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April
R/G/A (2009) Featured Combos Page!
Part 1
Last updated 4/6/09
(20/20
Combos)
(0 Infinite Combos, 8 Deck Links)
Discuss
here. |
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Please enjoy this month's featured combo page as it features only Red,
Green and Artifacts. It's a psuedo-Gruul combo page for your
review! Depending on feedback, I may do more color-paired combo
pages in the future. Let me know by discussing this page
here. |
Obliterate
- Timber Protector |
Obliterate
is a fantastic mass-destruction spell especially since it can't be
countered. But why not offset the equilibrium of the card and make
it so that your own lands and creatures won't be affected. Timber
Protector is just the card then to pair with Obliterate. Timber
Protector grants inestructibility to all of your Forests and Treefolk.
And thus, when Obliterate resolves, you'll still have a mana base and
some creatures. Your opponent will most likely not. |
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Vicious
Shadows - Wheel of Fate |
If
there is one thing about Vicious Shadows that will prevent it from ever
being played, it is its casting cost. Still, it sure has potential
to be a powerful card. Remember that is every creature, not just
yours or just your opponents' creatures. The trick is making sure
they have lots of cards in their hand. What better way to make
sure they have a full hand than Wheel of Fate from Time Spiral.
When it resolves, it will fill your opponents' hands with seven cards.
It's at that point you want to start sacrificing your creatures, or
killing your opponent's creatures so each one deals seven damage to an
opponent of your choice. |
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Goblin
Grenadiers - Lowland Oaf |
Make
the most out of granting your Goblins flying, thanks to the Oaf, and
have him throw Goblins that can sacrifice themselves for an extra
effect. Goblin Grenadiers is a good example. Have them deal
3 flying damage to an opponent and then sacrifice them to destroy target
creature and target land. Just make sure there isn't a flying
blocker on the other side else you won't be able to use the Grenadiers
ability.
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Natural
Affinity - Spidersilk Armor - Pryoclams |
It's
because I like Spidersilk Armor alot that its in this combo although it
can be replaced with any number of creature boosters. I just
really like it because it gives your creatures Reach too. Anyway,
the quick summary of this combo is have the Armor in play, play Natural
Affinity and then follow it up with Pyroclasm. The end result is your
opponent will/should lose all of his or her lands. Bye-bye to
their mana base! |
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Burgeoning
- Lifegift - Storm Cauldron |
Having
all three of these cards in play will, in summary, give you lots of life
and completely disrupt your opponent's tempo. Whenever anyone
plays a spell, each land that is tapped for mana is returned to that
player's hand. They can then play an extra land every turn.
While your opponent is playing two lands
each turn, you will also be playing two lands during their turn thanks
to Burgeoning. Thanks to Lifegift, this should result in a four
life gain during each player's turn unless they decide not to lay down
any land -- which is unlikely. |
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Helm
of Possession - Myr Servitor x 2 - Spawning Pit |
Helm
of Possession is great at taking your opponent's best creature, but at
the expense of one of your own. Make it not so painful by
sacrificing a creature that recurs itself every turn as long as there is
still the another creature with the same name in play: Myr Servitor.
Then, to make things a little more fun, sacrifice whatever creature you
just took from your opponent to Spawning Pit... and then next turn take
another and sacrifice it again.
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Spike
Feeder - Forgotten Ancient |
Forgotten
Ancient, the card we all designed together many years back on
www.wizards.com, is great with any and all creatures that use
+1/+1 counters to their advantage. Spike Feeder is just one
example. Pile up the counters on the Ancient and then throw them
all at the Feeder and watch this Spike turn them all into extra life for
you. Two life per +1/+1 counter is nothing to scoff at. It
basically makes every spell cast a two life boost for you, sort of... |
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Recycle
- Anvil of Bogardan |
The
balancing factor of Recycle was its last line of text which made you
discard down to two cards during your discard phase. When combined
with Anvil of Bogardan, suddenly you no longer have a discard phase.
And thus Recycle becomes broken. You will still have to discard to
the Anvil every turn but some card drawing spells should help this
effect. Check out the deck link for this one, you'll love it if you
like this combo. |
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Bedlam
- Firecat Blitz |
Synergy
more than combo, I know. Still, this is a force to reckon with and
most likely a game winning combo in the right situation. Bedlam is
one of those cards you don't want to drop too early because it affects
your creatures as well as your opponents. However, Bedlam will let
mass token producers really shine. Take for instance, Firecat
Blitz from Judgment. Play Bedlam and then follow it up with a 10X
Blitz. Suddly you have ten 1/1 hasty cat tokens to stomp over your
opponent without resistence from their pesky creatures. Throw in a
Liege for red and make it game. |
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Timbermare
- Vitalize |
Thundermare
shifted to Green can be a lot of fun. It can be even more fun if
after you play it and tap all creatures, you follow it up with Vitalize
to untap all of your creatures. Read: All of YOUR creatures.
All of your opponent's creatures will still be tapped. Then,
attack full force against your opponent with your own hoard of creatures
and watch them flinch as they have nothing to block with.
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Where
Ancients Tread - Viashino Cutthroat or Sparkcaster |
Make
"Where Ancients Tread" work for you and play creatures that are cheaper
to cast but that have the ability to return themselves to your hand so
you can replay them either that same turn or the next. Both
Viashino Cutthroat and Sparkcaster are fine candidates for this
position. Everytime you cast one of these wheil the Ancients
enchantment is in play, you get to vollet five damage at your opponent. |
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Gruul
War Plow - Breaking Point |
These
two cards work together much like Chimeric Idol and Wrath of God did
from many years ago. Breaking Point is an unstable Wrath of God
(that could just end up dealing six damage to an opponent). But the
beauty is that if it does resolve and destroy all creatures, it won't
destroy the War Plow while its just an artifact. So once Breaking
Point clears the field for you, Gruul War Plow suddenly because your
only and best win condition. |
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Did
you know...? |

I've recently updated the deck link buttons on new combo
pages so keep reading to find out more about them.
Blue buttons are deck links that link to a deck using the
combo it's next to. Mind you, not all deck links are going to
center around that particular combo, although most do.
Red buttons indicate that I'm looking for a deck using that
combo. To suggest a deck you can either
post it in the casual deck forum or
email it to me. In both scenarios
be sure to note which combo the deck is for. Linking to the
original combo page helps!
If there is no blue or red button next to the right of
a combo that means I'm not looking for a deck for that combo nor is
there a deck in the
MDV Deck Database list using it (that
I'm aware of).
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Repercussions
- Shivan Meteor |
Repercussions
has to be one of my all-time favorite cards of Magic as there are SOOOO
many ways to maximize the pain with it. One such way is Shivan
Meteor. You remember... that 13 damage dealing Sorcery from Planar
Chaos. Target any one of your opponent creatures while
Repercussions is in play, and that's 13 damage at the creature and 13
damage at your opponent's head. Thanks Repercussions! |
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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. |
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Verdeloth
the Ancient - Saproling Symbiosis |
Here's
a combo straight from Inquest Magazine from back in the day. To
quote their blurb about it:
"With all the mana green can generate, Verdeloth can
pump out an impressive number of saprolings when you cast it. If
you want to double your pleasure, just follow it up with a Saproling
Symbiosis and roll over your opponent with a herd of 2/2s."
This is also an Invasion block combo. |
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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. |
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Aether
Rift - Planar Portal |
After
turn six or seven, assuming you are crowned the winner or loser yet, you
usually are playing off the top of your deck. Planar Portal is
nice in these situations because you can search out your library for any
card and put it into your hand. If its a creature, are you
interested in playing it for free? If so, have an Aether Rift in
play. In responce to the Rift's ability, use the Portal and search
out your most expensive creature. The Rift will resolve and make
you discard that card you just search out for and then you will get to
put it into play for free as long as no one pays five life. Seems
like a nice bargain considering you can do that every turn. |
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Woodfall
Primus - Impromptu Raid |
Woodfall
Primus works extremely well with Impromptu Raid. The Raid will put
it into play for free (well three mana to activate the Raid) and then
you get to destroy a noncreature permanent. At the end of turn,
sacrifice it to the Raid ability and because of Persist, it will come
right back into play and destroy another noncreature permanent.
All for three mana. How you get the Primus on top of your library
is up to you. |
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Arc-Slogger
- Furnace of Rath |
Arc-Slogger
was popular while the Mirrodin Block was legal, especially as an easy
way to finish off an opponent in Red Deck Wins. Since then his
claim to fame has withered away, but you still take advantage of him.
In a typical 60 cards deck, you can only activate him five times max
assuming you get him out in the first few turns. Five times two
damage is only 10, so its certainly not going to kill your opponent all
by itself. Try combo-ing it up with Furnace of Rath. That
way each time you remove 10 cards from your library, you are doing four
damage instead of just two. Combined with so cheap burn in the
beginning of the game, Arc-Slogger can now easily finish off your
opponent for just a few mana and a lot of cards from your library. |
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Stalking
Vengeance - Sneak Attack |
Sneak
Attack is the easier to control version of Impromptu Raid. Maximize the
Sneak Attack and make sure you have a Stalking Vengeance in play at the
same time. Whatever creature you put into play will eventually die at
the end of the turn and at that time Stalking Vengeance will make sure
it deals damage equal to its power to your opponent. |
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Your
Combo Here! |
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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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