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August (2009) Featured Combos Page!
Last updated 8/23/09
(25/25
Combos)
(8 Infinite Combos, 21 Deck Links)
Discuss
here. Post
more Combos
here
or Email them
here... |
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It's been a couple months
since the last combo page so this time around I present to you 25 new
combos. In these 25 combos are 21 deck links, eight infinite
combos and several very fun build-a-deck-around-me combos. I hope
you enjoy this month's featured combo page! As always, you can
post combos in the forum or email them to me. Links are above.
~John Streetz~ |
Plague
of Vermin - Essence Warden |
Plague
of Vermin may be an expensive card, both in mana and in life, but you
can bid worry free if you have some life-gain tricks up your sleeve.
In fact, Essence Warden or Soul Warden fit the bill for this card quite
nicely. After everyone bids the most they can afford to bid, all
the rats come into play and you gain 1 life for basically each life a
player paid. (Each life paid equals one 1/1 Rat token and each
token creature that comes into play gains you a life thanks to the
Warden). Assuming you dropped the Warden early on the game, you
should be ahead of your opponent's in life anyway. If only Plague
of Vermin didn't cost seven mana...
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Hell's
Caretaker - Anger - Deathgreeter |
 Infinite
Life - How it works: Start
with one Hell's Caretaker in the graveyard, Anger in the graveyard, one
Hell's Caretaker and Deathgreeter in play (and a Mountain in play).
Tap the Hell's Caretaker and sacrifice itself to return the Hell's
Caretaker already in the graveyard to play. Because it has Haste
you can tap it, sacrifice itself, and return the other Caretaker to
play. Repeat this as many times as you like, knowing that each
time you do this you can 1 life from Deathgreeter. Infinite Life
for the win! An easy way to get the cards into your graveyard is
Buried Alive. |
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Subterranean
Spirit - Pariah's Shield - Pyrohemia |
Pyrohemia
doesn't look like much fun to me, but a Subterranean Spirit doesn't
share that thought. In fact, he loves it! Just look at the
smile on his face! He's thinking about it right now. He's
especially happy when equipped with a Pariah's Shield too. The
Spirit won't take any damage from Pyrohemia thanks to being Pro:Red.
Surviving the Pyrohemia every turn will also keep Pyrohemia in play
(satisfying the creature in play clause). And the shield keeps
you, the player, alive too. |
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Spellweaver
Helix - Wurmcalling - Rude Awakening |
 Infinite
Creatures - How does it work? Imprint both Wurmcalling and Rude
Calling on the Helix. Whenever you play Rude Awakening you get a
free 0/0 Wurm Token. That's not the point. The point is to
play Wurmcalling with Buyback. Each time you play Wurmcalling, you
get a free Rude Awakening which you want to use to Untap all of your
lands so you can reply Wurmcalling (again with Buyback). Keep
doing this to get infinite creatures and infinite Storm Count.
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Unnatural
Selection - Knight of the Mist - Crystal Shard |
Unnatural
Selection isn't as powerful as it use to be since they changed the
Legend rule and now that the Wall rule is different, the "other than
Wall" phrase is just silly. However, the card still can play some
fun tricks. Take, for instance, Knight of the Mist. When he
comes into you have the option to pay U or destroy target Knight.
What if you turned one of your opponent's creatures into a Knight with
Unnatural Selection and then targeted that creature? You have blue
creature destruction. What's even better is Crystal Shard bouncing
the Knight to do all over again. |
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Altar
of Dementia - Deathrender - Warren Pilferers - Gravedigger |
 Infinite
Mill - How is works: Start with Altar, Deathrender and one of the above
creatures in play and
the other in hand, and with Deathrender attached to the creature in
play. Let's assume the Pilferers are in play and the Gravedigger
is in your hand. Sacrifice the Pilferers to Altar of Dementia,
milling some cards in the process. Deathrender's ability triggers
and you can put a creature card from your hand into play with
Deathrender attached to it. Put Gravedigger into play. The
Gravedigger returns the Pilferer to your hand. Now sacrifice the
Gravedigger to the Altar (milling cards in the process) and
Deathrender's ability goes on the stack again. This time put
Pilferer into play and target the Gravedigger (to return to hand).
Repeat this as many times as you like, milling your opponent down the no
cards in the process. |
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Tombstone
Stairwell - Withered Wretch |
Tombstone
Stairwell is a very symmetrical card. It gives 2/2 hasty Zombie
tokens to each player during each upkeep equal to the number of creature
cards in their graveyard. One way to offset the symmetry of the
Stairwell is to wipe out your opponent's graveyard. You could use
one-time effects like Tormod's Crypt, or you could use something a
little more efficient like Withered Wretch. Withered Wretch can
pin point the cards that matter, in this case the creature cards, and
exile them from the game. No more Zombie tokens for your
opponents! |
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Sword
of the Meek - Thopter Foundry - Time Sieve |
 Infinite
Turns - How it works: With all three cards in play, sacrifice Sword of
the Meek to the Thopter Foundry. Thopter Foundry makes a 1/1 blue
Thopter artifact creature token with flying. Sword of the Meek
returns to play equipped to the Thopter (for free). Sacrifice the
Sword of the Meek again and repeat this at least five times. Note you
will need at least five mana producers in order to make this work.
Once you have accrued five tokens, sacrifice them to the Sieve and Take
an extra turn after this one. Next turn rinse and repeat for
infinite turns. How you win with those turns is up to you.
Note that you will also be gaining life every time you make a Thopter
token. |
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Seer's
Vision - Void |
Here's
a combo I found in an old Inquest Magazine back around the Invasion
Block. To quote the magazine, "Void is a pretty amazing card to begin with, able to
nuke tons of cards from play and your opponent's hand. You can
boost the advantage even further to your favor by using Seer's Vision to
figure out what number to name for Void."
You could always just use Telepathy instead of Seer's
Vision, but Seer's Vision gives you the added bonus of making an
opponent discard a specific card. |
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Nether
Traitor - Genesis Chamber - Phyrexian Altar |
  Infinite
mana - How it works: Have all three cards in play. Sacrifice
Nether Traitor to the Phyrexian Altar and add a black mana to your mana
pool. Genesis Chamber will create a 1/1 Myr token. Sacrifice
that token to the Altar and add another black mana to your mana pool.
Because the Myr token hits the graveyard, you have an opportunity to
return the Nether Traitor to play for one black mana. Do that,
note that you have one black mana floating. Rinse and Repeat for
infinite mana.
Infinite mana --
If you decide not to sacrifice the
tokens the Genesis Chamber makes, you can achieve infinite creatures
instead of infinite mana.
|
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Umbilicus
- Patagia Viper |
This
style of combo isn't anything new, but it certainly is fun.
Umbilicus forces players to bounce a creature every turn unless they pay
two life. Who needs to pay the life when you want to bounce a
creature card. Especially a creature card like Patagia Viper that
gives you two 1/1 snake tokens every time you play it. If only the
Vipers had deathtouch... (Think Gorgon Flail). |
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Atogatog
- Mirror Entity |
Atogatog
is one hungry atogavore but he's only hungry for Atogs. And thus
building a deck around him can sometimes prove a challenge because
your stuck building around just Atog creatures. Enter Mirror
Entity. Mirror Entity will make all creatures you control X/X
Changelings (including the Atog creature type). So, not only will
they be edible by our Atogatog, but they will most likely make the
Atogatog much bigger than through eating traditional Atogs. Now
the trick is to give him trample or unblockability. |
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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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Kiki-Jiki,
Mirror-Breaker - Pestermite |
 Infinite
Creatures - How it Works: With both cards in play, tap Kiki-Jiki to make
a token copy of Pestermite. When the Pestermite comes into play,
untap Kiki-Jiki. Keep tapping Kiki-Jiki to make more and more
Pestermites until you reach infinite if you like. Since all of
these Pestermites have haste, you can attack all out for infinite
damage. |
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Soul
Snuffers - Necroskitter |
There
is something magical about taking your opponent's creatures, especially
if you are playing Black. Necroskitter has this nifty little
ability that reanimates your opponent's creatures if they went to the
graveyard with a -1/-1 counter on them. While Wither on
Necroskitter enables him to put -1/-1 counters on your opponent
creatures, Soul Snuffers has the ability to put -1/-1 counters on ALL of
their creatures (yours included). Follow up with some creature
removal (or Damnation) and then proceed to beat your opponent with his
or her own creatures. Now that's satisfying! |
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Gather
Specimens - Planar Guide |
Gather
Specimens seems like a very boring card, and an expensive card too if
you consider that you
are spending six mana to potentially only grab one creature.
Because your opponent is sure not to cast any more creatures after you
resolve Gather Specimens. However, when you start combining Gather
Specimens with mass blink abilities like that of Planar Guide, suddenly
when all of your opponent's creatures blink back into play during the
end of turn step, they all come back into play under YOUR control.
Now that's spiffy! And well worth six mana. |
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Where
Ancients Tread - Sharuum the Hegemon x 2 |
 Infinite
Damage - Here is who it works: With one Sharuum in the graveyard,
one Sharuum in hand and Where Ancient Tread
in play, play Sharuum. When she comes into play, target the
Sharuum in your graveyard to return to play. From here, I'll quote
Drathro from his article about Sharuum:
A little primer on bringing multiple Sharuum the Hegemons
in play: When you bring a second Hegemon into play, two things happen. First,
state-based effects are generated and resolved, which means the two Legendary
Sphinxes both go to the graveyard. It is only after all state-based effects have
been resolved that triggered effects are put on the stack. Guess what - that
means that the triggered comes-into-play (CIP) ability of the second Hegemon can
target either of the Sphinxes that just went to the graveyard. If you want to,
you can always bring the last Hegemon back to play.
And thus you can keep returning the Sharuums
infinitely, creating a loop of sorts. In the meantime, Where
Ancients Tread is dealing 5 damage to a target each time a Sharuum comes
into play. For Infinite Damage! |
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Divine
Presence - Callous Giant |
Here's
another amusing combo I found in an old Inquest Magazine, again from the
Invasion Block. Here's what Inquest had to say about the card
combination, "Cho-Manno, Revolutionary was one of the coolest
Mercadian Masques creatures, since he prevented all damage dealt to him.
With Divine Presence, Callous Giant turns into a Cho-Manno on steroids,
able to prevent all damage dealt to it and still swing for four a turn."
You could make this combo as little more exciting and
throw a Pariah's Shield on the Callous Giant. Still, if you've
ever wanted to build a deck around Callous Giant, here's something to
get you started. |
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Distorting
Lens - Lightwielder Paladin |
Lightwielder
Paladin is a new member to the Sleight
Knight crew and thankfully you can pull off all of the same tricks that
you can with say Northern Paladin or White Knight. But if you
don't want to splash blue for Mind Bend or one of its ilk, just try
Distorting Lens. Turn on your opponent's cards into a Red or Black
permanent with the Lens and then attack with the Paladin. If he
succeeds in dealing combat damage to your opponent, you get to exile
that permanent. Distorting Lens makes the Paladin useful against
any color deck. |
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Cephalid
Broker - Lotus Vale - Telekinetic Bonds |
 Infinite
Milling - How does it work? With all three cards in play, tap the
Broken and target your opponent; they will draw two and then discard
two. With two triggers on the stack for Telekinetic Bonds, tap the
Lotus Vale and make three blue mana. Use two blue mana to untap
the Vale with the first Bonds trigger. Tap the Lotus Vale again
and make three more blue mana (4 in pool). Pay 1U to untap the
Broker with the second trigger. You have two blue mana in your
mana pool and the Broken untapped, Vale tapped. Proceed to tap the
broker, untap the vale, tap the vale, untap the vale, untap the broker,
etc. Repeat for infinite milling. |
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Vigean
Hydropon - Lignify |
One
of the downsides to the Vigean Hydropon is its inability to attack or
block, limiting its usefulness to just storing and administering +1/+1
counters to new creature recruits.
However, a 5/5 body for only three mana
is extremely efficient. One excellent way to get around the 'can't
attack or block' phrase is by casting Lignify on it. Suddenly it
breaks out of its storage role and into it beat-face role where suddenly
you now have a 5/9 powerhouse. How is this possible? The
+1/+1 counter still count after the creature becomes a 0/4 Treefolk with
no abilities. Sort of how a land return it's +1/+1 counter after
being unanimated. You can also pull off similar shenanigans on the
Hydrapon with Ovinize and Cytoshape. |
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Doubling
Season - Gilder Bairn |
Some
might call this synergy, some might call it combo. No matter what
you call it, it sure can be a fantastic interaction. By itself,
Gilder Bairn is normally like a targeted Doubling Season, doubling up
the counters on any permanent. But when you have Doubling Season
in play, Gilder Bairn is more like a targeted Tripling Season. For
instance, if the Bairn targets something with three counters on it, it
will get six more counters instead of the normal three more (three from
the Bairn and three more from Doubling Season). Now the problem still
lies in tapping the Bairn without attacking with him... I'm sure you'll
figure something out. |
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Eon
Hub - Soul Echo |
Who
needs life when you have these two cards in play? Soul Echo, while
Eon Hub is in play, is sort of like Worship except it doesn't matter if
you have a creature in play. You
don't lose the game as a result of having less than one life. The
beauty of Soul Echo is that the ability to remove counters from Soul
Echo is in its Upkeep clause. And thus, if you no longer have an
Upkeep, you no longer have to worry about losing echo counters and more
importantly losing Soul Echo. |
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Gilt-Leaf
Archdruid - Limited Resources |
The
druids of the Gilt-Leaf clan feel that all lands should be under their
care. In fact, their Archdruid feels so strongly about this that
he just takes all of your lands. No questions asked. This
becomes a nasty effect when you combine it with the land maximum set by
Limited Resources. While
you are controlling all of the lands thanks to the Archdruid, your
opponent can't play lands at all. And thus, it becomes a lockdown
duo of sorts. |
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Warp
World - Siege-Gang Commander |
The
beauty of Warp World and Siege-Gang Commander is all in the token
producing ability of the Commander. Siege-Gang Commander is
capable of generating four more cards once Warp World resolves,
potentially bringing out more Siege-Gang Commanders and more
importantly, more permanents. If you Warp World a few times, you
could conceivably put into play every permanent in your deck thanks to
Siege-Gang Commander. Otherwise cards that produce multiple tokens
work equally well with Warp World. |
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Morphling
- Kyren Negotiations |
Kyren
Negotiations weren't going so well at first, but then Morphling Showed
up and certainly improved matters. With Morphlings ability to
untap it self for just a blue mana, free tapping effects from the Kyren
Negotiations translates into: "U: Deal 1 damage to target opponent."
This trick also works with cards like Horseshoe Crab or Opposition. |
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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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