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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.
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.

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.
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.
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...

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.

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!

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.
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.
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.
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.
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.
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.

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.
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.
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.
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. 
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.
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.

 

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.
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.

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.
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.
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!
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.
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.
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.
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.
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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