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Lorwyn (2007) Featured Combos Page!
Part 2 of 3!!!
Last updated 10/12/07 & 8/22/09
(20/20 Combos)
(3 Infinite Combos, 4 Deck Links)

Lorwyn Planeswalkers (any of them) - Doubling Season 
Doubling Season is the ambrosia of most combo finders.  It combos with a plethora of cards and the new Planeswalkers are no exception.  You see, when a planeswalker comes into play it gets X loyalty counters.  They are still counters so the Doubling Season will double them when the planeswalker comes into play.  Suddenly, Jace comes into play with six counters.  Chandra comes into play with twelve counters.  Whether or not this extra counters help to enable their third ability, it's still a huge advantage for each planeswalker to come into play with more counters than it would normally get.  Submitted by Relentless Poker.
Ajani Goldmane - Wrath of God 
There are things to be said about the new Planeswalker cards of Lorwyn.  However, I'm not hear to write an editorial on why I think good or bad about the cards.  I am here to talk about a potential combo / synergy with Ajani Goldmane.  You see, the Planeswalkers are not creatures so when you or an opponent plays Wrath of God, your planewalkers will still be there.  Even an Akroma's Vengeance won't destroy the Planeswalkers!  So what should you do after clearing the field with a Wrath of God or one of the many variants?  Use Ajani's third ability.  Negative six loyalty for a creature token with power and toughness equal to your life total.  Your opponent should be helpless versus your token with no creatures in play.  To seal the deal, find another card to give the token haste.  Assuming you have more life then them, that should win you the game. 
Merrow Commerce - Opposition or Glare of Subdual 
This is a mean combo that controls the board assuming you have more Merfolk than your opponent has creatures.  Use Opposition or Glare of Subdual to tap down your opponent's creatures with your Merfolk only to untap them all at the end of your turn.  During their turn, tap all of their creatures again.  Come your turn, you'll untap and now you'll have easy target since your opponent's creatures will all be tapped.  Attack away because your Merfolk will all untap at the end of your turn anyway.  If you use Opposition, you can tap out your opponent's lands during his or her upkeep to keep them from casting anything new.  In whatever way you use this combo, you'll be controlling some aspect of your opponent's game plan. 
Skeletal Changeling - Haakon, Stromgald Scourge - Basal Sliver - Grapeshot
Infinite Damage! Without the Grapeshot, this is in infinite loop combo capable of super-high storm counts.  With the Grapeshot your can deal infinite damage.  How does it work?

With both the Basal Sliver, Skeletal Changeling and Haakon in play, know that the Skeletal Changeling is all creatures types so it is a Sliver and a Knight.  You can sacrifice the Changeling for BB.  Then you can use Haakon's ability to replay it from your graveyard with that two mana.  Repeat this as many times as you like and then follow up with a Grapeshot for infinite damage.

Hamletback Goliath - Primal Forcemage 
Hamletback Goliath works terribly well with the Evoke creatures of Lorwyn.  But he works even better with Primal Forcemage.  Evoke creatures are optional.

You see, Primal Forcemage gives a creature +3/+3 when it comes into play.  This, in turn, gives the Hamlet Goliath an extra +3/+3 in counters whenever another creature comes into play.  Thus, speeding up the growth of your Goliath.  Before you know it, your Giant Warrior will be 100/100 and ready to pound face to win you a game.

Wren's Run Packmaster - Elvish Aberration - Intruder Alarm 
Infinite Creatures!  How it works: With all three cards in play, tap the Elvish Aberration to add GGG to your mana pool.  Use that mana on the Packmaster to generate a token. The token will activate Intruder Alarm and untap all creatures. Keep repeating this to generate infinite creatures.  As long as the Packmaster is in play, they all have deathtouch.  Not bad.  You can always add more mana generating creatures to this to generate infinite mana... but that's nothing new for Intruder Alarm.  Submitted by YWN.
Nath of the Gilt-Leaf - Nezumi Bone-Reader 
If you have a good amount of black mana available to your, this two card combo can wipe out your opponent's hand.  How it works?  With both cards in play, your upkeep will net your opponent one less card and one more token creature.  Pay B to your Bone-Reader to sacrifice the token and make your opponent discard a card.  The discarding will activate Nath and give your another token creatures.  You can keep sacrificing the token creature generated by Nath to make your opponent keep discarding cards until they having left to discard -- as long as you have the black mana available to you to make this happen.  Add Megrim to make this process more painful for your opponent...
Rings of Brighthearth - Time Vault 
Time Vault was errata'd in 2004 to limit the crazy infinite turns possible with the original version of it.  Now whenever you untap it, you still have to skip a turn. So if  you activate the Time Vault when you are skipping your next turn, you skip your extra turn. However, if you use Rings of Brighthearth to gain an extra, extra turn, you can gain infinite turns.  How?  Let's see if I can explain this as to me it gets confusing. 

The Time Vault comes into play tapped.  You untap it during your next untap phase and skip a turn.  However, you can tap it to get an extra turn after this and duplicate it with Rings of Brighthearth.  So you gain two turns and lose one turn.  So you still get an extra turn.  Use that turn and repeat the process.  You net infinite turns from this. Submitted by Aneximines.

Here's to hoping I explained this right...

Windbrisk Heights - Reconnaissance 
Tricky, tricky.  Windbrisk Heights only cares if you attacked with three or more creatures in a turn.  So, if you attack with three creatures you can still use an effect like Reconnaissance's ability to remove them from combat.  Your creatures remain safe and you still technically attacked with three plus creatures so now you can play the card under Windbrisk Heights for free.  Not bad.  Submitted by YWN.
Oblivion Ring - Vedalken Mastermind 
Let me just let YWN describe this combo:

Play the Ring, and in response to its "comes-into-play" trigger, bounce it to your hand with the Mastermind. This will trigger its "leaves-play" ability, but no permanent has been removed yet, so no permanent returns to play. And then you let the "comes-into-play" ability resolve, and voilá, one less nonland permanent in play!

So, with these two cards you can remove a nonland permanent from the game each turn.  Hopefully, your removing one of your opponent's nonland permanents... Submitted by YWN.


 

Your Combo Here!
You could have your combo featured in this spot right here (not literally, but on a future combo page).  Email the webmaster with any combos you'd like to submit.  Try to make sure your combo works and that there isn't already that combo on any other MDV combo page.  You can always Search Magic Deck Vortex with the search tool to make sure before submitting it.

I greatly appreciate your efforts to make these combo pages better.  Every once in a while I have a page chock-full of your submitted combos... although I will admit about 75% of all submitted combos are duplicates. 

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Nettlevine Blight - Simic Guildmage 
Kudzu meets Terror and Stone Rain in Nettlevine Blight from Lorwyn.  The disadvantage to this card is that your opponent gets to choose which card the Aura gets put on next.  Enter Simic Guildmage.  With this Simic Wizard, you can help your opponent make the right choice - the choice that is going to benefit you most.  That is, you can spend 1U to move the Nettlevine Blight to a bigger threat than your opponent would choose.  Submitted by YWN.
Soulbright Flamekin - Heartstone 
Soulbright Flamekin will net your eight red mana for six colorless mana.  With Heartstone, suddenly three colorless mana will net your eight red mana.  That seems like a much more reasonable deal to me.  Submitted by Mogg.
Vigor - Plague Spitter 
I wanted to fit Triskelion into this combo so bad, but I realized it won't work like other Triskelion - Vampire combos we all love and hate.  And thus I chose Plague Spitter. Plague Spitter will deal one damage to each creatures and player.  Vigor will prevent it and instead put +1/+1 counter on each creature your control.  It's a slow build in your army, but a significant one especially considering the Spitter hurts your opponents' creatures too.

Quick side note: With Doubling Season, Triskelion will net you infinite damage. However, Doubling Season is over used, so I opted not to include in today's combo.

Militia's Pride - Dolmen Gate 
Sometimes people don't attack because they are afraid of losing some of their creatures or their board position.  Kind of like a game of chess - sometimes you don't want to be the first to take a piece in fear of the opponent's next moves.  However, Dolmen Gate from Lorwyn kind of limits the worry you can have when attacking since your creatures can't die from lethal combat damage.  It's all prevented.  So then Militia's Pride, another card from Lorwyn, makes more sense.  You can keep attacking with your creatures, and for each nontoken creature you attack with you can pay W and make another creature.  Submitted by YWN.
Nova Chaser - Fatal Frenzy 
As I mentioned in Part 1, the champion creatures from Lorwyn work best with cards that have comes into play abilities.  Nova Chaser, being  a Champion, works the same way.  Have it champion a Flamekin Harbinger or some other CiP creature.  However, that is not today's combo.  This combo is all about doubling a 10/2 creature's power to 20 so that you can potentially do 20 damage.  The card that doubles its power?  Fatal Frenzy from Planar Chaos.  Even if you don't deal 20 damage to your opponent, you'll at least take out a bunch of creatures in the process and remember you still get your 'championed' creature back.  Submitted by YWN.
Nath's Elite - Venom
Now this is an original combo... or maybe not.  However, it still works the same as Taunting Elf or Thoughtweft Trio with Venom.  If you force all creatures an opponent controls to block something with Venom, Venom doesn't trigger on damage.  It triggers on being blocked or blocking.  And thus, if you attack with the Elite with Venom on the Elite, all creatures your opponent controls that are capable of blocking will die.  Your Elf Warrior will most likely die too, but you will most likely wipe out your opponent's army... shadow creatures and tapped creatures aside. 

 

Mirror Entity - Altar of Dementia 
I love Mill combos and this one falls into that category.  And what better Mill card to be the catalyst than the well-known and well-feared Altar of Dementia.  There are recursion tricks you can use with the Altar to make it explode or you could use cards like Overrun.  But what about a card from Lorwyn called Mirror Entity that can set the power/toughness of all of your creatures to any value depending on your available mana?  Mirror Entity, if you had ten mana available to you and ten creatures in play on your side, could make all ten of your creatures 10/10.  You can attack if you like, or your can sacrifice them all to the Altar and make your opponent 'mill' 100 cards from their deck.

If the silly Lorwyn Incarnations or Darksteel Colossus are ruining your plans, try a Swords to Plowshares or Extirpate to get that creature out of the way. Submitted by KlassyReborn

Wings of Velis Vel or Artificial Evolution or Imagecrafter - Goatnapper
Believe it or not, there are actually a few real Goat cards in Magic, not counting the Changelings, including Battering Craghorn, Color Yearling, Crested Craghorn, Mountain Goat, Wild Colos and Zodiac Goat.  However, the chances of your opponent playing a goat outside of Lorwyn Block and Limited, are pretty slim.  Why not force the goat on an opponent's creature via cards like Wings of Velis Vel, Artificial Evolution or Imagecrafter?  If your opponent has a big fatty on the board and it isn't a goat, just use Wings of Velis Vel or one of its kin and then play a Goatnapper.  Now you can control the creature until end of turn and return the favor of beatdown back at your opponent. Submitted by Tekkactus.

Note: Even Amoeboid Changeling can be the one to turn an opponent's creature into a potential target for the Goatnapper (i.e. a Goat).

Ashling the Pilgrim - Spirit Loop 
One of the things I like about the Pilgrim is the amount of control you have over the card.  One I don't like about it is that as long as you don't have a Light of Sanction, the Ashling's mass burn ability will always kill her.   That aside, you can have her deal three damage to all creatures and players or your can be careful each turn and only add two counters so you don't trigger her ability only to unleash her 'third time' clause a few turns later and deal uber damage to all creatures and all players.  Whether you are going to do it all in one turn or wait several, equip her with Spirit Loop.  While you are destroying the world with fire, you can lots of life.  Consider lots of life as life equal to the number of counters on the Pilgrim x (the number of creatures in play + the number of players).  That can be some crazy life gain if you work it right. Submitted by Emperor Crusty.
Shields of Velis Vel - Tsabo's Decree 
Changeling creatures from Lorwyn like the tribal nature of Lorwyn as they get the beneficial effects from Lord like creatures in the set.  However, they don't like evil anti-tribal cards like Tsabo's Decree.  Of course, who cares if they like it or don't - use the concept to your advantage.  Use Shields of Velis Vel on your opponent and give all of their creatures in play all creature types.  Then choose something silly like Goat for the Decree and watch your opponent's army of creatures fall into their graveyard. Plus, they can't be regenerated.  While a Plague Wind would have done the same thing, you get a one mana discount and brownie points for doing the 'wipe your opponent's army while leaving your own army safe' thing in style.  Submitted by Tekkactus.
Did you know...? 

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

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

 
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