Cheap and easy for those who have big beasties withTrample but not death touch. Use about face and boost your wall up as much as you need. A good last line of defence. You could even Isochron Scepter it for the repeat...
With Mimic Vat and Birthing Pod out, your opponent drops a big fattie (ie. Primeval Titan, etc.). He/she may get the two lands, but at the end of the turn you steal the Primeval titan with Act of Aggression. Because Act of Aggression triggers to give the creature back at the 'beginning of the next end step' you won't have to hand it over till your turn. With your untapped mana, swing with the critter (get two lands from your deck if the primeval), Sac the creature to the Birthing Pod and imprint it to the Mimic Vat. During your oponent's next turn you can make another mimic'd creature to block with or just wait till the end of their turn so you can make another to swing with.
Other interactions with current decks include:
Valakut - Steal titans and make a new temporary one with haste every turn for double triggers giving you a good chance to get your Tectonic Edges.
Deceiver Exarch/Splinter Twin - When they try and enchant the exarch you steal it with Act of Aggression. At EoT, responding to the trigger to lose control, make a billion exarch creatures before you sac him to the birthing pod. This will win you the game if they don\'t have a Spellskite, removal, or counterspell. If they try and redirect your Act to the Spellskite, use your newly acquired Spellskite to redirect their Splinter Twin to it.
Mono-Black W/ Obliterator - Steal the Phyrexian Obliterator at EoT, swing with him, sac him and imprint him. Nothing like infinite Obliterators. If you're being attacked by Obliterator and other creatures, steal the Obliterator, block the biggest guy, imprint whichever dies and at the end of turn, in response to the 'lose control' trigger, make a copy of the imprinted guy, sac the obliterator (if still out), and imprint the obliterator.
Mono-White Infinite Life Gain - Just steal the Suture Priest or the other cleric in response to the Phyrexian Metamorph that entered as a copy of Relic Warden targeting itself. Now if they decide to keep going infinite they'll either give you infinite life, lose from life lost to the Suture Priest, or end up right where they started because you both now have a Suture Priest. If they try to redirect your Act with a Spellskite, you can use your new Spellskite to redirect the Phyrexian Relic Warden ability. If the lifegain is nullified you can sac the Suture Priest or whatever you got and now have it permanently on a stick to mess up their future combo-out attempts.
One nice thing about this combo is it can work in any color, the only cards that have colored mana are Birthing Pod and Act of Agression, but those both use all phyrexian mana for their costs, so you can just pay the life.
This card also needs Mirror-Mad Phantasm. I'd add the picture but my browser won't let me, just check out the spoiler for it, I may repost it once the database has it. It's pretty simple: control Phantasm, steal a creature with Act, make all creatures Phantasm with Mirrorweave. On the creature you stole, activate Phantasm's ability. It gets shuffled into your opponent's library, at which point it ceases to be affected by mirrorweave since its no longer a creature that's in play. All the cards in your opponent's library are revealed, but none of them are called mirror-mad phantasm they all go into the graveyard. Its expensive to activate, its a total cost of 6UUU, but it should be a game-ender so do with it as you will
And this may not work either. I'm just going off what I think would happen, there really isn't any errata issued or rulings on Phantasm since it hasn't been released.
With Platinum Angel in play, play Ad Nauseam. Repeat taking cards from the top of your library till it's empty (you don't die from being below 0 life because of Platinum Angel). Now, grab a Spellbook out of your library and drop it. You have your library in hand, do whatever your particular deck was built for.
For added fun in extended, add 4 Pact of Negation so you can keep the angel around, 4 Slaughter Pact so you can keep their creatures off of the ground, and 4 Pact of the Titan so you can get some ground-based fatties. The great thing is, with Platinum Angel in play, you don't need to worry about paying the 'next upkeep' cost on the pacts because you can't lose.
My idea is based on this. Near-Death Experience is on table. At the beginning of my upkeep, when Near-Death Experience's triggered ability goes to the stack, I play Ad Nauseam. Before Ad Nauseam resolves, I play Angel's Grace. When Angel's Grace resolves, it doesn't make me lose. Then Ad Nauseam goes. Now, suppose I've 3 life, and I reveal another Ad Nauseam, in example. It makes me -2 life, but Angel's Grace save my ass with 1 life (I think, if I am wrong, please tell me). Then Ad Nauseam goes to graveyard, and triggered ability of Near-Death resolves. I win then.
Play a swamp. Play mox pearl (or any other mox or lotus that will gain you white) Cast two dark rituals. Play Angel's Grace Play Ad Nauseam - draw as many cards as you'd like
If you happen to have more mox pearls in your deck, a spell book and a children of korlis, you're set.
Psychosis Crawler and Platinum Emperium could be useful also,
Have the Platinum Emperium of Angel out. use Ad Nauseam to draw as many cards as you need. Can use Neverending torment for monoblack or use spiraling embers for black/red.
spellbook or reliquary tower just in case you dont finish it in the first round
Using a predominantly land filled deck you can Mulligan yourself down to Ad Nauseam and then when the situation is right just draw yourself up to the necessary cards and whack your opponent for 10 lands at 20 damage. That is, as soon as you get three red and two black mana. How easy is that!
I like this deck combo because it can be controlled via rules that begin play, the Mulligan, and although it's weak to counter spells its got creature removal and other cards in the color hand to deal with any problem building up to its inevitable explosion and no need to worry about coming up land shy!
No, it may not be the best combo, but it'll definitely be a fun combo.
With Platinum Emperion on the field, cast Ad Nauseam. Any card you flip over will try the make you lose life, but the Emperion will prevent it. Essentially, you can reveal your whole deck, and put it into your hand! You may want to leave a couple cards there though in case you need 1 more turn to win the game ;). Shouldn't be a problem though, as you have all combo peices to whatever deck you may be playing.
Turn 6 cast your general (you should have the mana)
Provided she sticks for a turn, pay the 3 life and search the nauseam and cast it, drawing almost the whole library. Play dark sphere. Cast sickening dreams and discard enough cards that it kills everyone possible but leaves you 4 life left after playing dark sphere's ability to halve the damage. Generally you can do 50 to 70 damage to your opponents with this combo. Nauseam also gets the rest of the combo to your hand making tutoring unnecessary.
Cast Both Rituals and cast Ad Nauseam till you have hardly any life, then cast Magus and protect him with Greaves till your next upkeep step.
p.s it's very costly in Mana There probably is a way to cast Magus quicker. I thought i would point that out before some Fairy starts Whining(you know who you are) :D.
All you need is Angels Grace and Ad Nauseam in your hand to win! You draw your whole deck, discard the simion spirit guide's to activate inner fire, and bam! conflagrate to win...Dont really think inner fire is needed all the time to win though
Cast Aether Tradewinds to bounce an opponents creature and Mnemonic Wall to their owner's hands then cast Mnemonic Wall to get it back. Do this repeatedly to always have a bounce spell on hand.
Imprint Final Judgement and Akroma\'s Blessing. During your upkeep grant your creatures protection from white and fire Final Judgement off. You can use wrath of god, but I don\'t like leaving my opponents with graveyards.
Play False Cure, and then "Heal" your opponent for 1 Life for every 2 Life they currently possess. For example, if they have 20 life, you would only have to "Heal" him or her for 10, as False Cure does 2 damage for each 1 Life.
Play Soul Sculptor. Next turn you can tap him and pay the colorless and plains and tap him to make any targetable creature an enchantment. Now that this creature is an enchantment, you play allay with its buyback cost. As long as the creature isn't indestructible, you've got creature removal you can use each turn. This combo works best if you make soul sculptor hexproof or indestructible somehow, and as per usual...watch out for counterspells.
I found this one via http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg139 Use Alter Reality on Verdant Succession and say "black." Sacrifice Relentless Rats for Blasting Station's effect. Verdant Succession will then allow you to search for another Relentless Rats and put it into play. The Rats coming into play allows you to untap Blasting Station. From there you can repeat the process.
So Isochron with Ancestral on it. Powered Talisman. Cardaverous bloom. Tap the Isochron to draw 3 cards, pay 1 to untap the Iso using the talisman Exile two cards for 4 mana (color doesn't matter) with the bloom repeat
Casual goodness. All lands become creatures. All creatures require a mana payment. Each player has to tap out his lands just to save them. Winter orb keeps most of them tapped. Dingus Egg causes massive amounts of pain when no one can use their lands. Cast Angel's Grace (using some other mana form other than lands, there are plenty) to save yourself. Kismet would also be fun with this combo!
My idea is based on this. Near-Death Experience is on table. At the beginning of my upkeep, when Near-Death Experience's triggered ability goes to the stack, I play Ad Nauseam. Before Ad Nauseam resolves, I play Angel's Grace. When Angel's Grace resolves, it doesn't make me lose. Then Ad Nauseam goes. Now, suppose I've 3 life, and I reveal another Ad Nauseam, in example. It makes me -2 life, but Angel's Grace save my ass with 1 life (I think, if I am wrong, please tell me). Then Ad Nauseam goes to graveyard, and triggered ability of Near-Death resolves. I win then.
Niv-Mizzet, Child of Korlis and Yawgmoth\'s Bargain in play, cast angel\'s grace... pay life all you want to draw... when your life is less than 1, target niv-mizzet\'s triggered ability to yourself. this will bring your life back to 1, then pay 1 life to draw again, target Niv-mizzet to you again... repeat... sacrifice child to gain the total life you lost which apparently would be greater than the cards you drew because of the paying life and the damage that niv mizzet dealt to you...
Play a swamp. Play mox pearl (or any other mox or lotus that will gain you white) Cast two dark rituals. Play Angel's Grace Play Ad Nauseam - draw as many cards as you'd like
If you happen to have more mox pearls in your deck, a spell book and a children of korlis, you're set.
Have near death and the wall out, then on your opponent's end step, activate the wall of blood to go down to 1. Angel's grace is just here to keep your a$$ alive as there is a plethera of things your opponent could throw at you while you are at one in between their end and your upkeep.
I apologize in advance if someone else has posted this, it seemed pretty obvious once I looked at the cards...
I guess I'll call this one the Titan, slayer of God-hands (or some God-hands anyway).
With my God-hand dragon combo I recently posted, this might be the weakness.
1, Have the Leylines and gemstone cavern out at the beginning of the game (this can't be countered) - Evening Stars won\'t work and direct x damage spells won\'t work: this leaves us with combat damage as the only choice,
2. Wait until the God-hand is in motion and then play out angel\'s grace (split second; can\'t be countered). You will be saved for the turn unless your opponent has something to make you lose all your life.
3. Play Word of Command on your turn to use a Pact of Negation from their hand. End your turn and they lose the game due to it\'s delayed trigger.
------ Something I just noticed is that supposing the opponent brings out Nicol Bolas with my God-Hand, you won't be able to play Word of Command because you will have to discard your hand. :/
I'm stumped. This technically delays the God-hand kill for one turn (so I figure it's still worth mentioning), but beyond that, there's no recovery. It's delayed to a 2 turn win, tops.
So grace keeps you from dying. So pay like 40 billion life. Soul warden lets you gain 40 billion new life leaving you at your staring total add second soul warden for infinite life
Play as many Pacts as you want, copy each of them a billion times with Djinn Illuminatus, then play Angel's Grace on your next upkeep so you don't lose. You also might want to throw in a few storm spells, like Grapeshot or Brain Freeze (If you want infinite life, Grapeshot yourself for however much you want and target each copy with a copy of Intervention Pact).
This is a slight modification of the Final Fortune-Angel's Grace combo. With Hive Mind out cast Final Fortune. Each of your opponents will get a copy of Final Fortune on top of yours. Theirs will all resolve giving them an extra turn before the planned next one and end up giving you the big next turn that you'd lose on first. During that turn cast Angel's Grace so you can't lose, eacy player will get to copy it but it will only affect the current turn and not theirs that they will lose on. When that turn ends each opponent will have one turn to not lose or kill you off. It's dangerous in a multiplayer game because everyone may just go after you when you cast it, but it may add a fun dynamic
Put the two artifacts in play and imprint the two spells, then at the beginning of each upkeep play silence and angel's grace, the first to don't let the opponent act, and the second to make the opponent can't use more spells on the stack.
Get the filigree sages to untap the artifacts with training grounds to make it for "only {u}" each.
To get an more agressive combo, change angel's grace to sudden shock
You have to play near-death and the leyline before your oponent kills you
Once you play both, you have to use the Angel's grace when your opponent gets to make enought damage
with creatures (since you can't be the target of spells or abilities-Leyline-), so it muts be enemy turn
So at the beginning of your turn you should be able to win
You could add some defenders or some "gain life" spells; However, Spoils of the vault is a good option, if you only have a copy of each defenders.
While Laboratory Maniac is on the field under your control, during the upkeep, play Spoils of the Vault naming a card that's not in your main deck and, in response, play Angel's Grace and win at the beginning of the draw step.
All you need is Angels Grace and Ad Nauseam in your hand to win! You draw your whole deck, discard the simion spirit guide's to activate inner fire, and bam! conflagrate to win...Dont really think inner fire is needed all the time to win though
play tamiyo, niblis of the breath, and gilder bairn. use tamiyo's +1 to tap gilder bairn and use it's ability on tamiyo. use niblis of the breath to tap gilder bairn again. your next turn, play academy rector and animal boneyard. use animal boneyard to sacrifice academy rector and exile it to put onnicience into play. use tamiyo's -8 to get the emblem. use the tome scour to mill to infinity and the angels mercy to gain a ton of life
A nice simple one. Animate opponents land then Eradicate all lands of that type they have. In a basic mono land deck, game over! Also a nice way to get rid of Dark Depths.
get the 2 heartbeat into play
turn growth chamber into a creature
tap for 3 blue and 1 green
get 3 blue up (tap simic growth chamber, have 1 excess green), use 1 to untap niblis, other to untap land repeat
can be used with other things that turn your lands into creatures, or go red/blue even... with mana flare rather than heartbeat, and use balduvian frostwaker rather than animate land etc...
Yeah it requires some setup when played in the early game but in a BUG deck you shouldn\'t have any problem putting all combo pieces into play in the same turn. Yeah it\'s also pretty fragile but in a deck made for combos in these colors (especially BUG) you\'ll make it work.
Suture Priest is interchangeable with Blood Seeker if you prefer Bant for combos.
They\'ll think you intend to drain them 1 point at a time when they see Blood Seeker (or Suture Priest) if Forbidden Orchard is in play. They will let Intruder Alarm resolve if Forbidden Orchard isn\'t in play but non-Johnnies can easily miss what\'s about to happen even if Forbidden Orchard is already online.
Once you\'ve ensured that your permanents are not being countered, cast Animate Land on Forbidden Orchard (in response to any permanent destruction they might use if they catch on) and tap it for mana. An opponent will get a 1/1 spirit and Intruder Alarm and Blood Seeker\'s triggered abilities will cause your creature-ized Forbidden Orchard to untap and the opponent to lose 1 life (Not even Gisela can stop this one!). Give them infinite 1/1 creatures and make them lose infinite life.
They can\'t even be mad because pain is a necessary trade for pleasure . >:D
Animate land is standing in for Animation Module:
1
Artifact
Whenever one or more +1/+1 counters are placed on a permanent you control, you may pay 1. If you do, create a 1/1 colorless Servo artifact creature token.
3, Tap: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
Have both out and play an artifact, say Ornithopter, and then crusher gets a counter. You can then dump mana into the module which nets you a servo and retriggers crusher.
Cheaper, easier, less convoluted revision of "Destroyed By A Dark Rainbow".
It's also only two colors this time... or you could add a few things from the other combo - Living Plane, March of the Machines, Opalescence (but then it becomes a rainbow again, so... yeah), etc... particularly useful if your opponent has a lot of tokens. Saprolings, Myr and Soldiers beware.
EDIT: I just had a fun thought - if you add Godhead of Awe (to ensure total creature death), the converted mana costs become 1, 2, 3, 4 and 5. Then you sing some sort of jingle that doubles as show-boating like:
♪ 1, 2, 3-4-5! None o' your creatures are alive... ...'CAUSE WHO GOT THEM? OH! OH! I GOT THEM! ♫
Not an infinante combo but these cards work really nice together.
Start with Noble Benefactor in play, whenever he dies you and your opponent may search your library for a card and put it in your hand. Search for Archive trap if your opponent is searching his/her library, if not search for something else. If they did search play Archive trap for free and waste 13 cards off thier library. Its even better if you have more of them because if you also have Brain Freeze in your hand your can play that and copy it a couple times almost destroying your opponents library in one turn. If you do have all 4 Traps in you hand they your opponent will end up with no cards left in his library if your playing a 60 card deck. 52 cards get sapped to the trap 7 were drawn, and assuming you didnt get the noble benefactor out on turn 1 its probly already a couple turns into the game so lets say 5 cards were drawn....That's more than 60 and you didnt even have to use the Brain Freeze.
got the idea from posting on the recent mill to death combo by 5papers
with the djinn out you can replicate the trap at its alternate cost as long as the opponent searched there library-ghost quarter is a colorless way to seach
Use the Demonic Tutor to find a Path and use the Trap Tutor (which I can't find on this site) to find the Archive Traps. Then, Path an opponent's creature. When they search their library due to the Path's ability, use all your traps. The number they mill goes up exponentially. After all those spells, you should only have spent 2WBU. Then, Brain Freeze. Do the math. 13 for the Trap, then 3 for the Path, 3 for the Tutor, 3 for the Trap Tutor , and 3 for the Brain Freeze. 13+12= 25. For each Trap, add 16. For each other spell, add 3. If You want, Twincast something. Have fun.
ok this is a realy easy combo to pull off im suprized i havent seen it on here yet first off get your hedron crabs, drowner initaiates and iky sticks (isichron scepors) out with the icky sticks copieing the counterspells. then once you got that far play dimir aquiduct it comes into play tapped and returns a land to your hand witch triggers hedron crabs landfall ability be sure to tap the land for mana befor plaing dimir, then keep bouncing back and fourth with the dimir\\\'s when you play enough mana use your mind funerals traumatizes and what not and used the ickysticks to counter whatever there trying to do to stop you (heart stones are a nice add on to this combo too) then when you\\\'ve gone trhough about half there deck plat haunting echoes it exiles there graveyard and all cards in there hand and library with the same name as any card in that was exiled in there graveyard exept basic land and watch them cry (be sure to have a counterspell hand and mana to use it when you play that thought to be safe)
Combo Name: Top 13th Cards of library go out for free
[Submitted by: Danielone]
Card Name
Type
Cost
P/T
Editions (ordered by release)
Just play Ghost Quarter, tap it, sac it, and destroy a land.
A player SEARCHES for a land and puts it in to play,
Now play for FREE Archive trap and laugh!!
go first! get elf champ out there and search turn by turn for the archive traps. you dont have to reveal them which means the first time you play this deck has the potencial to be very funny.
Combo Name: Deck Mill (WARNING: NAME NOT VERY ORIGIONAL)
[Submitted by: IRONCLAD_77]
Card Name
Type
Cost
P/T
Editions (ordered by release)
Maralen of the Mornsong isn't realy necessary. Any search card will do. I've just found its a funny and annoying card. Maralen makes players search. have Djinn out. Spring Archive trap. U have the ability to deck everyone. Please comment if this is
after mornsong has been out for 3 opponets turns you can play archive trap for free and kill an opponent this can be a turn 5 kill with a dark ritual in hand [Edited by Jwrights on 8/Jan/12 at 1:51PM]
The idea is just to have Archive Trap in your library. When Noble dies you search for the archive and use it right away for free if anyone else searched. If you happen to have any in your hand already then that's another 13 for each in your hand too.
This combo includes Increasing Vengeance which isn't in the database yet as of this date. Go to wizards.com to see the card if you're unfamiliar with it. I'm too lazy to go crop the URL.
Pretty self-explanatory. Catalyst Stone in play reduces the flashback cost of Increasing Vengeance. With 4 red and 1 mana, you can mill 52 cards in one shot. Obvious to use it with Ghost Quarter, Path to Exile, or Fertilid. With the threat of the Archive Trap, Red/Green with Fertilid is fun. You can even play New Frontiers to get the mountains you need and "dare" your opponent to search with you. Why not toss in Book Burning while you're at it.....Increasing Vengeance plays well with others.
Added note: I don't recommend playing Archive Trap with Maralen Mornsong like some people suggest. This combo won't hold up. A smart opponent is going to search for counterspells or a means to exile Maralen Mornsong(and each other card named Maralen Mornsong from your hand, library, and graveyard.) Then they'll probably Surgically Extract your Archive Traps.
Use a bunch of land search to raise the x cost. Then get the rest of your lands out with new frontiers. If your opponent takes the bait, you can hit them with archive trap for 13 more cards!
Also works well with ghost quarters and strip mines. If you use strip mines early on, they will be more tempted to grab lands. Then you play the ghost quarters. If they're afraid of another trap, you get to use the ghost quarter just like a mine!
Imprint Memories onto the Mirror, then give it to your opponent. I like Zedruu's ability for this. Wait for your opponent to activate it, let him/her draw, and drop the traps. It's not foolproof ( your opponent can choose not to activate the Mirror), but when it works, it really works.