' in flavor and thus is very
risky if you don't have some control over his ability. Say you have a Kuro
Pitlord or some other expensive card that's your next draw.. you are going
to lose a lot of life if the Confidant's ability draws it. However,
if you have Sensei's Divining Top in play, just 1 colorless mana can
prevent a large amount damage just by rearranging the top 3 cards of your
library. Prevent isn't the right word, but you get what I mean,
right? |
 |
Plague
Boiler - Loxodon Hierarch |
This
combo was submitted by several people. Plague Boiler is this sets
Nevinyrral's
Disk. And with come the opportunities of combos.
We aren't talking
Symbiotic Wurms
or
Rukh Eggs
here.. we are talking board advantage of a grander scale. With the
Hierarch in play, and when the boiler 'explodes', you can regenerate each
of your creatures for a measly WG and a sacrifice of one creature - the
Hierarch. |
 |
Storm
Herd - Sins of the Past |
While
this combo was originally posted by MaGo, I wasn't going to post it at
all. That is, until someone actually made a deck around the combo.
The combo, simply put, is play a 10 mana card for six. Assuming you
have 16 life or something, you get 16 1/1 white Pegasus creature tokens
with flying... for six mana. Fun? Yes. I'm still amazed
someone actually built a decent deck around it. Go them! |
 |
Leyline
of Singularity - Empress Galina |
This
combo was submitted by Cabal Patriarch & Shabbaman in the forums and they recommend
enchanting the Empress with Lightning Greaves. Moving along, to put
this combo simply, with both cards in play the Empress translates into: UU,
T: Gain control of target nonland permanent. Sounds fun, especially
if you can open up with Leyline in play at the beginning of the game.
Makes it easier to focus on getting the Empress in play faster.
Other cards that are fun with the Leyline include:
Arena of the
Ancients,
Blind with Anger,
Karakas,
Konda's Banner,
Hero's Demise
,
Loyal Retainers,
Sword of the
Chosen,
Vassal's Duty,
Day of Destiny
and
Tsabo Tavoc.
That's just a few of the more fun ones. |
 |
Abyssal
Nocturnus - Unnerve |
This
multiplayer combo was submitted by PerfectCell in the forums. Say
you are playing in a 4 person game. You have the Horror in play and
play Unnerve. Each of your opponents discard two cards and the
Nocturnus gets +12/12 and fear until end of turn. That's it... a big nasty Horror staring down each of your opponents while you decide
to attack one of them. Sounds like a nice multiplayer (group) combo
to me. Note: The decklink to the left doesn't use Unnerve, but
instead uses many other popular discard cards to boost up your nocturnus. |
 |
Killer
Instinct - Congregation at Dawn and/or *Top |
Search
your library for any three creature cards and put them on top of your
library... in any order and for only three mana - Congregation at Dawn
seems cool enough. To make full use of the Dawn, make sure you have
Killer Instinct in play (and I'm talking about the card). That way,
during you next upkeep the card that you stacked on top of your deck is
thrown into play to attack for a turn and then die. Crater Hellion
anyone? Now remember that to stack the 3 creatures on top of your
deck wisely.. the second one will be drawn and the third one will be
thwarted into play the next turn thanks to Killer Instinct.
Note: Sensei's Diving Top works VERY well with Killer
Instinct. |
 |
Ghost
Council of Orzhova - Debtor's Knell |
Long
live the Orzhov! Seriously, though. These two cards make a
deadly combo and even more deadly with the Dragon Legends from the
Kamigawa block. Your sacrifice a Dragon with the Council and then
next turn, bring it back into play with the Knell. Sounds pretty
nasty to me. Plus, I have a deck for it! Check it out!!! |
 |
Evolution
Vat - Triskelion |
Sorry
guys, I just had to include Triskelion on this combo page somehow.
Triskelion doesn't need to tap to remove a +1/+1 counter to deal damage
with it's ability. And thus, tapping it via the Evolution Vat
doesn't really restrict Triskelion aside from not being able to block or
attack (unless of course you use this ability after the combat phase). Pay
2UG a few times before the end of the turn and double the counters on
Triskelion. Before you know it you will be able to pick off your
opponent's army with Triskelion or kill an opponent. |
 |
Desperate
Ritual - Lava Spike - Izzet Guildmage |
 I
can't believe WotC printed an infinite combo as easy as this in Standard.
How does it work? Simple. Play Lava Spike. Splice Desperate Ritual onto it
for 1R (adding 3 mana to your mana pool). Now, activate Izzet Guildmage's
ability with the three mana that Desperate Ritual produced to copy Lava
Spike with Desperate Ritual Spiced onto it. Keep using the 3 mana from
Desperate Ritual to use the Guildmage... and you've done infinite damage
to your opponent's head. Good deal. There are already many decks in the
works to exploit this threesome of cards. |
 |
Pillory
of the Sleepless - Sleeper Agent |
This
combo was submitted by Conman in the forums. How mean is it to give your
opponent a 3/3 creature? Not mean at all. However, during
their upkeep if they are losing 3 life a turn and can't attack or block
with it, that is mean. Just beware Carrion Feeder. The point:
Play the Agent and then enchant it with Pillory. If they can't
sacrifice it, they are stuck with a 6-7 turn clock before shaking your
hand and saying 'good game' (if they have any sense of sportsmanship). |
 |
Transguild
Courier - Blessing/Might of the Nephilim or Coalition Victory |
Get
the most out of your 'of the Nephilim' cards from Dissension and cast it either on
a Nephilim, a Sliver Queen... or Transguild Courier (the cheaper of all
other options). In the case of Blessing of the Nephilim, the Courier
would get +5/+5 for just one white mana. Might of the Nephilim gives
the Courier a whopping +10/+10!!! Where's the trample lovin'?
This combo was submitted by YWN.
According to Adrian, Govern the
Guildless's Forecast ability works very nicely with the 'of the Nephilim'
cards.
Let's also not forget about Coalition Victory. Transguild Courier
satisfies the requirement for having a creature of each color.
Getting a land of each basic land type should be easy. |
 |
Leyline
of Singularity - Hunted Creatures |
Here's
yet another way to maximize the efficiency of the hunted creatures from
Ravnica. With Leyline of Singularity, all of the tokens created by
the Hunted creature have the same name and thus are all destroyed because
of the Legend. With this in mind (and with is applying to all by one
of the hunted creatures) you get a nice creature for a cheap cost.
Once all of the tokens come into play, they die. That's not bad.
Note: This Leyline works well with Sword of the Chosen,
Kashi-Tribe Elite, Hero's Demise, Kitsune Healer, Yomiji, Who Bars the Way
and/or Minamo, School at Water's Edge |
 |
Ghostway
- Wrath of God |
Hey!
Look! It's a mono-white combo that costs 4WWW
total which is ultimately 2 mana less than plague wind (thumbnailed to the
right for easy reference) but does almost the same thing -- destroy all of
your opponents' creatures. Plus, with this two card white combo you
get comes into play effect to boot (at the end of turn)! I think you
can figure it out. And note: Ghostway combos with LOTS of other
cards. I'm just too lazy to post them all. |
|
Leyline
of the Void - Bloodbond March |
This
combo was submitted by GRUNT in the forums. Finally! A card to make
Bloodbond March really worth casting. Leyline of the Void will
prevent your opponent from having cards hit the graveyard and stay there.
Thus making Bloodbond March optimal for you. Whenever your opponent
casts a creature card, it's more likely that they don't have any
like-named creatures in their graveyard (thanks to the Leyline) and thus
won't reap the benefits of the March. However, when you cast a
creature spell, you get the full effect of the March thanks to Leyline.
Nice. |
 |
Hatching
Plans - Auratog or Claws of Gix |
 Anything
that let's you sacrifice an enchantment goes well with Hatching Plans.
There are specifically three creatures that do this well: Auratog,
Phantatog and Thaumatog. Auratog is the best of the bunch since it
gets +2/+2 until end of turn whenever you do this. If
Atogs aren't your favorite creatuer type, try Claws of Gix... sacrificing
a permanent was never more fun. The deck link to the left using
Claws of Gix with Hatching Plans.
Note: Crack the Earth also has some nice synergy with the Plans card.
Your opponent sacrifice a permanent and you sacrifice a permanent netting
you 3 cards. Not bad. Thank Xander & CarrollN in the forums
for that one. |
 |
Ink-Treader
Nephilim - Cantrip Spells! or Electrolyze or... |
Ink-Treader
is like the mutant creature version of
Radiate.
Whenever you target it with an instant or sorcery that only targets it,
copy it for each other creature that spell could target. Cards like
Aether
Mutation are cool and all, but why not net some serious card
advantage? Try any 'cantrip' spell. There first one that came
to mind was Aggressive Urge from Invasion. It like
Collective Unconscious on
steroids for only two mana. If you
want to do the same, but deal simulate a Pyroclasm at the same time (note
the Nephilim is a 3/3), try Electrolyze. Not only is it standard,
but it fits in with the colors of the Nephilim.
For those of you that don't know, a cantrip is any spell
that has a small effect (usually) that also nets you a card. Some
other examples of cards that would work here include:
WHITE:
Formation,
Guided Strike,
Lightning Blow,
Shelter
(not optimal unless you control every creature),
Spiritualize and
Withstand. BLUE:
Leap,
Quickchange,
Shadow Rift,
Touch of Invisibility
and
Updraft (worse than Leap!). BLACK:
Afflict,
Fevered Strength,
Gravebind and
Ribbons of Night
(interesting choice). RED:
Accelerate,
Boiling Blood,
Chaotic Strike,
Ember Shot (not recommended...
at all!),
Flare,
Panic,
Stun and
Zap. GREEN:
Feral Instinct (the
worse aggressive urge),
Reality Anchor,
Refresh,
Sudden Strength,
Touch of Vitae and
Wildsize. GOLD:
Fire/Ice
Mind you, these are the only uses for the Nephilim.
You could Boomerang your own Nephilim for a simulated Evacuation.
You could Last Gasp your Nephilim to creature a weenie wrath of god for
all 3/3's and less. You could even use Gigadrowse to tap down the
boards. This guy is combo-licious (perhaps I should have just
written an article on this...)
|

 |
Genju
of the Cedars - Beastmaster's Magemark - Earth Surge |
This
is a strange but cool combo. You see, if you enchant a Forest with
Genju of the Cedars, and then enchant it with Beastmaster's Magemark and
also have a Earth Surge - the end result is a 7/7 creature that gets +1/+1
until end of turn for each creature that blocks it. For fun, throw
in a Genju of the Spires, a mountain and a Fencer's Magemark and it
becomes a 8/8 first-striking creature with the aforementioned ability.
Kind of involved, but kinda very cool. And I have a deck in the
database for it! |
 |
Sky
Swallower - Brand or Stifle |
This
is best combo for Sky Swallower considering the mana cost of brand.
Ghostway is nice but you are effectively adding 3 more mana to the cost of
the Leviathan and thus, making it an even 8 mana for a 8/8 flyer.
That's not so efficient in my eyes. How it works? Taps 6 laps
to get at least 1 red and 2 blue mana. Now play the Sky Swallower
and give your opponent all of your permanents. After that resolves,
play Brand. Say hello to your permanents again (assuming they were
all yours to start). In conclusion, you get all of your permanents
and an 8/8 flying leviathan for only 6 mana total.
Note: I just realized Stifle will do the same thing for
a color blue mana (sort of). OK.. so use Brand or Stifle with the
Sky Swallower. That's it... |
 |
Debtor's
Knell - Wrath of God |
Debtor's
Knell + Wrath of God = Great Recursion and even better in a multiplayer game.
Debtor's Knell was rated #1 multiplayer card by Anthony Alongi & Bennie Smith in
the latest issue of Scrye. And no wonder - you can grab creature cards
from ANY graveyard and put them into play under your control. Wrath of God
is just a great way to facilitate the use of the card. Several of your
opponents have great creatures on the board? Wrath of God them.
Then, each turn, take one by one from a graveyard to your playing field.
That's mean. That's cruel. That's a probably win for you.
That's good. Note: You could always team up Debtor's Knell with Ghost
Council of Orzhova to make an unkillable Ghost Council. |
 |
Bronze
Bombshell - Spawnbroker |
Oooh...
it's a toned down walking version of Booby Trap that's easier to set off
than the original. Does anyone find it funny
that the bombshell is a female? Perhaps WotC is paying homage to the
original "BOOBY" trap. Anyway, all you have to do is make sure you don't
control it to set it off. There are many ways to accomplish this (like
Sky Swallower, Donate,
Avarice Totem, Legerdemain and Endless Whispers) but I like Spawnbroker
the best. Just exchange bombshell with one of your opponent's best
creatures and watch them take 7 to the head.
This combo was submitted by Zealot in the forums.
The deck link uses Bombshell with Sky Swallower. |
 |
Simic
Guildmage - Bramble Elemental |
Ah...
the new Simic guildmage. This is one of my favorite of the
guildmages mainly because
you can move around Auras - I've always loved Enchantment Alternation!
About this combo - Any time you move
an Aura from the Bramble Elemental to another creature and then back to
the Elemental, it's ability activates putting two 1/1 green Saproling
tokens into play. Note that the Aura has to be moved off of the elemental and
then back onto it for the ability to trigger.
This combo was submitted by several people in the forum and via email. |
|
Celestial
Ancient - Shimmering Wings or Flickering Ward... |
This
combo uses the same concept as Verduran Enchantress and bounce
enchantments(auras) like Shimmering Wings and
Flickering Ward. With Celestial Ancient in
play you can cast Shimmering Wings to put +1/+1 counter on each creature
you control and then bounce it to your hand. Basically it equates to
"UU: Put a +1/+1 counter on each creature you control.".
Or for Flickering Ward: "WW: Put a +1/+1 counter on
each creature you control." Not bad.
Other cards that could replace Wings include Cage of Hands, Crown of
Flames, Crown of Mourning, Natural Emergence, Shackles and Whip Silk.
There are, of course, more. This combo was
partially submitted by YWN. |
 |
Psychic
Possession - Solitary Confinement or Skyscribing |
When
I first read Psychic Possession, I thought to myself, 'Huh?' and 'What
good is this card?' However, it lets you technically replace your
draw step (should you have a card that skips it) with a new draw step that
happens during your opponent's turn so that whenever they draw a card, you
do too. Then I realized, Solitary Confinement works wonders with
Psychic Possession. It create a sort of
unstoppable lockdown as long as your opponent is drawing cards.
Then there are cards
like Vision Skeins and Skyscribing that will net you double the cards when
casting (since you get to draw three cards and then you draw another three
cards because your opponent is drawing too). Note: Prosperity works the same as Skyscribing but costs one
less mana.
Also, Teferi's Puzzlebox is a nice little card for
Psychic Possession ... I'll let you figure that one out on your own. |
 |
Ghost
Quarter - Shadow of Doubt or Darksteel Citadel |
Ghost
Quarter... certainly not the new Strip Mine by any means, but it definitely
has some combo potential. If you activate the Quarter's ability on an
opponent's land and then cast Shadow of Doubt, your opponent will just
lose the land and not be able to search for a new one. If you use
Quarter on a land you control, like Darksteel Citadel, you don't lose a
land and still get to search your library for a basic land card and put it
into play. This combo was submitted by YWN & retarded_a_i.Note: Crucible of Worlds works well with just Ghost
Quarter too. |
 |
Simic
Ragworm - Opposition or Ocular Halo or... |
It's
the green Horseshoe Crab!!! And it's a lot uglier too. Oh..
wow! And it's a "WORM", not a "WURM". Hmmm, since when did
they bring back worms? In Green?
With Simic Ragworm, like it's blue
predecessor, you make maximize any enchantment (or aura) that involves a
tap and an effect. With Ocular Halo, you can Draw a card for each
blue mana you spend. With Opposition, you can tap an opponent's
board for each blue mana you spend. With Glare of Subdual for you
block lovers out there, you can tap an opponent's army and/or artifact
horde for each blue mana.
I'd prefer to use a card like Hypervolt Grasp, Arcane
Teachings or Viridian Longbow with the Ragworm, but I like damage.
If you like control, go with Opposition or Glare of Subdual! This combo was
partially submitted by YWN & Maleficent in the
forum. |
 |
Rakdos
Guildmage - Skyshroud Elf - Mana Echoes |
  These
three cards can net you infinite creatures (and mana) and here's how: With
at least three goblins in play, the guildmage and the elf, use the
guildmage's ability to generate a goblin token for 3R. Thanks to
Mana Echoes, add 4 mana to your mana pool. Convert at least one of
that colorless
mana into a red mana thanks to the Elf. Keep repeating... each time you repeat this
you get one more mana (and one more creature). The next one will be
5 mana from the echoes, then 6, then 7, etc. Luckily all of these
goblins have haste so be sure to attack for infinite damage too! |
 |
Tidespout
Tyrant - Ornithopter - Angelic Chorus |
 Infinite
Life -- how does it work? You will need Ornithopters to make this
work with one in hand and one in play. Also, you will need to have
Tidespout and Chorus in play. Now.. cast Ornithopter for zero mana.
Tidespout triggers so you return the Ornithopter already in play to your
hand. Chorus also triggers gaining you two life. Play the
Ornithopter now in your hand and do like you did before. Before you
know it infinite life is yours! This
combo was submitted by YWN in the forums. |
 |
Curiosity
- Niv-Mizzet, the Firemind |
 I
had to post this in fear of getting 3000 emails about the same combo.
Many people have already submitted it via email and in the forum.
OK. This is simple. Enchant Niv-Mizzet with Curiosity.
Now, tap Niv-Mizzet to draw a card. Niv-Mizzet deals 1 damage to
target creature or player (preferably an opponent). Curiosity activates
again, drawing you a card and thus dealing another point of damage -
dealing up to infinite damage to an opponent. Well, infinite in
terms of as many cards are in your library infinite. Thanks to
everyone that submitted it.Also note that
there are many cards that work well with Niv-Mizzet. Some cards that
come quickly to mind include Invoke the Firemind, Greater Good and
Mindmoil. Have fun! (Necrologia
is also an interesting idea thanks to retarded_a_i in the forums.) |
 |
Izzet
Guildmage - Reset |
 Yes,
I know - most of you don't own a Reset. However, you can still
imagine how fun this combo is (for the person playing it). The
unfortunate thing about Reset is that you can only play it during your
opponent's turn - but I'm sure you can use your creative mind to figure
out a kill using it. The Izzet Guildmage let's you copy instants and
sorceries. That's great. For five mana, play the reset and
then copy it with the Guildmage. Let the copy resolve to untap all
of your lands. Then, copy the original Reset and you have two mana
to spare. With more lands you can generate more many faster.
Ultimately, you will net infinite mana. |
 |
Sprouting
Phytohydra - Æther Flash - Kaysa |
 This
combo isn't exactly Standard legal, but it's still fun. How it
works? First you will need a means to up the toughness of your
creatures by at least one point. Kaysa does this nicely (as it
really only has to be for your green creatures like the Phytohydra). Once you have that sorted out, have it in
play along with Æther Flash. Now cast Sprouting Phytohydra.
Flash deals 2 damage to it and it's ability triggers copying the Hydra.
The new hydra
triggers Æther Flash and the cycle repeats and so on. Before you know it, you'll have infinite
creatures. Defender creatures, but still infinite creatures. Biomantic Mastery anyone?
You will need to find a means to stop
the infinite loop by either removing your toughness upper card or your
Flash enchantment. If you don't, it will be a loop you cannot stop
and thus the game will be a draw. |
 |
Tidespout
Tyrant - Pandemonium - Emerald Medallion - Quirion Sentinel |
 Infinite
damage - how does it work? With Tyrant, Pandemonium, one Sentinel
and Medallion in play and one Sentinel in hand, cast the Sentinel.
Note it will only cost you one mana thanks to the Medallion. When he
comes into play return
the other Sentinel to your hand (because of the Tyrant) and add one green mana to your mana pool.
Play that Sentinel and repeat for infinite damage
thanks to Pandemonium. Each time the Sentinel comes into play, it
deals 2 damage to a target. Repeated Cavern Harpy style a billion
times equals a billion times two damage (the Sentinel is 2/1). |
 |
War's
Toll - Rhystic Lightning or Rhystic cards in general |
The
Rhystic cards from Prophesy were bad cards. They allowed your
opponent to pay mana to prevent you from maximizing certain spells.
However, if you combine them with a card like War's Toll, they will have
to think twice about paying that extra mana to prevent you from playing
the full effect of a Rhystic spell. If they do they will become
tapped out for the rest of the turn.
Also, cards which give upkeep costs to permanents your
opponents control, like Tabernacle of Pendrell Vale, also work towards the
cause of locking up your opponent's lands with War's Toll.
Note: Hissing Miasma also works nice with the second
ability on War's Toll. Nettling Curse also
works well with War's Toll. |
 |
Rakdos
Pit Dragon - Land's Edge or Putrid Imp |
Just
looking for more interesting ways to discard your hand, aside from One
with Nothing... While Amok works best with the Pit Dragon, Land's
Edge is another nice red card that can discard a card without having to
pay anything and even can deal damage if it was a land. Then there's
the Rakdos wanna-be Putrid Imp that can also rid your hand of cards
quickly and easily (without having to invest mana into discarding them).
Mind Over Matter anyone? |
 |
Fertile
Imagination - Upheaval |
While
I prefer Blood Oath to Fertile Imagination, this combo still works except
instead of damage you get 1/1 green Saproling tokens. Upheaval to return
all permanents to their owners' hands with mana floating and then cast
Fertile Imagination. Choose lands or whatever card type your
opponent had the most of. And walla! Lots of Saproling Tokens!
This combo was submitted by Mad Mat in the forums.
Note: Cards like Evacuation, Reduce to Dreams and Sunder all have similar
combo/synergy potential with Fertile Imagination. |
 |
Ratcatcher
- Conspiracy |
Ratcatcher
is a unique black creature as it can fetch any Rat in your deck during
your upkeep each turn. What if every creature in your deck was a
Rat? What if it didn't matter if the REAL cards were rats?
Well, Conspiracy does the job. All of a sudden, even the Ogre, Demon
and Thrulls in your deck can be fetched by Conspiracy as long as you set
Conspiracy to Rat. This combo was submitted by YWN. |
 |
Anthem
of Rakdos - Urza's Armor |
There
isn't anything terribly difficult about this pair of cards. Urza's
Armor prevents the one damage that Anthem would deal to you for each
creature you attack with. This combo was submitted in the MDV forum by Your Worst
Nightmare (YWN).
Also, Tresserhorn suggests using One with Nothing as a
means to empty your hand quickly for a surprise double-striking band of
creatures. |
 |
Vigean
Intuition - Congregation at Dawn |
This
is an expensive combo but it can be like casting three Worldly Tutors and
then drawing three cards. Cast Congregation at Dawn and put three
creatures of your choice on top of your library in any order. Then
cast Vigean Intuition and put those cards into your hand. Mind you
that you need to choose 'creature' when casting Vigean Intuition to make
this work. If you are lucky, your card under the top three creatures
will be a creature too... |
 |
Azorius
Æthermage - Trade Routes or Meloku... |

How many cards return cards to your hand? I don't
know but there are lots, but there are at least a few that can do
it on a consistent basis. Cards like Trade Routes and Meloku the
Clouded Mirror can do it multiple times in a turn depending on the number
of lands you have in play. Just pay 1 mana whenever you return
something to your hand and draw a card. Do this multiple times in a
turn and you will see yourself drawing many-a-card per turn.
Other cards that can do it for you once a turn
include (from Standard) Blood Clock, Skull Collector, Trusted Advisor and
even the common guild lands from the Ravnica block! Partially submitted by YWN. |
 |
Guardian
of the Guildpact - Darkest Hour or Shifting Sky |
Here's
a combo that will be so popular, it will take over extended! !!! ... Not
really. However, if you can make all creatures one color via Darkest
Hour or Shifting Sky, your guardian suddenly becomes unblockable.
Exciting, right? Not really.. but it's technically a combo.
Hmmph. |
 |
Souls
of the Faultless - Entangler |
This
combo was submitted by Planeswalker in the forums. Enchant the
Faultless Souls with Entangler and watch your opponent not want to attack
you. Of course, you'll want to give Souls of the Faultless
flying and an 'activatable' shadow ability to be perfect. But,
should your opponent attack with even one creature the defender could
block, they will be taking as much damage as the creature they attacked
with can deal. Not bad for a casual deck. How often do you people
really use Entangler anyway? Time to dust off an uncommon from the
Masques block. *grin* |
 |
Hissing
Miasma - Fumiko the Lowblood |
Fumiko...
I was never a big ran of this creature as I feel it is a wasted rare.
However, with Hissing Miasma and something like Worship (or any other card
that can negate the attackers from killing you).. you have a casual deck
idea with the guy. If all of your opponent's creatures have to
attack you they lose 1 life for each creature that attacks thanks to the
Miasma. This combo was submitted by 'Your Worst Nightmare' in the
forums. |
 |
Graven
Dominator - Yamabushi's Storm or Night of Soul's Betrayal |
It's
a pseudo-Final
Judgment for a similar amount of mana unless the
Graven's ability is activated from a Haunt. Gotta love
Gargoyles - there aren't enough of 'em. Anyway, when this Gargoyle
comes into play or the creature it haunts is put into a graveyard, all
creatures become 1/1 until end of turn. Follow that up with a
Yamabushi's Flame and you remove all other creatures from the game (save
any special effects that would prevent this from happening). Come to
think of it, this combo reminds me of
False Prophet
- except more expensive. If you want alternatives to the Storm,
try either Orzhov Pontiff or Night of Soul's Betrayal - they have similar
effects.Note: Wail of the
Nim works terribly well with the Dominator too if you have the mana to pay
for it. Thanks Mart83 in the forums for that tidbit. |
 |
Dune-Brood
Nephilim - Perilous Forays or Blasting Station |
Use
those little Sand? tokens to good use. (Who ever heard of a 'sand'
token? Is it like animated sand???) With Perilous Forays from
Ravnica, you can use those creatures generated by the Nephilim to put more
lands into play, and ultimately more Sand creature tokens into play.
Combine with
Bravado
and
Overrun,
and you have yourself a deck void of blue. Now go off and create a
casual deck!
If Forays isn't your style, try Blasting Station
(thanks Death_By_Beebles)... I think you can figure that one out! |
 |
Wurmweaver
Coil - Nomad Mythmaker |
Academy
Researchers... like the Coil. So does Nomad Mythmaker. If you
can manager to discard the new Wurmweaver Coil from Guildpact, you can pay
one white mana and tap the Mythmaker to put into play on a creature you
control. Then, pay GGG to sacrifice it before the end of your last
opponent's turn and make a 6/6 green Wurm token. Then, come your
turn, use the Mythmaker to put it back into play. Repeat for an army
of 6/6 Wurm tokens. Note: The Coil can only enchant a green
creature... so be sure to have some of those on your side.
If this doesn't suit you, just try Auratouched Mage +
Wurmweaver Coil + Shifting Sky. Thank Mark Gottlieb for that one. |
 |
Revenant
Patriarch - Crystal Shard or Skull Collector |
While
this combo is expensive, it's a nice alternative to
Blinding Angel.
You see, if you pay 3WB to play this 4/3 non-blocker, your opponent skips
his or her next combat phase. If you keep returning the Patriarch to
your hand with the Shard each turn and following up your next turn by
casting him again... and repeat.. you will shut down your opponent's
ability to attack you. Unlike the Blinding Angel, this guy doesn't
have to attack to lock-down your opponent's combat phase. You could
always replace the Shard with
Blood Clock
if you want to save yourself a mana each turn.
You could also Skull Collector instead of Crystal Shard
- and it's probably more efficient that way (and Standard legal). |
 |
Yore-Tiller
Nephilim - Breath of Fury |
Work
this right and you can net yourself infinite turns - mind you that you
will need a few other creatures to make this work. Because the
Nephilim returns creatures in your graveyard to play tapped and attacking
when it attacks... you can use this to fuel the Breath of Fury for
infinite attack phases. For the record, you never want to attach the
Breath of Fury to Yore-Tiller Nephilim. |
 |
Glint-Eye
Nephilim - Zephid's Embrace |
I
was trying to find an Aura card that made the Nephilim unblockable and
gave it +X/+X, but there isn't one (as far as I can tell). However,
Zephid's Embrace will do. If you enchant the Nephilim with the power
of the Zephid... you get a 4/4 an evasive flying 4/4 'tog-ish' beater that
nets you 4 cards whenever you deal combat damage to a player. Plus!
It's untargetable... You can eventually use all of those cards it
draws you to discard them all for a final blow to a opponent. Fun?
Yes. Go for it! (Yeah, I know this is more synergy than anything
else.. but who cares.. it's cool!) |
 |
Vertigo
Spawn - Entangler |
This
combo was submitted by DBB. Keep your opponent from ever attacking
you again. Oh wait, scratch that. Cast Flight or Fancy or
something on the Spawn to give it flying. Oh yes, and have a
Dauthi Embrace in play too just in case. OK... as I was saying, keep
your opponent from ever attacking your again with this combo - have your
vertigo spawn block all of your opponent's attackers (thanks to Entangler)
and watch them not untap next turn. To keep your Spawn alive, just
enchant with Gaseous Form. Where are the magemark's when you need
them! |
 |
Cerebral
Vortex - Trade Secrets or Prosperity |
Trade
Secrets is the more sneaky way to abuse the Vortex (gotta love Vortex
cards)... but Prosperity will do the trick. With Trade Secrets, play
it and see how many times your opponent will 'repeat the process'.
Then, follow it up with the Cerebral Vortex to deal damage to your
opponent for each card he or she drew this turn. Not bad.
Prosperity works similar except you dictate how many cards they draw.
I'm sure Cerebral Vortex can be abused better than this - can you find the
combo? |
 |
Witch-Maw
Nephilim - Doubling Season |
If
you want to make sure this Nephilim gets big quickly, try Doubling Season.
The goal here is to get the Nephilim to 10 power (with the +1/+1 counters)
as quickly as possible so you can attack with it and have it give itself
trample. I don't think I need to explain how the Doubling Season
helps here. OK. I will anyway. When you play one spell
(say it's Giant Growth or something cheap like Scent of Ivy) you would
normally get two +1/+1 counters. Instead, with Season, you get four
+1/+1 counters. Cast another cheap spell and it gets yet another
pair of counters. Before you know it your Nephilim will be 50/50
attacking with trample. Not bad. |
 |
Abyssal
Nocturnus - Words of Waste or Scandalmonger |
Need
a way to make use of your Nocturnus? While traditional discard like
Duress, Cabal Therapy, Hymn of Tourach can go the trick, you need
something more stable. Something that can make your opponent discard
during your turn every turn. Words of Waste and Scandalmonger are
both great ways to accomplish this. Even if your opponent only
discards one card during your turn, the Abyssal Nocturnus becomes a 4/4
creature that can only be blocked by black and artifact creatures.
That's perty spiffy. |
 |
Poisonbelly
Ogre & Varchild's War-Riders |
Varchild'
War-Riders seems to be a fun combo piece of late. With Poisonbelly
Ogre from Guildpact, every time the War-Rider's cumulative upkeep puts
Survivor tokens into your opponents control (and in play), the Ogre makes
them lose 1 life (since they control them). Now the real trick is
keeping the Survivor tokens from overrunning you and killing you.
You could try Caltrops. That'll kill 'em before they ever have a
chance to deal damage to you. Note: The War-Riders are not
recommended against an opponent who likes Goblin Bombardment. |
 |
Mind
Bend - Teysa, Orzhov Scion |
Mind you, there are cards you can use instead of Mind Bend
to have a similar effect, but I think Mind Bend is one of the most efficient.
For Teysa, that is. 'Mind Bend' Teysa replacing white with black, or black
with white. That way you can use your Spirit creature tokens with flying
to use her first ability: Sacrifice 3 white (or black) creatures to remove
target creature from the game. Then, each of those sacrificed creatures
generate a new 1/1 Spirit creature token with flying. Repeat and Rinse
until all of your opponent's creatures are GONE! Nothing like a stern
woman to wreck the day for your opponents. |
 |
Burning-Tree
Shaman - Zerapa Minotaur or... Flailing... |
This
combo was submitted by 'Your Worst Nightmare' in the MDV forums.
Encourage your opponent to use Activated Abilities by playing permanents
that any player can play. For instance, there are a bunch of
creatures from the Masques block such as Zerapa Minotaur and Vintara
Elephant. But even better are Flailing creatures in red (which work
well with the Shaman) like Flailing Soldier, Flailing Ogre and Flailing
Manticore. There are many other off-color creatures with this 'Any
player may play this ability' abilities.. but I won't bore you with them
(now).However, Lethal Vapors has to be the
most fun. |
 |
Hunted
Phantasm - Silent Arbiter |
Hunted
Phantasm generates the most token creatures of all of the creatures in the
Hunted cycle from Ravnica. Maximize on their usefulness by having a
Silent Arbiter in play. You could always just cast Pyroclasm and
kill them all.. but I think the Arbiter is more fun. The Arbiter
only lets one creature attack / block each turn... which means you can
attack with your unblockable 3/6 phantasm and they can only attack you
with one of the 1/1 goblins... each turn. |
 |
Life
from the Loam - Pedantic Learning or Trade Routes |
Either
Pedantic Learning or Trade Routes... it doesn't matter. They will
both draw you some cards for 1 each. Life from the Loam is only a
good card and worthy of the rare spot because it has dredge. (Personally,
I think this slot should be given to Life from the Loam and Seismic
Assault, but I digress). Life from the loam returns up to three land
cards from your graveyard to your hand... but the beauty is dredging it...
which potentially could put up to three more lands in your graveyard from
your library. And yes, finally, Pedantic Learning has a use!
For each land card that would dredge from your library to your graveyard,
you can pay 1 and draw a card with Learning. Or, you can discard a
land card from your hand with Trade Routes for 1, and draw a card.
Either way, you can just cast Life from the Loam again and start an evil
cycle of land recursion. Mwahahaha. |
 |
Spawnbroker
- Imaginary Pet(!) |
This
combo was submitted by MagicMaster55. Spawnbroker can be tricky.. but if
you have the right creatures to swap, you can maximize the broker's
usefullness. Imaginary Pet, among others, is a fine example of
Brokering 101. You invest two mana for a 4/4.. and when you cast
Spawnbroker you swap it for one of your opponent's creature with 4 or less
power. Then, during that opponent's upkeep, he or she will most
likely have at least one card in hand and you get the pet back (see it's
ability). Add
Followed
Footsteps into the mix, and you have a nice board
control combo - before you know it you will control all of your opponent's
creatures. |
 |
Concerted
Effort - Akroma, Angel of Wrath |
Concerted
effort can be tricky. I mean, finding creatures with a lot of
abilities (like flying, fear, first strike, double strike, landwalk,
protection, tramble and vigilance) is difficult. Akroma, of all of
the creatures, has the most. Getting her into play is another story,
but at least this is a start, right? |
 |
Junktroller
- Tunnel Vision |
Want
to mill through your entire library.. so that each turn you can choose
your draw? Try this combo. With Junktroller, an otherwise
useless card, you can choose a card in your graveyard (which you know you
only have one of in the deck ) and put it on the bottom of your library
for a mere tap. Then, for 5U, cast Tunnel Vision and search through
your library for that card. Wow. It's at the bottom. OK.
Now put that card on top of your library and the rest into your graveyard.
Next turn, draw your one card and tap the Troller to put another card in
your empty library. Next turn, you draw that card. Repeat this
process and keep drawing the cards your need. Whether it be combo,
control and aggro.. you'll set up your draws for the rest of the game.
Beware Millstone. This combo was submitted by many people. |
 |
Mortipede
or Taunting Elf - Gaze of the Gorgon |
This
combo was submitted by various people. One of the worst parts of Taunting
Elf was that it died (most of the time) at the end of combat.
Blocking all of those creatures can be deadly... unless you have a Gaze of
Gorgon ready. You not only get to regenerate your Taunting Elf but you
destroy each creature that was blocked by the Elf. A more expensive
version of this combo is the Mortipede... since it costs 3B to cast and 2G
to use the 'taunting' ability. But Mortipede + Gaze of Gorgon = cool
block combo. |
 |
Bloodbond
March - Remembrance |
With
both enchantments into play, whenever one of your nontoken creatures goes
to the graveyard from play, you get to search your library for another
copy of it. Then, when you play that copy, you get the original one back
from the graveyard. Before you know it you will have access to all of four
copies (or more if you are playing Relentless Rats with a sacrificer like
Carrion Feeder) from your deck in play. Anyway, according to Mark Gottlieb
on www.magicthegathering.com you don’t want to play this combo with Bile
Urchin – it’s bad for the fun of the game. |
 |
New
Duals (Sacred Foundry) - Fetch lands (Wooded Foothills) |
While
I'm not inclined to think this as a REAL combo.. its definitely high
synergy at a high cost. Since the new dual lands have Island, Swamp,
Mountain, Forest, and/or Plains in their type line, cards like the
fetch lands from Onslaught can fetch them. In this particular card
combination, you are going to be paying 3 life to get the dual land into
play untapped... but in some cases it is worth it. Many thanks to
the billion people that submitted this combo. |
 |
Lightning
Helix - Isochron Scepter |
This
combo was submitted by hivemaster. With this combo, you can change the
tides of any game by 6 life points between you and your opponent... every
turn! Nothing too exciting.. but still more satisfying than
imprinting Counterspell on your scepter. Yes, it's still not as
hated as imprinting hoodwink on your scepter. Not yet, anyway! |
 |
Wojek
Siren - Radiate |
How
often do you see Radiate on a combo page? ... ... ... maybe once a year.
So, this year, I bring you this combo thanks to hivemaster. Scenario: Say
you have 6 white creatures in play that are each 1/1. Now spend 3WRR
(by casting Wojek Siren and Radiate... targeting the Siren). Now
target one of your creatures with the Siren and each creature you control
becomes 2/2. Since you Radiated the Siren, it then copies and
targets each of the other white creatures you control... giving then each
another +1/+1 until end of turn. End result: you now have a hoard of
six 7/7 white creatures. |
 |
Compulsive
Research - Crucible of Worlds |
Compulsive
Research is cool... unless you don't have a land to discard.
Then it's like a bad brainstorm... only worse. However, if you do
have a land card, why not discard it so you can follow up either that turn
and next turn by putting it into play anyway, thanks to the Crucible. |
 |
Dovescape
- Boseiju, Who Shelters All and/or Last Word... |
What's
nice about Dovescape is it's wording. The way it's worded allows you
to still get bird tokens even if the noncreature spell wasn't countered.
How do you accomplish this? Play a spell that can't be countered.
There many a card that are 'uncountereable' like Last Word and Urza's
Rage. There's even a land known as Boseiju that grants
uncounterable-ility. This combo was submitted by YWN.
Note: Uncounterable isn't a real word.
It's means 'cannot be countered'. |
 |
Necroplasm
- Nature's Revolt (Shambling Shell) |
The
only thing I don't like about Necroplasm is that it kills itself just
after a few turns. However, if you play it correctly... in
combination with Nature's Revolt, its an Armageddon for Golgari mages.
You see, during the first turn you've played the ooze, at the end of that
turn it destroys each creature that costs zero to cast (i.e. lands that
have been animated into creatures). This counts for tokens too.
Natural Affinity is that card that makes all the lands creatures until end
of turn - so cast it that same turn or have it in play before the ooze.
Bam. At the end of your turn.. bye-bye lands and token. Mind
you, this affects your lands too, so be sure to have some
mana batteries
or something to give you the edge for the rest of the game. This
combo was originally submitted by JestingWizard except that he used
Natural Affinity.
Question is, With your lands still be animated when the ooze's end of
turn ability resolves?
If you want a little more control with your
Necroplasm, that is to keep it from dying to its own ability, add
Shambling Shell
to the mix. You can add another +1/+1 counter during your turn when
it already has 3 counters. That way, instead of destroying all
creatures with a converted mana cost of 3 (like Necroplasm) it will
destroy all creatures with a converted mana cost of 4. |

 |
Stone-Seeder
Hierophant - Thawing Glaciers |
Thawing
Glaciers is a great way to raise your land count and thin your deck.. but
it has these two bad drawbacks - comes into play tapped and returns to
your hand with each activation of it's ability at the end of the turn.
With Stone-Seeder Hierophant, every time a land comes into play you can
untap the Thawing Glaciers - thus activating it multiple times in a
turn before it returns to your hand. That's just plain evil.
Where's my Budoka Gardener when I need him? |
 |
Dimir
Doppelganger - Phage the Untouchable |
You
know how Phase has that little clause about losing the game if it didn't
come into play from your hand? Well, you can get around that with
Dimir Doppelganger. As long as Phage is in your graveyard you can
remove it from the game and make your doppelganger Phage. You don't
have to worry about losing the game since the Dimir is already in play.
All of this for a measly 1UB activation cost. |
 |
Hunted
Creatures - Brand |
So
what's so special about Brand? Nothing really unless you know that
all permanents created by your permanents are owned by you... no matter
who's side of the board they're on. So when you cast your Hunted
whatever, yah, your opponent gets some token creatures. So what!?
Cast brand after the Hunted Creature and gain control of those tokens
since you own them. Touché! Also, DevouringZombie notes that
Dogged Hunter
also works well with the hunted creatures since it can destroy a token
creature for a small cost of a tap. |
 |
Glare
of Subdual - Seedborn Muse |
With
both of these cards in play, you can tap out your opponent's creatures and
artifacts EVERY TURN. So long as you have more creatures than your
opponent's combined creatures and artifact. Not much more to say
here. This combo was submitted by trol187. |
 |
Empty
the Catacombs - Blood Oath |
Blood
Oath is one of my favorite cards. I don't know why but it is.
To deal 3 damage to your opponent for each of one card type he or she has
in it.. is amazing. If you want to see your opponent take the most
damage they could take from Blood Oath, try Empty the Catacombs. As
long as he or she has 7 or more creatures in their graveyard before you
cast Empty the Catacombs, you can deal lethal damage for the small cost of
3R (via Blood Oath) as long as you choose creatures. This combo was
submitted by I. Berkeley. |
 |
Lore
Broker - Chains of Mephistopheles |
With
a Chains of Mephistopheles in play, players discard a card before they
draw any card after the first card they draw each turn. (If you really
want to confuse yourself, just read the original wording on the card).
Also note that the replacement effect of the Chains is cumulative if you
have more than one in play. The way to make the combo work is to activate
the Broker during your opponent’s draw step, after he or she draws their
first card. This way, your draw from the broker is your first draw of the
turn, so you’ll only have to discard to the Broker’s ability. Because your
opponent has already drawn a card, Chains makes his or her discard before
drawing for the Broker, and then the Broker makes him or her discard again
after the draw. That’s an aweful lot of discarding. Sidenote: If you
opponent is playing a threshold deck, don’t use this combo. |
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Vedalken
Plotter - Undiscovered Paradise |
Annex
is great... but it costs 4 mana. Vedalken Plotter is OK but you only
get a 1/1/ for three mana (and the exchange of a land with an opponent).
Why not maximize the effect of the Plotter and make it like an Annex,
except you eventually get your land you exchanged ... back! You see,
tap the Paradise to help pay for the Plotter and then exchange it with a
land your opponent controls. Regardless of who controls it, at the
beginning of your next untap step, it returns to your hand.
Note: Rainbow Vale also works, but isn't nearly as
efficient as the Paradise. |
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Rain
of Gore - Transcendence - Donate |
Let's
see if I can explain this right.... Get Rain of Gore and Transcendence
into play. Donate 'Transcendence' to your opponent. Then, deal damage to
your opponent (by whatever means you can). This will go into a loop of
they lose life, gain life, but then lose more life, and then gain life,
and then lose life... and eventually your opponent's life will be less
than one. Because they have Transcendence, your opponent won't die when
his or her life falls below 1. However, these two enchantment cards alone
will cause an infinite loop. If you can remove Transcendence from your
opponent while he or she is below 1 life, you can win the game (something
about state-based effects). Cards like Disenchant or Hoodwink serve the
purpose of getting Transcendence off the board while your opponent has
less than 1 life - killing them. Many thanks to Aneximines for walking us
through how this works in the forum.
This combo was submitted by Tekkactus with the help from Aneximines.
|
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Proclamation of Rebirth - Buried Alive |
I
found this combo over at Derick's Magic. 'Buried alive' three of
your best creatures with a converted mana cost of one or less - think
combo pieces. Then, cast Proclamation of Rebirth to bring them all
into play. Your could do this combo over two turns, or your could do it
all in one turn. However you do it, do it well. |
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Experiment
Kraj - Thrive |
This combo was submitted in the MDV forum by Your Worst
Nightmare (YWN). I will refer to him as YWN as he submitted quite a
few combos this time around. In the meantime, Kraj. He has
many possible combos and I can't list them all. However, Thrive is
one of the better combos pieces out there because you can select what
abilities Kraj gets to learn by +1/+1 counter osmosis. Any other
creature that has a +1/+1 counter on it and an activated ability equals
better Kraj.
According to CenturyChild533 in the forums, Kraj and
March of the Machines makes for an interesting combo too. If you can get
+1/+1 counters on your artifacts (there are many a way in Dissension) your
Kraj will gain abilities from artifacts that he normally wouldn't be able
to have. Sunburst anyone?
Oh, let's not forget Cytoplast Manipulator... |
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Protean
Hulk - Ornithopter (4) and Pride of the Clouds |
Protean
Hulk is quite an interesting beast. There are many, many ways to maximize
his usefulness, but this one seems nifty enough. When he goes to
the graveyard, search your library for 3 Pride of the Clouds and 4
Ornithopters. Between those seven cards, the total CMC (converted
mana cost) is 6. Put them all into play and drool over your army.
Each of your Elemental Lions will be 7/7. I see that as being
'drool'-worthy.And then
there are Kobolds... you get out an entire army of Kobolds with Protean
Hulk if you build your deck right. |
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Kindle
the Carnage - Repercussion - Light of Sanction |
With
these three cards, and a few extra cards in hand, Kindle the Carnage can
kill your opponent. You see, when you discard the first card at random via
the Kindle the Carnage card, it deals X damage to each creature.
Then, Repercussions will deal X*Y damage to your opponent (Y=the number of
creatures he or she has). And, Light of Sanction will prevent any damage
to your own creatures. Light of Sanction isn't required, but it
helps in case your opponent has any tricks up his or her sleeve.
If that isn't enough for you, know the Selesnya Phytohydra is a mean card to pair up with Kindle
the Carnage... even without Repercussions and Light of Sanction! |
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Dovescape
- Trophy Hunter |
Symmetrical
cards can be really cool until you realize they effect your opponent's
too. With Dovescape your opponent could gain a bird advantage on you
and thus you will need something that can rid the sky of those opposing
blue and white Doves on your opponent's side. There's the either
expensive or one time use Arashi, the Sky Asunder. There's
Whirlwind, but that only works once. Then there's the ultimate
archer Trophy Hunter who doesn't tap to deal damage to a creature with
flying. You can pick off multiple birdies in one turn while at the
same time beefing up your Trophy Hunter. This combo was submitted by Hiakashi in the forums. |
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Dread
Slag - Amok or Words of War |
This
isn't a combo as much as it is synergy. Dread Slag is amazing... a
9/9 trampler for only 5 mana... as long as you have no cards in hand.
With Amok, should you draw a card and then discard it (at random) to put a +1/+1
counter on the Dread Slag. Do this enough times and you won't have
to worry about having a card or two in hand to still lay down the beats
with this Rakdos horror. Words of War is also a nice way to prevent
yourself from ever drawing a card. This was submitted by Mad Mat & 'Bigger IS Better'
in the forum. Note: Both of these cards work well with any Hellbent
Rakdos card. |
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Pride
of the Clouds - Levitation or Helium Squirter |
Pride
of the Clouds is weird to me just because it's an elemental cat. I
like the art. I like the abilities... I guess I just don't like the
flavor of an elemental cat. Call me strange. With this combo
you don't have to care what other cards you pair Pride up with as long as
you have Levitation in your deck. Levitation will give ALL of your
creatures flying and thus for each creature other than Pride, it gets
+1/+1. So if you have 7 creatures.. your Pride is a 7/7. There are
other ways to give your creatures flying, like Helium Squirter, but
Levitation is in Ninth Edition and costs you 2UU once (unlike the Helium
guy which you have to invest mana into every turn to make the Pride
bigger). Partially submitted by YWN. |
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Æthermage's
Touch - Sensei's Diving Top |
Quick
diversion: To type "Æ" on your computer, you must hold down the "Alt"
button and then type in 1 4 6. Release on the "Alt" button and walla - you
have the Æ character. With that diversion done with, this combo is
simple. Use the Top to navigate your library so you don't cast
Æthermage's Touch at the wrong time. Blah... blah blah.
Nothing exciting here. I'll be honest in saying I'm not all that exciting
about this particular Azorius card. |
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Crypt
Champion - Leyline of the Void |
Crypt
Champion is like Exhume on legs. Exhume always worked well with
cards that were capable of removing cards from your opponents'
graveyard. In block, the card that is capable of removing cards from
your opponent's graveyard and that does it
well is Leyline of the Void. If your opponent doesn't have any
creature cards with converted mana cost of 3 or less to recur from his or
her graveyard, you have
just broken the symmetry of Crypt Champion to your advantage when you play
it. |
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Rakdos
the Defiler - Dimir Doppelganger |
This
combo was submitted by Aneximines in the forum. To quote Aneximines:
"Get Rakdos the Defiler into your graveyard somehow, attack with a Dimir
Doppelganger, then remove Rakdos. You won't have to sacrifice because that
part of the combat step has passed already. This trick would also work
with Volrath's Shapeshifter (and Illusionary Mask, though that doesn't get
around the mana cost the way the Shapeshifters do.)" Seems easy
enough, right? While your at it, find a means to give the Defiler
double-strike for twice the pain. Sunhome, Fortress of the Legion is an
easy way to grant double-strike.If you
want something a little wackier with the Defiler, try the following combo
by YWN: Rakdos the Defiler + Conspiracy + Natural Emergence + March of the
Machines + 2 Opalescence. Set Conspiracy to Demons. The
rest should make sense. If it doesn't, you
never have to sacrifice anything when attacking. |
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Walking
Archive - Niv-Mizzet, the Firemind or Underworld Dreams |
Hey
look! ...it's a walking howling mine on steroids! Also known as the
Walking Archive, this guy can get messy when combined with cards like
Niv-Mizzet or Underworld Dreams. No matter which card, your going to
deal a lot of damage thanks to the extra card drawing of the archive.
This combo was submitted by YWN. |
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Vulturous
Zombie - Glimpse the Unthinkable or Psychic Drain |
Vulturous
Zombie.. now that's a zombie! And a plant! It's a ZOMBIE
PLANT! ... Anyway, Vulturous Zombie doesn't care how it
happens, but whenever a card is put into an opponent's graveyard from
anywhere, it gets a permanent +1/+1 counter on it. If you want a
cheap and effective way to make this thing 13/13, cast Glimpse the
Unthinkable. For only two mana (UB) you get to mill your opponent
for 10 and then put 10 +1/+1 counters on the Plant Zombie. Psychic
Drain can add more than 10, but isn't as useful and effective as the
Glimpse. Go, Go Mill Style Decks (with a little green for the
Zombie). [For the record, any card that "mills" (to the graveyard) is a
combo with the Vulturous Zombie, and we all know there are hundreds of
those cards.] This combo was submitted by multiple people. |
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Auratouched
Mage - Mark of Eviction |
Auratouched
Mage is very cool. It would be cooler if it cost, say, 1WWW or even
3WW. However, if you are not scared off by the 6 mana to cast it,
and have a Mark of Eviction to enchant it with.. each turn, assuming you
can spend 5W, you can dig up another Aura from your library and put it on
Auratouched Mage. Then, cast the other Auras you fetched previously
on whichever creatures you choose. Not impressive, but combo-rific.
For a little more fun, have a
Followed
Footsteps in your library to enchant the Auratouched
Mage. Then you can forget the Mark of Eviction and just keep getting
Mages for free (and Aura for that matter.) Submitted by B.Joe. |
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Hunted
Lammasu - Light of Day |
This
new cycle of 'hunted' creatures are cool. And even better is that
they can each be worked around. You see, when you cast the Hunted
Lammasu your opponent gets a 4/4 black horror creature. Cast Light
of Day, and that creature is now useless. It can't attack. It
can't block. And you can swing each turn with your 5/5 flying
lammasu (what the heck is a Lammasu anyway?) assuming your opponent
doesn't have any other flyers. |
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Cytoplast
Root-Kin - Doubling Season |
Doubling
Season pretty much combos with the entire Simic Combine... all those +1/+1
counters and so little time. In the meantime, the Root-kin.
Because of the Doubling Season, when he comes into play, he gets 8 +1/+1
counters, would place two +1/+1 counters on each other creature you
control (with a +1/+1 counter already on it) instead of just one, and when you move a +1/+1 counter from
another creature you control onto the mutant, you get two for one!
Seems cool to me. Submitted by YWN. |
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Research/Development
- Leveler - Isochron Scepter |
Here's
a nice complex card combo for you. Imprint Research/Development on
Isochron Scepter. Note that you can imprint using the Research side
and that you can only play one side of the card at a time. With that out of the way, cast
Leveler. Get a nice 10/10 for only 5 mana and remove your library
from the game. Then, activate your Isochron Scepter for the
Research. Shuffle four cards (from your now removed library and/or
sideboard) from outside the game and basically choose your next four draws
(in random order of course). It negates the one turn clock of the
Leveler and gives you the spells you need when you need them.
Beware Disenchants.
This combo was partially submitted by YWN. |
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Trial/Error
- Shinen of Life's Roar or Valor Made Real |
Attacking
with the Taunting Elf Variant, Shinen of Life's Roar, is always fun.
I mean, making all creatures able to block it actually block it is amusing
while devastating as it will let you push through with damage from your
other attacking creatures. Why not further penalize your opponent by
returning all of those creatures that blocked Shinen to their owner's
hand? That's where Trial comes in. And, if played at the right
time, can prevent any damage that would be dealt to Shinen. If you
don't like using Shinen of Life's Roar and prefer a different creature via
a different method, try Valor made Real. Just think in reverse. Make
one of your creatures block all attacking creatures and then cast Trial.
This combo was partially submitted by YWN in the forums. |
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Novijen
Sages - Forgotten Ancient or Golgari Grave-Troll |
Novijen
Sages has a cool ability - being able to recycle those excess +1/+1
counters into cards. What better way to have excess +1/+1 counters
than through Forgotten Ancient... I bet you forgot about him, didn't you?
Yeah, I know... this is more synergy than combo, but it's still fun.
Anyway, if you want something more a bit
more Ravnica, try Golgari Grave-Troll. Each time you dredge him he
gets more counters and thus more chances to draw cards with the Sages.
Be careful not to mill yourself to death. |
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Unliving
Psychopath - Sunforger or Sword of Kaldra |
A
0/4? Since when does black get a 0/4 creature? Since
Dissension. With the Psychopath's built in
ability to give itself more power in exchange for toughness, killing can
get risky. Why not just increase the power of the Unliving Psychopath
through means like Equipment or Auras. Sunforger makes it a nice 4/4
creature capable of killing anything with 3 power (up to 7 power) or less while Sword of
Kaldra makes it a 5/9 capable of killing anything with 4 power (up 13
power) or less.
And you don't have to invest the mana into the Psychopath every turn to
yield decent results. This combo was
partially submitted by YWN. |
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Freewind
Equenaut - Freed from the Real |
I've
always loved Archers in Magic jumping all the way back to Legends with
D'Avenant Archer (who by oracle text still isn't an archer) and Longbow
Archer. And thus, I couldn't pass up this combo. Freewind
Equenaut can tap to deal two damage to target attacking or blocking
creature as long as the Equenaut is enchanted. If you enchant it with Freed
from the Real, not only does it satisfy the 'must be enchanted' part but you can keep
untapping it with Freed from the Real and take out your opponent's
attacking or blocking creatures quickly. |
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Cytoplast
Manipulator - Power Conduit |
Cytoplast
Manipulator is the newest version of Seasinger and a lot better too.
For a measly one blue mana and a tap, your Human Wizard Mutant can
control any creature on the board so long as it has a +1/+1 counter on it.
Power Conduit is a great way to ensure the creature you want is take-able.
Mind you there are other cool ways to add counters to creatures your
opponent controls, but I believe Power Conduit is a bit more fun.
(Think Aku Djinn...) Note: Experiment Kraj works really well with the Manipulator
too! |
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Golgari
Germination - Wrath of God or Hour of Reckoning |
Fecundity
meets Thallids... and evolves into Golgari Germination! Well, not
really. But, with Germination in play, your wrath of god has a
little more oomph. For each creature you control that isn't a token
that is destroyed by Wrath, you get a 1/1 green Saproling creature token.
In the meantime, unless your opponent has a Rukh Egg in play or something,
they lose all of their creatures (not counting anything with
indestructibility.) If Wrath of God isn't for you, try Hour of
Reckoning. That way your token creatures (and your opponents)
survive the reckoning. Plus, it has convoke and you still get
saprolings from your germination. Submitted by Robert. |
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Loxodon
Gatekeeper - Dream Leash |
Mind
you, Kismet works fine instead of Loxodon Gatekeeper. The Gatekeeper gives
you a way around the Dream Leash drawback: Having to play it on a tapped
creature. If all of your opponent's permanents come into play
tapped, you get fresh pickings on any of your opponent's stuff - just
conrol it with Dream Leash. |
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Doubling
Season - Darksteel Reactor |
Who
didn't see this one coming? Doubling Season doubles the amount of
counters you get on anything that gets counters. So when your put a
charge counter on Darksteel Reactor you get twice that mana. That
changes the 20 turn countdown to 10 turns before you win the game.
Suddenly,
Dismantle
just got 100 times better. This combo was submitted by LTG. |
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Flow
of Ideas - Terraformer |
I
don't like this combo only because Flow of Ideas costs so much.
However, if you don't mind paying 5U+1 to draw a card for each land you
control (even outside a mono blue deck), then this combo is for you.
Use the Terraformer's ability and make all of your lands islands until end
of turn. Then cast Flow of Ideas and draw a card for each island you
control (all lands you control thanks to Terraformer). There.
Now you know it. This combo was submitted by KillRoy. Also,
according to Fir3ball,
Corrupt
also works very well with Terraformer, if you want to play other colors
with black. |
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Suppression
Field - Glittering Lion or Flailing Ogre |
Some
of the creatures from the Masques block had these cool ability that any
player could play. In some cases it was +1/+1 or -1/-1 for 1 mana
until end of turn... in other cards (like the lion) any player could make
it lose it's cool ability until end of turn for 3 mana. With
suppression field in play (or several) you can make it more difficult for
your opponent to mess with your creature's P/T or abilities by adding 2
mana to activate it. Very cool, indeed. |
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