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Mirrodin
Block Card Combos.
Includes Mirrodin, Darksteel and Fifth Dawn.
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Fold
into AEther - Ornithopter - Fatty |
Fold
into AEther is awful. What if you opponent has a Darksteel
Colossus in his hand and you counter another spell.. BOOM! He gets the
11/11 indestructible fatty in play. That's not right. Why
not target your own spell.. say an Ornithopter. Okay.. counter
that and put your own fatty in play. That's better. I don't
know quite why Wizards printed this. It's too easy. True, it
costs you two cards and four mana.. but that's a big fatty on turn 3
(possibly). That's degenerate in my opinion.
CORRECTION: Solarion won't come into
play with any counters and thus won't work well with this combo. I
have deleted the image. Thanks Bernard for the comments. |
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Living
Terrain - Darksteel Citadel |
Nothing
says beatdown like a 5/6 Indestructible homemade from a Citadel and a
Living Terrain. Think of it this way, you get a 5/6 indestructible
for only 2GG. This mana was mentioned on the Wizards Message
Boards by plasteek7. |
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Door
to Nothingness - Pemmin's Aura - Vedalken Engineer |
Submitted
by Tarek.
Enchant the Engineer with Pemmin's Aura from Scourge. Tap it for
two colored mana (for artifact use only) and then untap it for U.
Repeat this until you have 10 mana in your mana pool, two of each
color. Then tap the Door. You really only need four blue
mana to pull it off. That means you could get this off by turn
four (conceivably). Let me clarify that the mana you use to untap
the Engineer has to be mana separate from the mana you are getting from
the Engineer itself. Also, about
20 people submitted combos along the lines of using
Mycosynth
Lattice, Doubling
Cube, Composite
Golem, and Gemstone
Array. All of these could work but the combo above works best
in my opinion. |
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Viridian
Longbow - Voltaic Construct |
How
often do you get two cards in a combo that start with V? This is
one of the ways to abuse the Construct. What was Wizards thinking
when they print this guy? Anyway, keep untapping the creature with
the Longbow on it (fueled by say a metalworker...) and ping your
opponent to death. Add Talon of Pain for additional fun.
Note: You can reach infinite mana
and infinite damage if you throw in Metalworker or Gilded Lotus to your
deck.
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Solarion
- Voltaic Construct |
Submitted
by Bryan Shodeen. Two and two are four. Four and four are
eight. Eight and Eight are Sixteen, sixteen and sixteen are thirty
two.. counters. For those of you who have no clue what I was just
typing and singing at the same time it is Inchworm.. a song many of us
learned in elementary school (possibly junior high). Anyway, Tap
the Solarion to go from 4/4 to 8/8. Then untap the Solarion to tap
him again and go from 8/8 to 16/16. Repeat this until your mana
runs out. Then, dismantle it and put all the counters on your
Darksteel Reactor. |
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Gurzigost
- Mesmeric Orb [Anurid Scavenger] or Turnabout |
Don't
like the Turnabout - Mesmeric Orb combo? I know, it's kind of
limiting - you can only cast the Turnabout once before its gone.
Why not go with something a little more stable and with more
synergy? Try Gurzigost from Torment. The Orb will fuel your
Gurzigost and with the 'instead deal damage to your opponent' ability,
this is sure to win your game quickly.. assuming you can get him out
quick enough... not that he costs a lot... The Anurid Scavenger also
works with this concept.
Note: Turnabout works really well
with Mesmeric Orb too as you will see in this deck here.
|
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Mesmeric
Orb - Roar of Reclamation |
Roar
of Reclamation is a Replenish for artifacts but for 2W more.
Combine it with cards like Mesmeric Orb and you could get a butt load of
great artifacts into play quickly... This is amazing. I will
keep it on my radar for future banning. |
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Bringer
of the White Dawn - Mindslaver |
I
hate this combo. I hate Mindslaver. I am only posting it
because I know I will get a flood of emails asking me to add this to the
listing for fifth dawn combos. Here you go. An infinite way
to control your opponent's turns.. although most of the time you just
need one turn to control to win the game. Mindslaver makes my
award winning (not really) Processed
deck useless. This was originally submitted by DocJones. |
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Leveler
- Shared Fate or Beacon of Destruction
|
With
the Leveler and Shared Fate cards, you can leave your opponent with no
cards to use since the Leveler removes them all from the game. You do
have to find another way to kill your opponent (usually the Leveler will
work fine) since your opponent won't lose from not being able to draw
cards from your deck. It's a replacement effect so the 'not drawings a
card from your library causes your to lose' rule doesn't
apply. Thanks Mario!
If you're not a big fan of blue and
prefer red, try Leveler with Beacon of Destruction. If you have
the beacon in your hand when you play Leveler, cast it. Then
shuffle it back into your library (which currently has no cards.)
Then, next turn, draw it, play it, shuffle it back into your library,
and continue the cycle. The key is to make sure the turn after
Leveler comes into play that you have something to draw.
|
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Spellbinder - Savage Beating |
Imprint
the Savage Beating on Spellbinder and equip a creature you control.
Then attack (assuming you can) and make sure you deal damage to your
opponent. If you do, put a copy of Savage Beating on the stack
choosing the 'untap you creatures and ...' ability and attack
again. Repeat this until your opponent is dead. infinity
combat phases if you do it right. The
Spellbinder - Savage Beating combo was emailed to me by Thael.
|
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Eater
of Days - Sulfuric Vortex or Smokestack |
| While
Stifle works best, if you don't want to run blue in your deck try one of
these other options. The goal is to make your opponent hurt for
taking two extra turns. Sulfuric Vortex will deal 4 damage total
to him or her. Smokestack will make them sacrifice X permanents
and tangle wire will keep them tapped out. In the meantime, you
are free from their symmetrical effects since you don't have to go for
two turns. |
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Coretapper -
Dawn of the Dead |
| Not
many are able to utilize 'dawn of the dead' well, but if you have some
artifacts in your deck which use charge counters (like Darksteel Reactor
or Magistrate's Scepter for example)... then you can bring in a set of Coretappers
to your deck and watch the charge counters build on one of
your favorite chargers. Why isn't the Coretapper removed from the game
each turn? Because you sacrifice it for two charge counters before
the 'remove it from the game at end of turn' ability resolves.
When it tries to resolve at the end of the turn, there is no Coretapper n play and thus the effect 'fizzles'. Thanks to Just_a_cleric for
the combo. |
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AEther
Vial - Coretapper |
Quoted
from Bennie Smith on MTG.COM:
While Skullclamp is understandably getting a lot of press as one of the
best cheap artifacts from Darksteel, Aether Vial is not one you should
overlook. Good all on its own in a deck where many creatures have the
same mana cost, there is also combo potential with Darksteel's
Coretapper, letting you power out a higher-cost creature much sooner
than many decks can handle.
For example, you play Aether Vial
turn one. Turn two you add a counter to the Vial and play a Lightning
Greaves. Turn three you add another counter to the Vial, tap it to put
Coretapper into play. Equip it with Greaves and tap it to add a third
counter to the Vial. Turn four add a fourth counter to the Vial, tap the
Coretapper to add a fifth counter, then sacrifice it to add two more.
Now you can tap the Vial to put into play your seven-mana fattie of
choice, perhaps a Thorn Elemental? Equip it with the Greaves and start
your three-turn clock right there on the spot. |
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Magistrate's
Scepter - Coretapper |
 Magistrate's
Scepter is one of the earliest artifacts to use charge counters.
Who needs Timesifter or Timestretch. Just charge up your Scepter
with Coretapper or Power Conduit or several Coretappers than to the Soul
Foundry, you could have unlimited turns in a row (potentially).
Just don't get too annoying with this one. Just know it
exists. ...and using Pemmin's Aura on
Coretapper mean infinite turns for sure.. as you will see in the deck
linked to the left. |
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Eon
Hub - Stasis / Solitary Confinement... |
Eon
Hub, much like it's predecessors of major rule breaking cards, should
have a great impact on the metagame. However, I feel this will
have an extreme long-lasting effect compared to cards like Platinum
Angel and Upwelling.
This card, right off the bat, works very well with lockdown/prison cards
like Stasis and Solitary Confinement. Other cards include the Parallax
cards from the Masques block and any other creature card with a negative
upkeep (like Masticore)
... not to forget those long lost cards with Cumulative
Upkeep. Wow, I say, to Wizards.. what are you
thinking? |
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Triskelion
- Arcbound ~ or Mephidross Vampire or Forgotten Ancient |
As
mentioned a thousand times throughout my site, Triskelion
is one of my all time favorites cards in MTG. I liked the original
art better than what is on the Mirrodin card, but that's okay. The
Modular Mechanic is like fuel to the Triskelions free ability.
With cards like Arcbound ravager to control which of your Modular
Arcbound creatures die.. just put all of it's +1/+1 counters on the
skelion and turn him into a mini machine gun. Control the board or
control your opponent and win. Whichever works best for you.
Also, if you like counters, try Mephidross
Vampire with Skelly. With both cards in play, use one of the Triskelion counters to damage an
opponent's creature. Since you damaged a creature you get to put
another +1/+1 counter on the Triskelion. Check out this deck.
If that isn't your bag, try
Forgotten Ancient. You and
your opponent(s) cast spells and your Forgotten Ancient gets
bigger. During your upkeep, transfer some of those cards to the
Triskelion and now you have a mini-machine gun. Try this deck
out.
|
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Triskelion -
Rite of Passage (2) |
 With
this combo, you can deal infinite damage and/or get an infinite/infinite
creature... technically not since it has to be a real number.. let's say
a 567,419/567,419 creature. Anyway, with both Rite of Passages in
play, remove a +1/+1 counter from the Triskelly and deal the damage to
itself. Then, because of the RoP's, put two +1/+1 counters on him
netting you one +1/+1 counter. Since this activation doesn't
involve any mana you can just keep doing it over and over. |
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War
Elemental - Sulfuric Vortex - Furnace of Rath |
Optimize
your War Elemental with a consistent damage dealing enchantment:
Sulfuric Vortex. With this powerhouse enchantment for 1RR, you can
get your War Elemental to 9/9 in no time. Add Furnace of Rath in
the mix and watch the Elemental double in size. Throw a nifty
equipment on it and move in for the kill. Be weary of the
reprinted Terror though. |
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Eternal
Witness - Vedalken Mastermind or Astral Slide or Crystal Shard |
Eternal
Witness is a five star card for sure and an uncommon. Thank
goodness they printed All Suns' Dawn else she would have been
rare. Now we can all have stock in Fifth Dawn since she will
likely run at the same price as a stupid Skullclamp. Anyway, who
doesn't like Regrowth? Ok... with that out of the way (no one said
'me')... know Eternal Witness is even better when you recast her several
times. With the Mastermind blue guy you can. For the cost of
   ,
you can regrow one card every turn. Not bad for my land
destruction deck. Although now I'll have to add some blue. Oh
well... it's applicable in other decks too. If you don't
like teaming up with blue, try teaming up with white. Astral Slide
works wonders with the Witness as well.
Note: Crystal Shard could replace
the Mastermind... and you can use colorless mana too! Check out Crystal
Witness.
|
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Vulskok
Sorcerer - Intruder
Alarm |
| Replace
all instances of Prodigal Sorcerer in previous combo pages on Magic Deck
Vortex with Vulshok Sorcerer. There you go. |
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Power
Conduit - Quicksilver Fountain |
Power
Conduit is probably one of the most exciting cards from the set.
The possibilities with decks is limitless. You can use the Power
Conduit to turn charge counters, age counters, whatever, into +1/+1
counters for your creatures. Cumulative Upkeep works well with
this, but Quicksilver Fountain is something in the current T2 scene that
produces a counter each turn. You can use these counters to beef
up your Birds of Paradise and little Wizards.. Versatility is the key
here. These two cards have great synergy and combo well too.
It's nice to know that the conduit is only uncommon. |
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Salvaging,
Summoning, Grinding and Blasting Stations |
 Quoted
from CharlesC. You need all four stations and a 1 casting cost
artifact. Any cog will do. 1. Use the grinding station to sac the 1
casting cost artifact to mill for 3. 2. The artifact going into the
graveyard from the grinding station untaps the summoning station. Tap it
to put a 2/2 creature into play. 3. The creature coming into play from
the summoning station untaps the blasting station. Tap it and sacrifice
the creature to do a point of damage. 4. The creature going to the
graveyard from the blasting station untaps the salvage station. Tap it
to put the 1 casting cost artifact into play. 5. The artifact coming
into play from the salvage station untaps the grinding station. Go to
step one. You may do any number of damage and mill any
number (X3) cards with all the stations in play at once.
Thanks Charles. Well summarized. |
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Endless
Whispers - Phage the Untouchable |
Endless
Whispers just begs to be teamed up with great Legend like Phage who have
to be hard cast else you lose the game when it comes into play.
Thus this combo. You have to hard cast her yourself.. but when you
do make sure to have the whispers in play and a way to sacrifice
her. When you do she will come back into play on your opponent's
side and then you win. Not exactly an exciting combo but it is
certainly a winning one. Note: This combo
works well with any card that comes into play with a harsh effect like
Leveler, Eater of Days and others. |
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Wall
of Blood - Grab the Reins (or Fling) |
This
combo works quite well for such an uncommon combination of cards.
With Wall of Blood you can pay one life to give it +1/+1 until end of
turn. With Grab the Reins you can sacrifice a creature to deal
damage to a target equal to the sacked creature's power. Sound
simple? Burn your opponent a bit and then Pump your Wall of Blood
to a 16/16 wall and throw it at your opponent. Fling can replace
Grab the Reins as they technically do the same thing. |
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Beacon
of Immortality - Test of Endurance or False Cure |
I
like this Beacon a lot. It will replace a few of the Ancestral
tribute cards in this Egg-Shrine-Ance
deck. With the Beacon you will be closer the win as say you have
20 life and you cast the Beacon. Now you are at 40 and you just
need 10 more life to win the game. That assumes your opponent
doesn't cast a Disenchant or Naturalize on your Test. That's where
Sterling
Grove comes in handy.
Note: Beacon of Immortality
and False Cure have a killer combo effect too.
|
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Krark-Clan
Ironworks - Nuisance Engine - Disciple of the Vault - Dross
Scorpion |
| See
the damage infinity combo page
for this one. |
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Necrogen
Mists - Megrim |
Bottomless
Pit is back and this time it is called Necrogen Mists. Add Anvil
of Bogardan and you have yourself a nice lock. With the Mists in
play, you opponent will have to take 2 damage from Megrim if he or she
had a card in hand before the draw step. If you want to make sure
your opponent has enough cards to fuel your combo, add a few Howling
Mines to your deck. Anyway, this is really an older combo with
half of it a newer name. In fact, I revised one of my discard
decks (version 2.0) to show you how it works (linked to the left). |
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Fiery
Gambit - Krark's Thumb |
I
would expect to see this combo sprout up in a few burn and sligh decks
where you can optimize the Gambit in your favor. Wouldn't it be
neat to win a tournament because you had good luck with a coin flip
(with the help of the strange thumb?)
Now the trick is building a deck
that really uses this Thumb to its advantage and still be able to pack a
punch with burning, slashing and shocking spells.
|
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Mycosynth
Lattice - March of the Machines or Splinter |
| Mycosynth
Lattice has been proclaimed the biggest combo piece of Darksteel.
It combos with everything from Memnarch to the Emissaries of Hope and
Despair, to the Nim and more. With March of the Machines you
can turn all of your opponent's artifacts into creatures and with the
Lattice in play your opponent's lands are now artifacts (if they weren't
already). Since they are artifacts they become 0/0 artifact
creatures and die. The only thing more efficient than this is the
Mycosynth - Splinter combo. With that you can remove all whatever
from the game.
Note: If you don't want anyone to
touch your permanents at all, add Leonin Abunas or Fountain Watch to the
mix. They will keep all of your permanents (artifacts) from being
the target of spells and abilities.
|
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Beacon
of Tomorrows - Panoptic Mirror |
| See
the infinite combo pages. |
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Nuisance Engine
(Or Genesis Chamber) - Attrition |
| With
Attrition and a creature generator like Nuisance Engine or Genesis
Chamber, you can keep spending one to destroy creatures. Note they
do have to be non-black creatures, but it is still a nice little utility
combo. One mana to destroy a creature is a bargain no matter how
you look at it. True its 2B if you are using the Engine as your
creature generator, but a Dark Banishing is great every turn..
especially against an elf or goblin deck. |
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Nuisance
Engine - Proteus Staff
found on the
www.magicthegathering.com
message boards, posted by Doggett_336 |
Tap
both the Nuisance Engine and the Staff (using 5 mana, of course), and
reveal from the top of your library until you get a creature. This way
you don’t lose any real creatures you have in play since the Engine
generates a creature that is a token. This works especially well if your
deck is a control deck and your want to grab one of your Triskelions or
Broodstars for free. Great combo!
Hey, and if you don't want to pay
the mana of the Engine, add Thran Turbine. Originally meant to pay
for each costs, the Turbine will buy you a pest for free each
turn. See this deck.
|
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Lightning
Coils - Death Pit Offering or Pandemonium
submitted by
John Streetz @ www.magicdeckvortex.com,
inspired by Mark Gottlieb @ www.magicthegathering.com |
Death
Pit Offering makes a great combo piece with the Coils. Sacrifice
your five creatures (five, six, two, whatever) when the Offering comes
into play... Then when you have enough counters on the Coils, you get to
put X 5/3 red elementals into play instead of X 3/1 tokens. Not
bad. Add Pandemonium into the mix and deal twice the damage since
each elemental will trigger the effect of pandemonium. Thanks,
Mark, for the excellent combo suggestions! |
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Psychogenic
Probe - Soldier of Fortune |
With
the new Probe card from Mirrodin, what was once a simple shuffle after a
weird harvest is now a shuffle and a kick in the ***. There
are ways to instant or sorcery your opponent into shuffling like
Repopulate or Gaea's Blessing, and then there is a permanent which can
do it every turn: Soldier of Fortune. With this bad boy, you have
a one target shock each turn for one mana and a tap and the Probe in
play. Interesting new concept by WotC. It will be
interesting to see how it affects play. |
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Lodestone
Myr - Howling Mine |
With
this combo you can essentially deny your opponent from getting the
benefits of the Howling Mine. Since Lodestone Myr can tap an
artifact without a cost and get +1/+1, you can tap your Howling Mine
before your opponent's draw. By doing this, as stated on the card,
your opponent would not draw an extra card. Not bad for a
Mirrodin-Core Set 8th combo... |
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Fireshrieker
- Blinding Angel or Raven Guild Master |
Remember
Double-strike from Scourge? It's back.. and this time you can
grant it's double-effect on any creature with the equipment:
Fireshrieker. With Raven Guild Master you can remove twenty cards
from the game since he would deal damage twice. With the Angel,
Anthony Alongi states, "Once a player loses a phase or a
turn, that phase or turn doesn’t exist anymore – so “next” will
refer to, well, the next one. So a double-striking Blinding Angel will
keep your opponent’s army silent for two combat phases."
Throw in a Latulla's Orders
from Prophesy and you have yourself a killer combo in the midst of so
many artifacts. |
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Synod
Artificer - Pemmin's Aura - Gilded Lotus |
| See
the infinite mana combo page for
this one. |
|
Well
of Lost Dreams - Words of Worship |
Scenario:
Your draw step. You opt to not draw a card using the activated
ability on Words of Worship. So you pay 1. You can five
life. Now you pay 4 and draw 4 cards with Well of Lost
dreams. You could pay 1 and draw 1 card or pay 5 and draw five
cards. This combo is flexible. You like? I like. We
all like. Okay.. let's move on. |
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Death
Cloud - Geth's Grimmoire |
Symmetry
is a killer when you have new rare bomb cards like Death Cloud.
Combine that with Geth's Grimmoire from the same set and know the Symmetry
isn't so bad. When you and your opponent discard X cards, you draw
X cards because of the book. Does anyone know who this Geth guy
is? Thanks to Twin2 on the Wizards Community Forums for this
combo. |
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Talon
of Pain - Sulfuric Vortex or Tim |
Thanks
to Spoon Hunter on the Wizards Community Forums, here's another combo
for you. With cards like Sulfuric Vortex, which is consistent burn
and Tim which is consistent yet fragile burn (or pinging to more
precise) you can get your Talon of Pain charged up for a nice big ZAP. |
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Myr
Landshaper - Tanglewalker |
Myr
Landshaper is a nifty and potent combo piece and is common too.
Combine it with the Dryad with a constant bad hair day from the same set
and you have a two-card powerhouse. Tap the Myr to turn one of
your opponent's lands into an artifact land and then all of your
creatures are unblockable. It's that simple. |
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Fastbond
- Zuran Orb - Crucible of Worlds |
Here's
a nasty Type 1 combo for you, as submitted by Adam Delorme.
Crucible of Worlds will be a card in the upcoming set, Fifth Dawn, and I
feel it is greatly anticipated. Anyway, with the Orb and the
Crucible in play and Fastbond, of course, you can Sac a land and play
it. You pay 1 life for each land after the first you play that
turn because of the Fastbond, but you gain 2 life for sacking the land
to the Orb. Not bad for an "infinite" life combo. Thanks,
Adam. On another note, you can tap the lands before you sacrifice
them for "infinite" mana too. Adam had to remind me on this
one. Thanks again, Adam.
Oh.. after your done.. play a Serra
Avatar just for fun.
|
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Culling
Scales - Darksteel Ingot |
With
this combo you can basically keep your Culling Scales free of
harm. Whenever the lowest casting cost non-land card is the
Culling Scales / Darksteel Ingot during your upkeep you can target the
Ingot with the Scale's ability. The effect fizzles and you keep
your Scales. This works great against those darn goblin and weenie
decks as well as affinity. Thanks Josh Caudill for correcting the
description of this combo. |
|
Darksteel
Reactor - Dismantle or Power Conduit or Coretapper |
I'm
not to sure if this combo works as well as I'd like it to, but it is
said you can target your reactor with dismantle and put however many
counters on it, on it again (hence doubling your charge counters).
Since the reactor is indestructible, the first part of the spell fizzles
but the second part doesn't. However, if this combo isn't correct
per rules, then just find a nice card like Arcbound Slith, Quicksilver
Fountain or any artifact card with cumulative upkeep and destroy it with
dismantle and move the counters to your reactor for a quicker
win. Thanks adme3tris
and to Paul Ferris for the combo.
Also, if that combo isn't quite up
your alley, try good old Power Conduit or Coretapper to speed up the
alternate win condition.
|
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Skullclamp
- Nuisance Engine or Second Sunrise |
One
thing to say: Fodder for your Skullclamp. With the engine,
think three mana for two cards. With second sunrise, think card
advantage. Okay, so that was more than one thing to say. Oh
well. |
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Whispersilk
Cloak - Raven Guild Master |
Who
needs to play the morph cost for Raven Guild Master when you have cards
like Whispersilk Cloak in the pool? This combo is deadly as you
can keep your master free from shock and removal spells as well as make
him unblockable. 10 cards a turn is nothing to sneeze at. Perhaps
a mill deck with this combo is viable in type two. Who
knows. Anyway, try this out.. you are sure to like it .. although
you may be kicked out of your playing group for a few weeks. |
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Wirefly
Hive - Unnatural Selection |
You
got to love new creature types like Wireflies. If your coin flip
isn't in your favor use the unnatural selection to target your
opponent's creatures. Make them Wireflies and let the hive
resolve. Since you lost the flip you now have to destroy all
Wireflies. This combo is the same idea as the Reflection combo
posted last year on Magic Deck Vortex. |
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Ageless
Entity - Loxodon Warhammer or Armadillo Cloak |
A
4/4 body for 5 mana isn't bad. Add some life gain like Armadillo
cloak or Loxodon Warhammer or Nourish or Stream of Life or Words of
Worship or Spirit Link or whatever and suddenly your 4/4 becomes a
100/100. I'd prefer to add him to my Angelic
Chorus - Phyrexian Processor deck. Anyway, I think the
Warhammer is the best option with this guy, thing, elemental..
whatever...
Note: Clearwater Goblet also works
very well with the Entity. Check out this deck, called Life
Burst!
|
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Spawning
Pit - Death Pit Offering |
Originally
found on www.magicthegathering.com,
this is a nice little combo that takes full advantage of the usually
card disadvantage of the black enchantment. Since you have to
sacrifice all of your creatures when death pit comes into play, sac them
to the Spawning Pit instead. Now, for only one mana you can bring
into play several 2/2 Spawn artifact creature tokens into play.
Since you now have death pit in play, they are now 4/4. All for
the cost of one mana. Throw in a Coat of Arms and now you have a
deck idea. |
 |
Avarice
Totem - Brand or Tel-Jilad Stylus or Synod Sanctum |
The
stylus part was submitted by Alex Velev. Avarice Totem is an interesting
card with cool art too. However, how can you use this to your
advantage? I mean, the next turn they just might pay 5 and get
their creature back or maybe another creature of yours that you didn't
want him or her to take. This is where Brand comes in... it's an
instant that basically says 'gain control of all permanents you
own'. You own the Totem. You get it back. Or, you
could use something still valid in Type Two known as the Stylus.
It says 'you own' on it too. With the Stylus you have to shuffle the
card into your library.. however your opponent doesn't have it
anymore. That's good.
Note: You can
replace Avarice Totem with Bringer of the Red Dawn for a little more
fun.
|
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Ion
Storm - Sun Droplet or Talon of Pain |
Need
a steady stream of counters to fuel your Ion Storm? Try Sun
Droplet. It is inevitable to take damage from an opponent's
source.. so it is also inevitable to get counters on your Sun
Droplet. Use those counters to deal two damage to any
target. Oh... and if you are having troubles taking damage.. throw
a Sulfuric Vortex into the mix. That should solve that
problem. If
you don't like the Droplet, use Bin Huang's suggested Talon of Pain.
Thanks Bin! Thanks a great source of counters. |
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Juggernaut
- Invisibility |
Here's
that classic old-timer combo that was rumored back when Darksteel was
unknown and Juggernaut wasn't confirmed. Juggernaut is rendered
completely unblockable once you enchant him with the Invisibility.
5 damage a turn basically puts your opponent on a 4 turn time
clock. Now I need to find a good deck with this combo. Any
suggestions? |
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Ferropede
- Destructive Urge or Energy Chamber |
Now
there's an unblockable creature for any color. True, it costs 3
mana which is a bad spot in the mana curve but it's worth it if you can
throw a killer equipment card on it or better a killer
enchantment. Try destructive urge from the Urza's Saga set.
Every time you swing with the insect you get to deal damage and destroy
a land.
Anyway, since the Ferropede is unblockable there are a plethora of
things you can do to increase the effectiveness of it. In
a control deck, you can always use Energy Chamber to beef him up
too. In fact, here's a deck link to one (to the left). |
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Rule
of Law - Desecration Elemental or Ebon Drake |
Submitted
by Bryan Shodeen. Rule of Law can be replaced altogether
with Arcane Laboratory (functionally identical cards except for name and
color). With Rule of Law in play you can limit the number of
spells cast each turn to a maximum of two (assuming you and your
opponent cast one in a two person game) and thus making your Desecration
Elemental, Ebon Drake or Blind Creeper not so bad. Thanks Bryan
for the combo. |
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Artificer's
Intuition - Chalice of the Void / Engineered Explosives |
I
had to look at this one twice because I was slow at that moment and
didn't understand. However, with the Artificer's Intuition, you
can search for any card 1 or less from your library and put it into your
hand for the price of some mana and an artifact from your hand.
However, both the Chalice of the Void and the Explosives are X or XX to
cost.. so they cost 0 when this enchantment looks at it. I think
there is only one other X casting cost spell that's an artifact.. and it
is Shifting Wall from the Tempest Block. |
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Myr
Servitor (or Relentless Rats) - Pack Hunt |
I
expect more combos to come of the Myr Servitor as it has a very unique
and unstoppable mechanic. In a normal game, it's pretty unusual to
get all four Servitors out in one game. Fifth Dawn gives us the
Leonin Squire and the Trinket Mage and a few other cards to help you
fetch more of them, but if you are looking for something a little more
direct, try Pack Hunt. This why you can get all other copies of
the Myr and then shortly after that, play them. Combined with
Krark-Clan Ironworks or Clock of Omens, you should find an good
combo. Pack Hunt also works extremely well with Relentless
Rats... the deck links is for that combination. |
|
Sword
of Kaldra - Thrashing Wumpus
submitted by
Terence Praet |
| Thrashing
Wumpus is great, but it has trouble getting rid of recurring cards and
creatures with Pro: Black. With the Sword of Kaldra, you can
remove all of those creatures from the game (that you deal damage to
with it's built in Pestilence ability). The trick is keeping your
Wumpus in play. Try an enchantment card that gives it protection
from black. If you are having trouble getting rid of those pesky
white and green creatures that have pro: black, try Distorting Lens and
then it's not a black source of damage so you can target them. As
far as creatures that cannot be targeted, this doesn't work. Try
Barter in Blood as a finisher. The original combo submitted by
Terence used Seige Gang Commander, but I felt it was limited. This
was a more efficient effect with the Wumpus. Thanks, Terence, for
the combo! |
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Mindslaver
- Mages Contest
|
| This
combo was found on the www.magicthegathering.com
message boards, posted by Aneximines. It's a killer two-card
combo. Mindslaver them and then during their turn, make them cast
a spell. Respond to it with the Mage's Contest. Have them
bid all their life and you no life. An instant win. The
killer is the 9 mana you have to spend to do it. Not bad,
though! Thanks for the combo Aneximines... and what is an
Aneximines? Hmmph. |
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Relentless
Rats - Desperate Research |
While
I love rule breaking cards, I think WotC put too many in this block. If
you ask me, they should have spread these cards amongst the sets to
come. But anyway, here's another: Relentless Rats. If you
want a one card combo with a deck packed with the rats, try Desperate
Research. You most likely will get 4 to 5 cards of Rats to put in
your hand from this spell. If you want to try another route... try
using Mesmeric
Orb and Patriarch's
Bidding. That will get a whole bunch of rats into play
real quick. How nostalgic this card is.. reminds me of the Plague
Rat days. |
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Steelshaper's
Gift - Helm, Sword & Shield of Kaldra |
I'll
like to see this deck concept make it to tournaments. With the
Steelshaper's Gift, you can get your cards out much faster so as to use
the Helm's ability and bring a 100/100 indestructible, flying,
trampling, morphing, killing, striking, big 'ol legendary avatar.
While, not quite.. but you can bring the Kaldra Legend into play much
quicker if you have all the pieces by turn four. Keeping your
other pieces before you get the third still could be tough, even with
the Gift. Aren't there some equipment search Auriok in the block
somewhere? |
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Goblin
Charbelcher - Mana Severance [Goblin Recruiter]
partially
submitted by Cory Nelson. |
I
will have a deck for this one soon. With Mana Severance, you can
remove all of your land cards (except one Mountain preferably) from the
game. With the Charbelcher, this translates into going
through most of your library in search for a land. Once you find
your land, count the cards revealed that are non-land and it does damage
to your opponent equal to that number. If you have one land in
your deck, you could deal quite a bit of damage with the Belcher.
If it is a mountain, double that 'quite a bit of damage'. Not bad.
If you don't like removing all your lands from the game... try Goblin
Recruiter. This way, you can stack your deck accordingly and still
keep your lands. Just make sure you have enough goblins to do a
lot of damage! (Actually, all you need is ten goblins and a
mountain!) This part was submitted by Cory Nelson. Thanks,
Cory! |
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Joiner
Adept - Useful Lands without mana abilities. |
WotC
says they will never print a land again without a mana ability.
However, there are several cards out there with useful abilities without
mana abilities... all printed before they decided with would be a good
thing for the game. Take Maze of Ith for example, you can untap an
attacking creature (including your own) but you can't produce
mana. This is great but not good enough. Add Joiner Adept to
the mix and now you can produce any color mana with it too. It's a
City on Brass minus the hurt with combat tricks. |
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Angel's
Trumpet - Retaliate |
Aside
from Nettling Imps and Walking Desecrations, what's a good way to force
your opponent's creatures to attack so you can 'retaliate'?
Angel's Trumpet. This is a strange uncommon from Urza's Legacy
that I just didn't get the purpose of back when it was released.
Now it makes more sense. Your opponent has to attack you unless he
or she wants to tap out all of their creatures at the end of turn.
You see, those that attack don't tap to attack. The trumpet is
strange but perfect in this combo. |
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Greater
Harvester - Rancor |
| This
combo was emailed to me by Daniel Schultz. With Rancor you have a consistent
way to feed to Horror. For a green mana instead of a permanent, you can pay the Harvester's large cost. The Rancor just
keeps coming back and it gives your Harvester trample... which is a sure
fire way to make your opponent sacrifice his or her permanents. |
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Starstorm
- Shriveling Rot |
| Shriveling
Rot is a nasty card. Starstorm for 1 and then cast Shriveling
rot. You can activate it's entwine cost or not, but either way you
can clear the board and deal a lot of damage to your opponents.
This assumes you don't have many creatures out. This combo
would work best is a red Sligh deck splashing red or a black control
deck splashing red. Enjoy! |
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Glissa
Sunseeker - Memnarch |
| Want
to gain board control. For just 3U and a Glissa to tap, you can
destroy any permanent on the table. |
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Goblin
Sharpshooter - Shriveling Rot |
| Want
to shock your opponent more than he or she would normally be shocked
from a Sharpshooter? Cast Shriveling Rot, entwined or un-entwined,
and go to town. Each creature damaged by the Goblin goes to the
graveyard because of the 'whenever a creature is dealt damage' ability
from the instant... and if you entwine it you can probably win the game
in one turn. Thanks Zindaras for the combo (from the Wizards's
message boards). |
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Chimeric
Egg or Darksteel ~ or Guardian Idol - Wrath of God |
Nothing
new here. This is the same concept as Chimeric Staff and Wrath of
God or any of the other Chimeric artifact creatures out there with mass
removal. Cast wrath of god and be the only one left with a
creature. Since the Chimeric Egg isn't a creature until you
activate it, you should then have card advantage. This
concept also works with all indestructible creatures. Just hope
that your opponent doesn't have any of them out. The new Guardian
Idols works well as well. |
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Wall
of Blood - Imagecrafter |
| 9/9/04.
This combo no longer works because of the new Wall rules change,
detailed as follows (quoted from www.magicthegathering.com)
The rules for the
creature type "Wall" have been changed. Although the creature
type Wall still exists, it no longer has any rules meaning. Instead, all
creatures that had the creature type Wall now also have the defender
ability.
Steel Wall (_Mirrodin_(R)
card with its new Oracle wording)
{1}
Artifact Creature -- Wall
0/4
Defender (This creature can't attack.) |
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| |