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Ninth Edition Combos (2005) Featured
Combos.
Last updated 7-16-05 (35
Combos - 16 Deck Links)
NOTE: All cards from Ninth Edition CORE SET
are highlighted yellow |
Teferi's
Puzzlebox - Underworld Dreams |

OK.. so they reprinted both of these guys in Ninth (as
they did in Eighth Edition). Perhaps Wizards is trying to tell us
there is a killer deck using these two cards that's been in the Future,
Future league for years. However, our goal is to find it. One
of you loyal visitors of MDV needs to send me your deck. Seriously.
Anyway... with this combo, every time your opponent
draws - they instead switch out the cards in their hand for new cards
from their library. If Underworld Dreams is in play, they take one
damage for each card in their hand. Ouch. |
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Grave
Pact - Carrion Feeder and/or Spawning Pit |
FYI
- really, any card that allows you to sacrifice a creature for an effect
is a combo card for Gravepact. Moving along, Grave Pact can really
hurt your opponent. In fact, a useless fact for you is that I HATED
to play against this card because my friends black Gravepact deck always
had ways to sacrifice his own creatures.. which meant I sacrificed mine
to. Carrion Feeder and Spawning Pit are both easy ways for you to
sacrifice your creatures.. thus making it easy for your make the effect
symmetrical with Grave Pact. |
 |
Hypnotic
Specter - Dark Ritual |
This
really isn't a combo, but it's a good way to gain advantage in the early
game. If you have both in your hand the first turn, you can cast him
on turn one and start crippling your opponent from that point on.
Making your opponent discard a card every turn (at RANDOM!) is good for
you and VERY bad for your opponent. What makes this a 'combo' is
casting him on turn one. Without a turn one Specter because of the
ritual.. he might be worthless. |
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Weird
Harvest - Blood Oath |
This
is really a one time combo wonder that tricks your opponent into thinking
he's doing the right thing by searching his library for as many creature
cards as you... only to be hit by a Blood Oath.. dealing uber damage to
him for each creature in his hand after Weird Harvest assuming you choose
the card type 'creature'. I wish Wizards would have reprinted Blood
Oath in the Core Set this time around. Oh well. |
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Booby
Trap - Aven Windreader |
Booby
Trap is one of those really fun cards I am glad to see reprinted. My
first attempt at using this cards is found in this deck
here, although it doesn't use Aven
Windreader. However, don't underestimate the power of the
Windreader. Not only is it an
Orcish Spy
without the tap symbol but it's a 3/3 flyer to boot. You
can easily cast it before the Booby Trap and set up the Booby Trap a turn
or two later to ensure your opponent falls into it and loses 10 life.
Mind you there are many other ways to set up a successful Trap, but Aven
Windreader is consistent and can be a good beatdown before the trap hits. |
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Battle
of Wits - Ivory Mask |
Not
that I encourage making decks with Battle of Wits (personally I don't like
the card as it's troublesome to have a 250 or 200+ card deck .. in my
humble opinion) but if you are going to use the card and make a deck
around it you are going to want to limit your opponents from wreaking
havoc on your win condition. Wow.. that was a run on sentence.
Anyway, with cards like Cranial Extraction, Denying Winds and Millstone
running around in your casual surroundings you are going to need some
protection against that. Ivory Mask combos with Battle of Wits
because it prevents your opponent from removing any cards from your
library. You see, all mill type cards (to the best of my knowledge)
TARGET a player. Ivory Mask denies them of this. Have fun with
your hard to shuffle deck!! [grin] |
 |
Marble
Titan - Thran Weaponry |
This
was the best I could do.. I mean I just wanted to post a combo for the
Titan since this is it's first appearance in a CORE SET. However,
Than Weaponry was the best I can do. Have pity on me. Anyway,
if you time it correctly, you can keep all of your opponent's creatures
tapped while untapping your own .. and all it costs is 2 mana (assuming
you were able to pay the semi-large echo cost of the Weaponry).
Here's how it works: With both cards in play, tap the Weaponry giving all
creatures +2/+2 while it's tapped. (You may need something like
Turnabout
to tap all of your opponent's creatures) . When your opponent is
done and it's your turn, do not keep the Thran Weaponry tapped so that all
of your creatures (assuming they have less a 3 power) will untap and then
you can attack. Before you attack though, tap your weaponry for 2
and give all of your creatures +2/+2. Then, when it's your
opponent's turn he won't be able to untap any of his creatures (unless
they had zero power to start). Repeat this until you win. Hope
that helps. ??? |
 |
Mind
Bend - Paladin en-Vec |
Simple.
Mind Bend your Paladin en-Vec to read something like "Protection from
green" instead of "Protection from red" or whatever and win with him.
That's all. Nice and short. Enjoy! |
 |
Verdant
Force - Slate of Ancestry |
Picture
this, every turn (even your opponent's) you get at least one 1/1 Saproling
token to control. After a few rounds you will have a nice little
mold army. Say you have 10 creatures now (total)... activate the
Slate of Ancestry for only 4 mana and draw 10 cards. That makes
discarding your hand look like nothing. I am glad Wizards reprinted
Verdant Force. It's a great card and I hope it makes some tournament
play. |
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Storage
Matrix - Icy Manipulator |
The
key to Storage Matrix is the fact that is says "As
long as Storage Matrix is untapped..." With this mind you can
cause your opponent some kind of
disruption with the Matrix if you tap it after their Untap step. And
what better way to tap it than with the amazing Icy Manipulator.
This way when your untap step comes around the Matrix is tapped and thus
you untap everything all at the same time... untapping the Matrix again
for when you opponent has to go through their untap phase. Only
being able to untap lands, artifacts or creatures each turn can be very
crippling depending on the deck. |
 |
Hell's
Caretaker - Squee, Goblin Nabob (Avalanche Riders) |
Hell's
Caretaker was one of those "wow" cards that were reprinted in Ninth
Edition.. for me at least. Now the trick to the caretaker is card
advantage and comes into or leaves play effects. If you want card
advantage, you could always sacrifice Squee to get another creature in
your graveyard into play and just get Squee back during your next upkeep.
If you want a cool comes into play effect to simulate land destruction,
try Avalanche Riders... they are sure to cause you opponent mana problems.
Remember, the trick to using the Riders successfully is sacrificing them
(to the Caretaker) in response to their echo upkeep .. so that you can
trade them for a different creature in your graveyard and then just use
them again during you following turn. |
 |
Mortivore
- Traumatize |
This
combo was submitted in the forums by JSweeney. Mortivore reads "Mortivore’s
power and toughness are each equal to the number of creature cards in all
graveyards... ". If you can find a way to load your opponent's
graveyard with lots of creatures you Mortivore gets much bigger.
What better way to do this and mill your opponent at the same time than
Traumatize? Try it. You'll like it. |
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Imaginary
Pet - One with Nothing |
This
combo was submitted in the forums by JSweeney. Do I really need to
explain this one.. I mean ... come on! It used One with Nothing!!! |
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Yawgmoth
Demon - Myr Servitor(2) or Nuisance Engine |
Pay
for the Demon's upkeep cost (sacrificing an artifact) with Pest tokens
from the Engine or with two Myr Servitors. When you have two in plan
and sacrifice one during your upkeep, it will just return to play and
allow you to sacrifice it to the Demon again .. thanks to the recursion
ability of the Servitors. |
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Natural
Affinity - Ensnare |
To
the right is a deck called Paper that utilized this combo. The deck would
win by casting Natural Affinity.. thus turning all lands into 2/2
creatures. After attackers are declared and before your opponent has the
chance to block you return your two tapped islands to pay the alternate
casting cost of Ensnare… thus tapping all creatures. Since your creatures
are already attacking and your opponent has no blockers, it is very
possible for your opponent to take lethal damage depending on where you
are in the game. Fun combo. |
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Form
of the Dragon - Convalescent Care |
Form
of the Dragon is limited to only casual players since it's too slow for
any tourney deck... and thus I feel mandated to post a combo using it
since it's appearing again in Ninth Edition. Enter Convalescent Care
from Onslaught. At the beginning of your upkeep, since your life
total was set to 5 at the end of the player's turn before you, you gain
another 3 life and draw a card. While the life doesn't really help
you since you life goes back to 5 before the end of your turn, you at
least get a personal howling mine effect and a temporary jump in life.
If this doesn't work for you, you could always donate it
to your opponent and then once your opponent's life total become 5, brand
it back to your side and kill your opponent. |
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Naturalize
- Day of the Dragons |
According
to www.magicthegathering.com,
if you disenchant or naturalize the Day of the Dragons as the card goes on the stack,
all of your creatures are removed from the game and you get to keep your
5/5 flying dragons. Let's say you have 10 Saproling creatures in play and you pull this combo off. Now you have 10 5/5
red flying dragons... too bad they don't have haste. |
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Zealous Inquisitor
- Pariah |

Zealous Inquisitor is good. It's even better than
you'd think as it has a great ability and a solid 2/2 body for 2W -- I
hope Wizards doesn't make this an uncommon in ninth edition.. but anyway,
I digress. If you enchant the Inquisitor with Pariah all damage that
would be dealt to you is instead dealt to the cool looking cleric.
For only 1W you can redirect (remember
Shaman en-Kor?)
to an opponent's creature. If you want to maximize the combo, add
Heartstone
to the mix so that it only costs you W to redirect the damage.
|
|

Weathered
Wayfarer - Urza's lands or
Legendary Lands |

So, will white ever need the land search in Standard?
Who cares. I'm all about casual bliss. Weathered Wayfarer is a
great descendant of the (think loud booming, echoing voice) GREAT
LAND TAX.
Want a quick way to search out your Urza land trio (Mine, Tower, Power
Plant) or your Minamo - Tolarian Academy land combo? Weathered
Wayfarer is the key. What's really, really great about the Wayfarer
is that it doesn't specify 'basic land' which is why you can search out a
Legendary Land or whatever land of your choice. |
 |
Wrath
of God - Mobilization |
Remember
Counter-Post, also named Finkel Post?
Counter-Post overwhelmed opponents with board sweeper Wrath of God in
combination with Kjeldoran Outpost to generate creatures even after the
board was cleared. This combo is of a similar strategy
except that Mobilization, from Onslaught, is a bit more versatile.
It doesn't cause you to tap it to generate a token Soldier.. so you can
generate tokens as many times in a turn as you can spend the mana. |
 |
Your
Combo Here! |
|
You could have your combo featured in this spot right
here (not literally, but on a future combo page). 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 GOOGLE 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.
Email
the webmaster with any combos you'd like
to submit, or submit them in the
MDV forums. |
 |
Cowardice - Sway of Illusion |

Cowardice combos well with any card that can target
creatures, but what if you could target as many creatures as you wanted..
kind of like
Artificial
Evolution except without all of the needed mana. Sway of
Illusion fits the bill by costing only 1U and netting you a card also.
With this and Cowardice you can pretend you just cast a selective Upheaval
on your opponents creatures. By the way, this makes for a great
multiplayer deck. Anyway, the goal
here is to target as mana threats (creatures) on the board as possible
with Sway of Illusion, return them all to their owner's hands and then move in for the kill with your army.
Don't forget to draw your card. Evil, evil combo. I can see why some
people hate blue. I, for one, love it. [evil grin] |
|
Nekrataal -
Skull Collector |

Nekrataal has this neat little comes into play ability
of killing creatures. Mind you they can't be artifact or black
creatures, but it's still creature control at it's best. Also note
that as of Ninth Edition, he will now be a Human Assassin. Very
cool. Anyway, Skull Collector is part of the post-Stampeding
Wildebeests cycle in SOK and because of it he is efficiently costed with a
'return a black creature to your hand' drawback that occurs during each of
your upkeeps. Why not make the most of this drawback and use it to
cast Nekrataal every turn.. killing more creatures more often.
Side note:
Bone Shredder
is a better combo with Skull Collector than Nekrataal mainly because it
does the same thing for one less mana and has flying. However, Bone
Shredder wasn't in Ninth Edition (mainly because it has Echo). Darn. |
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Megrim - Necrogen
Mists or Bottomless Pit |

Megrim is a black mage's best friend. And what
better way to strengthen a friendship than to add something that
encourages it. Both Bottomless Pit from Stronghold and Necrogen
Mists from Mirrodin are the catalysts you need to make Megrim most
effective thru forced discard every turn. If you want to make sure
your opponent has cards to discard every turn add Howling Mine to the mix.
Note: The ironic difference between the two cards is this -- Bottomless
Pit causes random discard and is uncommon -versus- Necrogen Mists which
causes discard (not random) and is rare. Shows you how magic has
evolved in several years. Necrogen Mists, in my opinion, should have
stayed uncommon. That's just me. |
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Coat of Arms -
Endless
Swarm |
With
Coat of Arms, you can really make your Epic spell effective by making all
your 1/1 green Snake tokens 100/100 with some time. Since you can't
play any spells you need to make those Snakes do all the work for you by
overrunning your opponent. Remember to put some cards in your hand
that you can use an ability on the card for an effect without actually
playing it like Cyclers from the Onslaught block or Shinen creatures from
the Kamigawa block. |
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Viashino
Sandstalker - Scent of Cinder |
The
Viashino are a strange race. When I first saw them in the Mirage
block I thought they sucked. Then they came out with this card
called "Scent of Cinder" from Urza's Destiny. With the
Scent card you can deal X damage to any target where X is the number of
red cards you have in your hand. In a normal red deck the goal is
to burn your opponent as quick as you can so drawing a late game scent
of cinder sucks. With the Viashino (Sandstalker or Sandswimmer,
for instance), you can keep your hand full of red cards to deal damage
with the Scent. |
 |

Groundskeeper - Army
Ants |

Groundskeeper is a card capable of combo'ing with many
cards including Seismic Assault, Trade Routes, Overlaid Terrain, Constant
Mists, Excavation, Goblin Trenches and so on. However, Army Ants is
one of my favorites mainly because I get to link to the coolest named deck
on Magic Deck Vortex (next to Booby's) -- Hungry Sleepy Bubbly Ants by
Anthony Alongi. Anyway, with both cards in play you can destroy at
least one land a turn for 1G and a tap of the Ants. Fun, fun! |
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Furnace
of Rath - Repercussion |

Furnace of Rath should really read "Kill your opponent
twice as fast" instead of it's current wording. Seriously though,
Furnace of Rath just begs to be combo'd with whether it's a lone Fireball
or an Arc Lightning. However, what it really likes to be combo'd
with is a permanent that has the potential to deal lots of damage.
Repercussion fits the bill. Scenario. I have both cards in
play and cast shock on your creature. You creature takes 4 (because
of the furnace) and you take 8 damage (because of the repercussion and the
furnace). Not bad for mono-red combo. Come on Wizards, reprint
Repercussions!! |
 |

Trade Routes - Thoughts
of Ruin |
Thoughts
of Ruin... the new Armageddon! Mind you, it's very situational but
why not make it situational to your advantage. Trade Routes will do
two things. One, it will prevent your lands from being put in the
graveyard for one mana each. Two, it will boost your hand size so
that you can nuke all of your opponents' lands. Trade Routes will
also give all of your lands in hand a pseudo cycling for 1 mana. If
you really want to have fun with this pair of cards, add
Seismic Assault
for some spice!!! |
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Bottle
Gnomes - Skeletal Shard |

Want to gain three life a turn for 3B and have a chump
blocker too? Then put a little Bottle Gnomes loving and some
Skeletal Shards into your deck. The gnomes can block an opponent's
attacker and then sacrifice itself to gain you three life. When you
gnomes are dead in the grave just spend 3 or B to bring them back to your
hand thanks to the Shard. Then you get to cast them all over again
and experience the fun the funny looking gnomes have to offer.
Bottle Gnomes are a great utility creature for any deck, but when you can
reuse them over and over again, they become a great asset. |
|
Spirit
Link - Skirk Fire Marshall |
Talk
about major life gaining. Say you have 10 creatures on the board
in a multiplayer game and Spirit Link on your Skirk Fire Marshall.
When you finally go off with the Marshall's ability, for each point of
damage dealt, you gain that much life. So... 10 damage to
yourself+10 damage to each other player+ so much damage to 10 creatures
(lets assume each actually takes 3)... then you gain like 70 life
(assuming about 4 players in the game).
Test of
Endurance anyone? |
 |
Royal Assassin
- Kismet |
This
is one of the reminiscent combos of my early days of magic when I would
run around casting Dark Ritual and Hypnotic Specter a lot. The
concept of this combo is simple. Kismet makes all of your opponent's creatures come into
play tapped and Royal Assassin taps to destroy a tapped creature.
This means that each turn your opponent casts a
creature, it will come into play (tapped), and you can tap your assassin to kill
it. |
 |
Death
Pits of Rath - Aether Flash |
| Where
Simoon and Death Pits of Rath combo well to wipe the board clean of all creatures on
your opponent's side, this combo takes care of any future creatures your
opponents' plan to cast after Simoon. Or... even without Simoon. This combo is a nice way to lock up
the board in your favor. With the flash shocking every creature
that comes into
play, the death pits puts them in their grave quicker than your opponent
can say "Counterspell" ... Unless they countered either
enchantment.. or Naturalized one of them.. or whatever. Enjoy the
combo while you can keep it on the table. |
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Ornithopter
- Celestial
Kirin - Conspiracy |
For
all of you people trying to convince yourself that Evermind can activate
the Celestial Kirin and destroy all permanents with a casting cost of
zero, stop hurting yourself. It doesn't work. However, if you
do want to try and make it work, think Conspiracy. Announce spirit
as the creature type when Conspiracy comes into play so that when you cast
a 0 cc creature (spirit because of Conspiracy) it will destroy all lands
and tokens and anything else that costs zero. Understood?
Great! |
 |
Millstone
- Thran Turbine |
Millstone
is one of those fun, staple cards we all start our milling career with...
and what better way to mill than to mill for free. With Thran Turbine you
can activate the Millstone during your upkeep every turn without paying
any real mana for it. Thran Turbine is by far one of my favorite
cards from Urza's Saga. It has much more potential for any deck
using cards with mana activation costs playable during the upkeep.
Did you know that the Thran Turbine was originally designed to help pay
the Echo cost on creatures with echo in the block? Yup. What's
Echo? Go check out the Urza's Saga
visual spoiler. Also note that this is one of the few cards that
have been reprinted in every CORE set. Hmmph. |
 |
Biorhythm
- Myojin of the Cleansing Fire |
This
is a combo that was originally submitted by hahairule via email.
Myojin of the Cleansing Fire, after removing the divinity
counter, removes all creatures from the playing field.. except for
itself. This is a wonderful thing considering what's about to
happen next. Follow it up with a Biorhythm and your opponent will be at
zero life. Simple, effective, yet costly. This is a late
game combo at best. It works great as
long as your opponent isn't playing any creature that's indestructible. |
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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 a 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 some do.
Remember, I
strongly encourage you to not copy any deck on MDV, but to use it as a
reference or inspiration for your own. Enjoy the combo pages! ~John Streetz~ |
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