Combos for: Apocalypse
Combo Name: End |
[Submitted by: B10h4z4rd] |
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Play Seething song to play Apocalypse. GO
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Combo Name: Apocalyptic Glory |
[Submitted by: Zark-the-Damned] |
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Drop Jhoria first, and suspend Apocalypse.
Next, play Barren Glory, then Oblivion Ring, choosing to Exile your own Barren Glory.
Then, use Timebugs and Clockspinning to remove Time Counters from Apocalypse in your opponent's end of turn step.
When the last time counter leaves Apocalypse, it resolves, exiling all permanents and returning Barren Glory to play.
Unless your opponent can somehow get rid of Barren Glory before your turn, you win at the beginning of your next upkeep!
(Alternately you can skip the Suspend stuff and use acceleration to cast Apocalypse in your own turn, but this gives your opponent a turn to recover)
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Combo Name: stalemate or win |
[Submitted by: Draco_lich] |
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first off, this combo is near impossible to pull off... and needs more cards than i was able to list in the picture area
add
http://www.mtgcombos.com/view.php?fid=2&tid=10266
to this... for a true draw condition...
first platinum angel and Abyssal Persecutor
then worldgorger and obliterate on one turn, then, another decree on the next, use ornithopter and
altar of dementia with martials anthem , ornithoptor and enduring renewal in play to mill the entire library of you and opponent, ornithopter, enduring renewal and phyrexian altar for infinite mana of any color or combination
use vindicate to get rid of planeswalkers
cauldron of souls on the worldgorger, platinum angel and abyssal persecuter, use akromas vengeance, then go with it... should be able to make it so no one has a possibility of winning if you play things right (sacfirice the angel and demon when about to remove everything from the game the last time with apocalypse, once there is nothing in the grave and no library if you choose to do it that way
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Combo Name: SUPER PLAGUE WIND |
[Submitted by: Twogunkid] |
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Wipe the board and your permanents live.
And Actually in spell cost its one CMC less than plague wind
[Edited by Twogunkid on 17/Aug/10 at 9:14PM]
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Combo Name: remove ALL of the cards you have from the game |
[Submitted by: xvmileycyrus] |
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have lions eye out, feldons cane and orrery, play apocalypse then in response tap all lands for mana and play leveler and in response to that sac lions eye and use feldons cane then your whole library is removed along with all your permanents, But you are still left with apocalypse, and trust me any way you put it, it is still there, However, if you play nihil spell bomb earlier before you discarded your hand and played karns touch to make it a creature and liberate it it will come back at end of turn which then you can sac it and remove it and apocalypse from the game. I looked and no there is no creatures that have spell bomb ability, and there is nothing that will flicker something out unless its a creature, FLICKER the card will do it but it instantly brings the card back which if you did that it would get removed so you need to do everything in this specific order.... In play: diamond, cane, orrery, spell bomb. Cast: apocaylpse, leveler, karns touch and liberate on spell bomb, lions eye diamond, feldons cane ability. you now have all cards but apocalypse removed. Nihil comes back, sac remove it and apocalypse. There you go, not a single card on your side of the field.
Your probably wondering why lions eye when apocalypse discards your hand anyway. This is because you need to discard your hand before apocalypse resolves.
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Combo Name: exile everything except yours |
[Submitted by: Draco_lich] |
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gain 11 mana play Worldgorger Dragon (removes all your stuff from the game until it leaves play), then Apocalypse to exile all permanents (including worldgorger) and get all your permanents back (and hope they dont have a counterspell)
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Combo Name: It\'s gone...all gone... |
[Submitted by: Kethiju] |
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Cast Barren Glory then O-ring it. Cast Apocolypse for the win. >:)
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Combo Name: Legion\'s Initiative |
[Submitted by: knarf_the_dwarf] |
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Mountain = Worldfire, Plains = Legion's initiative Have the Initiative in play and activate it during your 1st main phase. Cast Worldfire OR Apocalypse, step to your combat phase. The Bliss is just for saving your hand in case of Apocalypse.
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Combos for: Apocalypse Hydra
Combo Name: heheh nice 2 card combo? |
[Submitted by: wickedjester] |
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heheheh...
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Combo Name: 3 +1/+1 counters every turn |
[Submitted by: Turbine] |
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Power Conduit with Protean Hydra.
Move the counters to the other Hydra for more fun
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Combo Name: apocalyptic growth |
[Submitted by: theotherguy] |
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I confess, this is just an expansion of another combo on this site, but I recently saw it with the Mayael's aria twist and liked it. Let the record show that I admit to unoriginality. (is that a word?)
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Combo Name: solar flare |
[Submitted by: Chewy] |
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Combos for: Zombie Apocalypse
Combo Name: kill em all, and be sure to recycle |
[Submitted by: hunter_raine] |
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ok, sack all critters, and bring back your zombies, then use the ranks every turn. used late game this should give you a win. it did me against three people at once
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Combo Name: destroy all humans! |
[Submitted by: reaper] |
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Play zombie apocalypse then as an instant play shields of velis vel targeting opponents creatures they are now all humans and they are also dead.
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