Combos for: Acid Rain
Combo Name: Cripple their mana base! |
[Submitted by: Turbine] |
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Works best against Goblins/Vampires.
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Combo Name: Land destruction! |
[Submitted by: Turbine] |
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Why Donate Prismatic, they said? It'll only help me, they said.
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Combo Name: acidic forest |
[Submitted by: reaper] |
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Alright the idea of this is to have life and limb in play turning all saps and forests into each other basically now asap play velis vel targeting opponents creatures (making them saprolings...and forests). Now play acid rain to destroy which is even better if forests are being played by opponent already.
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Combos for: Act of Treason
Combo Name: Trade with your self [ BAZAAR TRADER ] |
[Submitted by: Houston] |
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1 - cast act of treason on, I dont know... A dark steel colosus
2 - use the bazaar trader and target yourself as the player who will gain control of the creature you already have control of
3 - now you control the creature even after your end step.
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Combo Name: Does this work? |
[Submitted by: cwn430] |
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gain control of their big creature, attack with it, then sacrifice it to the husk?
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Combo Name: CATCH!!! |
[Submitted by: Invertedspank] |
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Act of treason, attack, fling!
If you\'re against a creature with pro-colored spells (Emrakul, I\'m looking at you buddy) cast conquering manticore, take control of Emrakul, attack, then fling for the kill!
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Combos for: Act of Treason
Combo Name: infinite treason |
[Submitted by: Legend_Mageta] |
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play act and then end your turn with this:

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Combo Name: Mine! Mine! MINE! |
[Submitted by: Giu] |
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Any cards that let you control an opponent's creature will do. Before the end of your turn, put the stolen creatures in the sanctum. When they come out, they will be under your control until they die.
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Combo Name: cheap trick |
[Submitted by: leothelion] |
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act of treason a big creature, attack, then on second main phase use "fling" sac opponents creature and opponent takes damage equal to the power of the stolen creature
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Combo Name: 2-card Instant Speed Creature Steal |
[Submitted by: Squillis] |
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 I used a little scripting coding to change the hover-over picture for Seize the Innitiative to match the card Cloudshift as that is the card needed for this (leeched from MTGMintCard.com).
This combo works with any 'blink' effect that says to return the card to the battlefield under Your control. If it says it's owners control it will not work as desired. See also Ghostly Flicker.
- Note, this doesn't work With Momentary Blink as that one says to return it to the battlefield under its Owner's Control
Cast Act of Aggression on an opponent's creature. Before you return it to them at the end of the turn, cast the 'blink' effect of choice. Whenever a card changes zones it loses all memory of it's previous state and returns as a new object. Because of this and the fact that the 'blink' returns it to Your control, it will not leave your control again unless someone takes it from you, even when the turn ends!
[Edited by Squillis on 12/Apr/12 at 10:04AM]
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Combo Name: different mind control |
[Submitted by: thefirewithin] |
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preordain is ghostly flicker
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
works like mind control, right?
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Combo Name: Psuedo fling :L |
[Submitted by: Justonecombo] |
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You basically could run a deck that has good agro, say some small goblins, and then tap the cannon to help them get past blockers (could be something as cute as a flying Mogg War Marshal) or... you try to add in a little twist like taking their creatures until end of turn, giving them +1/+0 and flying and then destroy them. This basically is like the whole steal fling combo everyone does, just a better way to use the cannon in my opinion. Also can run the other steal cards like Traitorous Blood, etc.
Thanks c:
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Combos for: Aether Mutation
Combo Name: 9 damage and 16 tokens. Then 9 damage. |
[Submitted by: Turbine] |
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Sneak a Draco. Attack then Aether Mutate it after combat.
Next turn, Sneak in Draco again.
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Combo Name: lots of colorless mana |
[Submitted by: krowbar28] |
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this will give you plenty of colorless mana to play Emrakul, the Aeons Torn you could probly pull this off by turn three or four
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Combo Name: Easy 16 Creatures |
[Submitted by: Twogunkid] |
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Fun stuff
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Combo Name: Saproling Army |
[Submitted by: TheCaptain] |
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Radiate the Aether Mutation, and you'll return all creatures to their hands, and you'll have an army of saproling and your opponents will have nothing.
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Combos for: Aether Snap
Combo Name: 20/20 Marit Lage for 5 mana! |
[Submitted by: George] |
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Dark Depths is an awesome card, but it can take a lot of time and mana to "unfreeze" Marit Lage. There are ten counters, and each counter costs 3 mana to remove.
Fortunately for us, Aether Snap will remove every counter, unleashing the evil Marit Lage.
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Combo Name: Take No Damage. Seriously why Wasn't This Here |
[Submitted by: Twogunkid] |
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During your upkeep copy snap and remove all delay counters. Take no damage.
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Combo Name: Dark Intent |
[Submitted by: Lightsteel] |
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Turn 1: Swamp :)
Turn 2: Dark Depths, Dark Ritual, Dark Ritual, Aether Snap.
Turn 3: Have Some Fun.
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Combos for: Agonizing Memories
Combo Name: Agonizing Mirror |
[Submitted by: Boyachi] |
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First of I would like to thank Narcinek for allowing me to realize that my last combo was not working exactly how I wanted it to.
Imprint Isochron with Chant, Memories to Mirror, and commence lockdown. This time, once the opponent is stuck drawing a non-instant card, it is entirely up to what they had on the board, since they won't be getting anything new that cannot be played in response to the chant (or on your turn). The great beauty with this combo is that you don't really need to have blue or white mana if you don't want to, since you'll be using the Scepter and mirror to cast copies of each spell. Hence you can throw this combo in with anything!
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Combo Name: Monoblack lockdown (Agonizing Gargoyle) |
[Submitted by: Boyachi] |
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For all you monoblack zombie decks that wish you could preform a lockdown, here it is!
Get out conspiracy(calling zombie) and panoptic mirror, with agonizing memories imprinted. Next toss out call to the grave. Finish it off with nullstone gargoyle.
What will very quickly happen is that your opponent's hand will dwindle away to nothing, because of the agonizing memories. Call to the grave will take care of their initial creature spells, but you will eventually get them down to a single noncreature/nonland card that they will never be able to play. Call to the grave will stay in play and never eat the gargoyle thanks to conspiracy.
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Combo Name: Black Booby |
[Submitted by: Boyachi] |
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I'm sure there are other cards to go with Booby trap, but here are some monoblack deck ideas to help you whip them out and dazzle your opponent!
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Combos for: Akroma's Vengeance
Combo Name: Have no cards |
[Submitted by: nateynate22] |
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yay for winning
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Combo Name: had to do it |
[Submitted by: gericault5] |
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had to find a way to make karmic justice offensive. built this into an enchantment deck where vengeance is the only nonenchantment other then lands
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Combo Name: once all successfully cast, anyone know how to win vs this? |
[Submitted by: Draco_lich] |
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next to impossible to beat... short of counterspells
Bojuka Bog can be tormods crypt
painters servant choosing black,
iona choosing black (so they cant cast black spells
akromas memorial makes all of yours have protection black
platinum angel... well that one is obvious why
avacyn makes everything of yours indestructible
akromas vengeance makes all non-indestructible enchantments, artifacts, creatures all die (except yours because of avacyn angel of hope) and exiled because of planar void
planar void makes it so anything going to the grave is exiled instead
Bojouka bog removes existing stuff from the grave
Stabilizer makes it so nothing can be cycled (tormods crypt can work as well for this)
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Combos for: All Hallow's Eve
Combo Name: 3 Turn Strategy |
[Submitted by: Twogunkid] |
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1st Turn "suspend" all hallow's eve 2 counters left
2nd turn 1 counter left cast damnation
3rd turn gather specimens on the stack of eve triggering
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Combo Name: The Walking Dead |
[Submitted by: terakhan] |
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All Hallow's Eve cannot be replaced with Living Death or its suspend counterpart. Both of those kill everything on the field as well, while All Hallow's Eve just brings back the dead.
Anyway, 'clamp the Gravecrawler, discard your newly drawn cards, repeat, putting your entire deck worth of creatures in the graveyard as well as putting half your deck in zombie tokens on the field in the meantime.
AHE finally finishes its trick, you have all of your zombie tokens you've been making so far, and all of your other creatures as well.
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Combos for: All Is Dust
Combo Name: If U are unlucky, U can Go To Hell !!! |
[Submitted by: meike] |
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First Cast Dark Ritual,cast entomb, put the Hellcarver Demon to the graveyard....
Cast Animate Dead to summon Hellcarver Demon to play
Next turn, If U are lucky, Hellcarver Demon can attack, and the six of the removed cards contains even one of Emrakul, the Aeons Torn U will surely Send your enemy to HELL...
U can Also make sure your winning by casting the all is dust for free...
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Combo Name: I'll take them all! |
[Submitted by: Manaburn] |
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They sac colored creatures and you gain control of them! Game over!
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Combo Name: Painful Theft |
[Submitted by: bloodwi11] |
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use the gnomes to make the prince colorless, then cast all is dust. either you take all they got at no cost or they pick and choose at the cost of life
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Combo Name: I Own Everything |
[Submitted by: natasjlp] |
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Except for your own stuff. It That Betrays and Painters Servant in play (any color chosen), drop All Is Dust. Everyone sacrafices everything - you gain control of everything except for your permanents - but if you are playing a large multiplayer game - woot woot! you get everything, no one else will have anything including lands - game over at your leisure :)
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Combo Name: All is painted |
[Submitted by: T}{3 0l\l3 VV}{0 1S] |
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smile.
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Combo Name: Get all permanents |
[Submitted by: knarf_the_dwarf] |
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Have all permanents in Play having the Thran Weaponry tapped (prevents lands from dying), then cast Sway giving a colour to all except your permanents, then cast the Dust Spell!-)
Protection Blue doesn't help!-)
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Combos for: Alliance of Arms
Combo Name: Artist Alliance |
[Submitted by: terakhan] |
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You can run this two different ways, depending on your mood. Version 1: Get the Artist and Illness out first, then cast the Alliance. However much mana you put into the Join Forces ability, each player gets that many tokens, which will all die immediately thanks to the illness, letting you steal twice that amount of life. Version 2: Cast the Alliance of Arms first, and the other two later, when you can kill your opponent(s) in one volley of life stealing.
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Combo Name: lose much life |
[Submitted by: knarf_the_dwarf] |
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Fun in Multiplayer Teamplay. I think the active Player wins!?
The active Player pays mana first, then the other Players in turn order.
Tokens enter the battlefield all at once (the Card text doesn't say something different...).
The loss of life triggered effects are put on th estack, the one of the active Player first, the effect of the Player with last turn order last.
On Resolution the top most effect is handled losing much life from the Player with the last turn order. If he is dead, you win maybe instantly!-)
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Combos for: Alpha Brawl
Combo Name: Alpha Spawn |
[Submitted by: Boyachi] |
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Get all three permanents out. Use the Trader to donate the Pit Spawn to an opponent. Play Alpha Brawl, making the Alpha be Pit Spawn. This will exile all creatures the opponent controls(sans P.S.) and most likely kill the Pit Spawn, due to the state-based-effects not being checked in the middle of the card (according to the errata). If this doesn't kill Pit Spawn, one can always use Homeward Path. And use Shield of Kaldra/Darksteel Plate
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Combo Name: Hilarious Damage |
[Submitted by: Narcinek War-Rider] |
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Deal all that damage to their creatures and they take that much damage.
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Combo Name: Its Bad to be the King |
[Submitted by: terakhan] |
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Get Unscythe out, then when you have the mana available, use Magnetic Theft to attach it to your opponent's best creature, followed by Alpha Brawl at the same creature.
Since Magnetic Theft does not change control of the Unscythe, you control the triggered death ability.
Opponent's creatures are all dead and all but the one holding the scythe get exiled and hand you a token on the way out the door.
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Combos for: Anarchy
Combo Name: Destroy all Permanents |
[Submitted by: chillerofhell] |
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.. you know it ... ^^
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Combos for: Ancestral Memories
Combo Name: Krozan's Hankyu: Infinite mana, infinite damage |
[Submitted by: Krosa] |
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Start by playing Ancestral Memories until you get the rest of the combo cards (after drawing the last of 3). This will give you an almost instant threshold by putting 6 cards into your graveyard. Once you have your combo cards, play out them (play Hankyu then Krosan Restorer with Freed from the real attached as an enchant creature).
Once you equip Hankyu, tap Krosan to untap 3 of the 4 lands to equip Hankyu. Tap an island to untap Krosan and retap Krosan for putting aim counters on Hankyu. once you need more islands to untap Krosan, just use Krosan's ability by tapping it to untap 3 lands. Once you put 20 aim counters on Hankyu in a single turn, fire away at your opponent's life total. If you want to be a real jerk, then take out all of their creatures first.
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Combos for: Ancestral Vision
Combo Name: Suspended Mill |
[Submitted by: Squillis] |
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With Djinn Illuminatus in play, when your Ancestral Vision resolves it will be played (if possible) with an option granted from the Djinn to replicate it. Because the spell has no mana cost, its converted mana cost is 0, so that value is used for its replicate cost. So, when you play the Ancestral Vision, you can replicate it infinite times targeting all of your opponents :).
You can use Jhoira of the Ghitu, Rift Elemental, and Jhoira's Timebug to get the Djinn on the board more quickly and easily.
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Combo Name: Does This Work? |
[Submitted by: ForgerOfPie] |
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Could you copy these spells infinitely?
Since they have suspend, you would pay the cost infinitely, wait out their suspended time, then have a (censored)load of whatever effect you want?
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Combo Name: Dralnu, Bargain Lord |
[Submitted by: ParadoxRemix] |
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Here's a combo that doesn't work!
[Edited by ParadoxRemix on 17/Apr/11 at 11:19PM]
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Combo Name: A ton of drawing |
[Submitted by: Turbine] |
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Pay 2 to draw 3
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Combos for: Ancient Stirrings
Combo Name: Green Draw 5 Cards 3 mana |
[Submitted by: ForgerOfPie] |
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whoops... I thought Ancient Stirrings was 3 mana... makes the combo even better!
[Edited by ForgerOfPie on 23/Feb/11 at 9:41PM]
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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: Aquitect's Will
Combo Name: Deck Idea — Land-Locked! |
[Submitted by: Gregorius] |
Combos for: Arc Blade
Combo Name: Destructo Disc (boomerang) |
[Submitted by: Twogunkid] |
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difficult combo but hillarious to pull of in multi player blade weirds and mancer untap tap for three red pump up rift re-launch blade
Plus they were killed by Krillin
[Edited by Twogunkid on 17/Aug/10 at 9:40PM]
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Combo Name: Arc Fire |
[Submitted by: knarf_the_dwarf] |
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timing is everything!-)
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Combos for: Arc Lightning
Combo Name: kill all others except you |
[Submitted by: knarf_the_dwarf] |
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Arc Lightning sitting in for:

Any question?
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Combo Name: Faith under Fire |
[Submitted by: terakhan] |
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Arc Lightning sitting in for:

Faithmender and Darksteel Plate to make it indestructible to start.
Next, Arcbond the Faithmender.
Finally, Fire Covenant for all but one of your life.
The Faithmender will shoot every creature and player on the field for that much damage. Thanks to it being lifelink, you will never drop below 0 and die from it, instead gaining back twice what you paid in life for every creature except the faithmender and every player in the game.
If 10 things/people get hit and you paid 10 life, you will be gaining 200 life.
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Combos for: Argivian Restoration
Combo Name: Infinite Mindslaver, 4 mana |
[Submitted by: ParadoxRemix] |
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To start, get the Slaver and Mirror with Restoration under it into play. Every turn you now only need 4 mana for the activation of the Slaver, and the mirror puts it back into play for you.
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Combo Name: Search any artifact |
[Submitted by: Gust4v0] |
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First, play fabricate to searcho for ANY artifact you want to put in play. Second, play thirst for knowledge and discard thar artifact. Finally play argivian restorarion to return it to play. It doesn\'t work for Darksteel Colossus or Blightsteel Colossus. You can also use only thirst for knowledge and argivian restoration to put into play an artifact which costs more than 6 mana from your hand (when you dont have enought lands), like Platinium emperion.
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Combo Name: Buffed Dreadnought; and Working Urn Sac Engine |
[Submitted by: Gregorius] |
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PART ONE: Buffed Dreadnought
This is the easy half of this "combo". Just keep sacrificing Shield Spheres to buff up Arcbound Ravager; then when it comes time to play your Phyrexian Dreadnought, sac the Ravager while it has twelve (or more) +1/+1 counters on it and transfer them to the Dreadnought with its modular ability... as if the Dreadnought wasn't powerful enough.
________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
PART TWO: Working Urn Sac Engine
I'm still working out the kinks in this part of the combo, but this is all I could think of... with the Colfenor's Urn out, cast the Panoptic Mirror and imprint onto it Argivian Restoration. Now that the preparation is done, while you have a Shield Sphere in play, you can cast Pack Hunt to bring out three more Spheres. Now start sacrificing your Spheres to your desired source (in this combo, the Ravager). At the end of your turn, if you've sac'd three or more Spheres to the Urn, it'll sacrifice itself to bring your Spheres back to play. Then with the card imprinted on your Mirror, at the beginning of your upkeep, the Urn will come back into play, starting the cycle over again.
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Combos for: Armageddon
Combo Name: Serious Pain |
[Submitted by: Twogunkid] |
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Tormod's Crypt keeps it mono-colored but if you don't mind a splash of black add leyline of the void deystroy all lands but leave white and one in your mana pool return all lands and on the stack remove their graveyard. The cost of this combo is way off it is at tops 17 dollars
[Edited by Twogunkid on 9/Jun/10 at 1:58PM]
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Combo Name: Have no cards |
[Submitted by: nateynate22] |
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yay for winning
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Combo Name: n00b combo |
[Submitted by: Turbine] |
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But it works.
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Combo Name: Shang Tsung's Prison |
[Submitted by: RedPanda] |
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Fun combo for multiplayer. With Ghostly Prison and Angel's Trumpet down, hit the Armageddon and laugh your face off as your opponents are faced off together in mortal combat.
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Combo Name: I take this... |
[Submitted by: Atir] |
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Combo Name: Lockdown |
[Submitted by: Turbine] |
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Missing card is Lux Cannon.
Get everything out, then Armageddon and Plague Wind.
You get to destroy the one land he plays a turn with Lux Cannon.
I understand that this is implausible. I felt an urge to make a Lux Cannon lockdown though.
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Combo Name: Lockdown! |
[Submitted by: Turbine] |
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From SteveK's idea of Worms with Eon.
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Combo Name: Golem punch land destruction |
[Submitted by: psyche] |
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I just saw Composite Golem and had to do this. Play any spell in your hand without needing lands. A fun way to turn mid game into beginning game for the opponent.
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Combo Name: Esper landlock |
[Submitted by: SteveK] |
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donate then remove the counters. cast armagedon and laugh as you are the only one playing the game. (i know its not a perfect lock because of moxen and such.)
Landfall - whenever a land comes into play under your control you lose the game.
MUHAHAHA Esper FTW!
[Edited by SteveK on 4/Apr/11 at 9:11PM]
[Edited by SteveK on 4/Apr/11 at 9:15PM]
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Combo Name: The Wrong Path |
[Submitted by: darthnefas] |
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It's a surprise combo but very cool defensively.
So first they're exiling a creature every turn, which should take out those pesky indestructables as well, but they're thinking no problem-o I'm getting a land out of the equation so I can get ahead of the game and then suddenly you eradicate the board of lands too!
Add in Crucible of Worlds and you'll even be able to get your lands back.
The next game your opponent will have to make a tough decision about whether he/she wants to go get some lands (the only benefit of Path) they'll just be getting rid of later or just letting you get away with murder.
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Combo Name: slow mono white, but stupidly powerful if you can pull it off |
[Submitted by: Draco_lich] |
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IF you can pull it off...
imprint armageddon, wrath of god, and resurrection the mirror
fire wrath of god off first chance u can, then the armageddon, then each turn sit back and ressurect everything from your grave (reya dawnbringer anyone?)
good way to make an opponent concede
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Combo Name: Armageddilibrium |
[Submitted by: Squillis] |
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Found this one while monitoring a Rules forum.
With Land Equilibrium out and maybe a mana producer or two, cast Armageddon. Your opponent will have no land and won't be able to play a land because they'll have to sacrifice it before they could tap it for mana (This has been verified) as long as you don't play one. Your Mana dorks will help to keep you afloat.
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Combo Name: r/w - Planar Ignus |
[Submitted by: knarf_the_dwarf] |
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Have Tunnel Ignus in play, cast Armageddon, cast Planar Birth.
It should not be to difficult in R/W (weenie or direct damage) to reduce opponent's life within 5 rounds to <=15, assuming that he/she has 5 basic lands out, you drop your sixth land and tap all for the both spells and deal 15 damage to opponent.
Years ago I remember to play armaggedon together with Ankh of Mishra, Dingus Egg and Reverse Polarity... I'll post that in next combo thread...
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Combo Name: old school mono white land damage |
[Submitted by: knarf_the_dwarf] |
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early drop of the Ankh, mid drop of the Egg, when you have 6 mana cast Armageddon followed by the Reverse Polarity.
Combine with life gain or protective permanents or wheenies. Reverse Damage (1ww) is not that good since only 2 damage of the Egg would be reversed. Therefore I prefer reverse polarity, also it only costs ww.
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Combo Name: Armageddon Clock |
[Submitted by: Chewy] |
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Mountain is Sire of Insanity. This forces opponents to destroy everything they have
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Combo Name: really good |
[Submitted by: Badbones1985] |
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mass stuff up
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Combo Name: yet another assault suit abuse |
[Submitted by: Draco_lich] |
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(miss demeanor sitting in for assault suit)
use with a bunch of 0-1 mana critters
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Combos for: Armageddon
Combo Name: 2 dmg for each basic land |
[Submitted by: George] |
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Play Ankh of Mishra, then play Armageddon. Now cast Planar Birth, which will deal 2 damage to each player for every land put back into play by Planar Birth.
If you have any basic lands, you will be damaged from this combo as well. This combo is good to use if you know it will kill your opponent(s), but not you.
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Combo Name: Land Damage for everyone else |
[Submitted by: George] |
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This isn't the most powerful combo in the world, but it works.
Bring Dingus Egg, Ankh of Mishra, and Zuran Orb into play. Now cast Armageddon. Sacrifice all of your lands to Zuran Orb, which gains you life, and prevents you from taking damage by Dingus Egg. You opponent(s) take 2 damage for each land lost, and they will lost more life to put additional land into play.
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Combo Name: Land Damage II |
[Submitted by: Sync] |
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Bring Dingus Egg, Ankh of Mishra, and Zuran Orb into play.
Now cast Armageddon. Sacrifice all of your lands to Zuran Orb, which gains you life, and prevents you from taking damage by Dingus Egg (and by Planar Birth). You opponent(s) take 2 damage for each land lost.
Next cast Planar Birth. This brings all the lands back out of the graveyard and into play, which deals an additional 2 damage to your opponents from Ankh of Mishra.
The end result is that your opponent takes 4 damage for each basic land he/she controls.
The downside is that you lose all of your lands - but if your opponent dies in this process, then that doesn't matter.
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Combo Name: mean Creature killer |
[Submitted by: lord-of-mtg] |
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so first you want to play ghostway to remove all your Creatures from the game and at end of turn they come right back then you want to play wrath of god or some other card like it to blow the rest of the Creatures AKA your foes Creatures off the map and then Armageddon to the your foes next turn not much and then the next turn you have will be a vary sad one for your foes
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Combo Name: wreck all other lands |
[Submitted by: Squillis] |
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Produce 6 mana including at least 3 white, play Armageddon to wipe all lands. Drop Ashnod's Altar to remove their graveyard (with all their lands now) from the game. Cast Planar Birth using the left over mana to put your lands back into play tapped.
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Combo Name: White death |
[Submitted by: CaptinFluffy] |
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So seems kinda simple to me. Stay alive till you get access to six mana play Barren Glory and Armageddon your lands and WoG your creatures.
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Combo Name: Landfall and Armageddon |
[Submitted by: Superbrage] |
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Ok so this is more of a deck build then a combo. My armageddon deck + landfall.
Turn 1: Land + Steppe Lynx
Turn 2: Land + Star Compass
Turn 3: Land + Guardian Zendikon + Mother of Runes
Turn 4: Armageddon + Land + Planar Birth (attack whit Steppe Lynx +8/+8)
Its a good start. Or u can go for more Guardian Zendikon and no Planar Birth.
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Combos for: Armed // Dangerous (Armed)
Combo Name: Turn 3 win (standard) |
[Submitted by: Heheheee] |
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Simple!
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Combos for: Armed // Dangerous (Dangerous)
Combo Name: Creatures wipe |
[Submitted by: Dusk] |
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Target Vortex Elemental with dangerous or any other instant/sorcery/equipment with the same effect, then attack with him: when blockers are declared, activate its first ability and say goodbye to your opponent\'s creatures (better if he has tokens)
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Combos for: Army of the Damned
Combo Name: Vigored Army of the Damned |
[Submitted by: Lixo da MTG] |
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Your zombies created by [Army of the Damned] come into play untapped instead of tapped.
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Combos for: Army of the Damned
Combo Name: Damned Slivers |
[Submitted by: Dusk] |
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I Know, I am a bit MONOTHEMATIC.
Sac 4 slivers (other than Basal Sliver) and play Army of the Damned to get 13 new zombie slivers, then sac 5 of them to pay the flashback cost and get another 13 zombie slivers onto the batterfield. Thus, you can have a total of 21 sliver tokens and, of course, the possibility to sac them for 42 black mana.
More fun with:
- Gravecrawler: infinite black mana/ infinite storm.
- Gravecrawler + Gemhide Sliver: infinite any color from the next turn.
- Gravecrawler + Psionic Sliver: infinite damage from the next turn.
[Edited by Dusk on 15/Jan/14 at 4:03AM]
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Combo Name: OMG! Slivers Exile! |
[Submitted by: Dusk] |
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Plains is Constricting Sliver from M15 today's spoiler. . The above combo is only a way to exploit it. My previous sliver combo could easily replace this one.
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Combo Name: Damn Kids!!! (Suicide Carnival) |
[Submitted by: ChampionSaturn] |
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Cast carnival of souls
(probably cast some spell or creature that puts a bunch of other creatures onto the battlefield, your choice)
Cast army of the damned, get 13 2/2 zombies and 13 mana.
Pay 10 mana, Flashback army of the damned, get another 13 zombies and 13 mana.
Cast exsanguinate OR plunge into darkness to gain a bunch of life (or search for a win con). Or you could just cast a bunch of other stuff from your hand.
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Combos for: Artful Dodge
Combo Name: Infecticide |
[Submitted by: LordofScryb53] |
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I'm sure most of you have seen this but I've been using it since New Phyrexia (without the artful dodge)and it works. Target the souleater with artful dodge, attack and target it with tainted strike. pay enough life to kill and whamo.
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Combo Name: Gloriously Artful Hippo Dance |
[Submitted by: terakhan] |
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Get the hippo and Price of Glory out, then when able, Artful Dodge the Hippo and attack.
Its ability triggers, and forces your opponent to tap all of their lands for mana, triggering Price of Glory to destroy all of them.
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Combos for: Ashen Powder
Combo Name: Ashen Phage-nix |
[Submitted by: Boyachi] |
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Have HM out, play the bog then get Phage into your grave yard. Cast Ashen Powder and the only thing your opponent can do is LOSE THE GAME.
The only way I could get this to work in multiplayer is if you have a Vedalken Orrery out, a Panoptic Mirror with Ashen Powder and cast Bazaar of Wonders IN RESPONSE to the Ashen Powder THEN pitching Phage into your graveyard after Bazaar hits the battlefield while you have priority still BEFORE the Ashen Powder resolves. *sigh*
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Combos for: Assault Strobe
Combo Name: Flung Souleater or Strobe of Immolation? |
[Submitted by: DyingJester] |
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Pretty simple. Use the Souleater as a combo piece and either fling it for 10, or assault strobe for 20. Pretty fun in casual matchups. This combo may or may not have been posted. If it has, My Bad! I don't read combos that often. So If you already posted it (before the update) let me know so I can give credit where credit is due.
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Combo Name: sparky sparky boom man |
[Submitted by: krowbar28] |
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great furnace play sparky blazing shoal with the decree for +10/+0 3 artifacts lets you tap the opal for a red to assault strobe sparky for 26 damage
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Combo Name: Shoot the tentacles to open the lock! |
[Submitted by: [deleted troll]] |
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Best in red blue with treasure mage lol
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Combo Name: Glistener Infect |
[Submitted by: Torto] |
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Not an amazing but simple combo that can be used in extended: T1: Use a Forest to put Glistener Elf in play. T2: Down a Mountain and use Assault Strobe and Groundswell in Glistener Elf and attack for ten poison counters. If the opponent have a 1 drop creature in play, there are two ways to deal with that (but not more in the extended): 1: Just put a Llanowar Augur in play in T3, sacrifice it to Glistener have trample. 2: Use a Black Lotus to have all the combo + Llanowar Augur in T2.
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Combo Name: Blech... |
[Submitted by: SomnusWake] |
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Drop the agent second turn. T3 MG,MG,AS. Ten Poison Dead.... Blech.... A little draw intensive but cheap.
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Combo Name: Ragaultazing Gobloboal |
[Submitted by: ParadoxRemix] |
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I know there's lots of Blazing Shoal combos on here, just thought I'd explore the turn-1 possibility a little further.
Obviously, you'll need a land, and a 1-cost haste creature. Seeing as your deck is partially red and that red has the most 1-cost hasters, you're probably looking at a mountain with either Raging Goblin, Goblin Guide, Spark Elemental, Lightning Serpent, Skitter of Lizards, Glitterfang, or the portal Raging Goblin, Mountain Bandit.
After that, you're looking at either Simian Spirit Guide, Rite of Flame, or any 1-cost artifact that can net you a red mana to get the mana to cast the Strobe first turn as well.
As far as the Shoal goes, you've got six options. Progenitus, Reaper King, Dragon Tyrant, Decree of Annihilation, Myojin of Infinite Rage, or Greater Gargadon.
You can of course play other colors, which add the possibilities of haste creatures from other colors, more rituals, or the ability to use haste-giving enchantments along with other 1-cost creatures. This also gives you the potential to use 0-cost creatures so you won't need a secondary mana source.
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Combo Name: 16 Damage Turn 1 |
[Submitted by: GoodGuyTyler] |
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Fairly well known but not in the database.
Reveal Chancellor to get a 1/1 hasty goblin. Play a Mountain and cast Assault Strobe on said goblin. Discard Chancellor to net 7 for Blazing Shoal's X cost. Swing with 8/1 double strike goblin.
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Combo Name: Red Dead Orgg |
[Submitted by: Boyachi] |
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Enchant Butcher Orgg with Claws of Valakut, swing and spruce it up Assault Strobe. You can then deal all that damage to the player. If you hardcast the Orgg that will be at least 26 damage that you can aim straight to the player, regardless of how they block (unless they block with a really big first/double striker)
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Combo Name: Nivix Cyclops |
[Submitted by: knarf_the_dwarf] |
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It should not be that difficult to add a >=1 cmc instant in red or blue to deal >20 damage.
[Edited by knarf_the_dwarf on 16/Apr/13 at 2:12AM]
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Combo Name: Crag Assault |
[Submitted by: knarf_the_dwarf] |
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20 combat damage, unblockable...
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Combo Name: Devourer ftw |
[Submitted by: knarf_the_dwarf] |
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Assault Strobe subs in for

equip the Devourer, remove some cards from your lib and attack with a huge creature!-)
colourless combo!!!
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Combo Name: the game will be a draw |
[Submitted by: knarf_the_dwarf] |
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"donate" the equipped bombshell to opp: no one wins
5/1/2006: This ability is a state trigger. Once it triggers, it won't trigger again while the ability is on the stack. If the triggered ability leaves the stack and the creature is still on the battlefield under the control of a player other than its owner, the ability will immediately trigger again.
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Combos for: Austere Command
Combo Name: see what happens when you look at your cards |
[Submitted by: hunter_raine] |
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EDIT again i didnt read open the vaults, my bad guess i didnt look hard enough
[Edited by hunter_raine on 11/Feb/11 at 9:55PM]
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Combos for: Balance
Combo Name: get rid of all you opponents lands creatures and hand for 7 mana! |
[Submitted by: Chiefsizzlechest] |
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ok first you play balance, now before balance resolves, you play ignorant bliss and ghostway, now you dont have any creatures land or a hand until end of turn, so you let balance resolve, and because you dont have any of them balance makes your opponent lose them too, and at the end of your turn they all come back, and your opponent has a huge disadvantage especially with the lack of land
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Combo Name: ruin opponents idea |
[Submitted by: Draco_lich] |
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the city is optional
but it will remove all your opponents lands (sacrifice)
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Combo Name: abuse |
[Submitted by: Draco_lich] |
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sacrifice your creatures to the altar of dementia, and all your lands to the zuran orb (do this when you only have the balance in hand)
so now you would have no creatures and no lands, with 3 floating mana (2 white and 1 other)
cast balance, to wipe all creatures out, and play weathered wayfarer, for the only creature on the board
or have a total of 7 mana available with a resurection to bring anything like a baneslayer or akroma back from the grave
also, i forget the name of the card that allows you to play lands from your grave
add a tormods crypt to prevent recursion from opponent
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Combo Name: Win with a fist full of nothingness |
[Submitted by: Ephemerance] |
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Combo Name: and this is called abuse |
[Submitted by: Draco_lich] |
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tap all your lands, then sacrifice them to the orb, then use balance or wrath of god or something like that to wipe out all creatures
then activate the chimeric idol then biorythm for the win
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Combo Name: Destroys hand and field except for yours |
[Submitted by: Sly] |
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Ok, so apparently a certain card isn't in the database. Go to the magic gatherer and search Life // Death and pretend Natural Affinity is Life for now.
First play Life and let it resolve, it is a double card. You know the ones with two small cards printed on one regular sized one? (Its counterpart is Death) Play Balance next. After that, Ghostway and Ignorant Bliss on the stack. What this will do is exile all of your creatures and 'lands' until the end of your turn, forcing everyone to sacrifice everything, while you get everything back at the end of your turn!
Note: I realize this combo is hard to pull off due to the three different colors. Suggestions anyone?
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Combo Name: balance that betrays |
[Submitted by: krowbar28] |
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play your balance with it that betrays in play. everything will balnce out, and you will gain everything else.
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Combo Name: multiplayer evil |
[Submitted by: sr819] |
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play tundra,zuran orb,mox sapphire and a sol ring tap tundra and sol ring play balance in response sac land to zuran orb..if you go last in a multiplayer...the rusult is hilarity..and i have done this..and was told to nevr play the deck in a multiplayer game again...lol
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Combo Name: Inspired by Terakhan |
[Submitted by: Chewy] |
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Tap out, renounce everything you own, cast balance, then faith's reward before the turn ends.
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Combo Name: Balance Across The Araba |
[Submitted by: terakhan] |
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Mono-white trick of the day:
Tap all your lands for mana, using CatA to bounce all your plains to your hand. Use two remaining mana to cast Balance, forcing your opponent to sacrifice down to zero lands.
The Ghostly Prison is just there for "Ha ha, you can't attack me now" sake.
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Combos for: Balancing Act
Combo Name: Hell Act |
[Submitted by: terakhan] |
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The hard part is getting the demon to connect for combat damage. When his ability goes on the stack, cast Insidious Dreams to pitch the hand you are going to lose anyway and set up the top of your deck with Emrakul and Balancing Act.
Cast them for the Hellcarver's ability, Emrakul, THEN Balancing Act. The balancing act will resolve first, forcing them to sacrifice down to one permanent, like you have, as well as discarding their entire hand. Then Emrakul will enter, give you your free turn, and unless you are incompetent or sickeningly unlucky, the game. Your opponent should never be able to break Emrakul with an empty hand and no permanents on the field.
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Combo Name: White One-Sided Total Sweep |
[Submitted by: terakhan] |
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The Pearl Medallion is strictly for reducing costs (if you couldn't guess). If you have a mono-white deck that can generate the full cost of this setup, you could leave it out entirely. Anyway, on with the show: Ideally, have three cards in your hand, and no others: Renounce, Balancing Act, and of course Faith's Reward. Cast them in that order, tapping all your mana sources beforehand. Cast Renounce, sacrificing everything you control and gaining a good chunk of life. Cast Balancing Act, forcing all of your opponents to sacrifice down to the same number of permanents you control (zero), and discard down to the same hand size (ideally, one left). Finally, Faith's Reward, getting all of your sacrificed permanents back, with the bonus of your lands being untapped, if you should want to use them. With the Pearl Medallion, this costs seven mana in one turn, to eliminate everything your opponents control, knock them down to a single card in hand, and gain a bunch of life in the process.
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Combo Name: clearing the field |
[Submitted by: A_atheist] |
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Have Grand Abolisher, Kormus bell and Pearl Medallion in play. Have Urborg, Ghostway and Balancing act in hand. Play Urborg, tap enough mana to play both Ghostway and balancing act. Cast Ghostway, bounce all your creatures and lands, then cast Balancing act, to reduce your opponents board state to very little. At end of turn, return all your perms to play. your Opponents should not have a hand size.
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Combo Name: It That Balances |
[Submitted by: terakhan] |
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Glass cannon combo, so be sure to time it to avoid counters or take steps like using Boseiju for it.
Get ITB on the field, first. Then tap your lands for mana, cast Renounce, sacrificing everything except ITB to it. Then cast Balancing Act. This will force your opponent to sacrifice down to a single permanent, which in turn will trigger ITB to give you everything they sacrificed.
Finally, attack with ITB to take their last permanent.
For extra sadism, Second Sunrise/Faith's Reward to get your permanents back. Either is safe with this combo, as everything they sacrificed will be on your field, and not the graveyard to be returned to them.
But really, after taking their entire battlefield and locking them down to a single land and whatever they can cast with it, should you REALLY need that bit?
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Combos for: Bamboozle
Combo Name: Panoptic Bamboozle |
[Submitted by: knarf_the_dwarf] |
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This seems to be a good way to keep control. Select the cards your opponent draws, at early game you let him put the mana sources in the graveyard and draw cards he cannot cast!-))
first combo with Bamboozle by the way :-D
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Combos for: Banefire
Combo Name: Cheep 1 hit kill |
[Submitted by: Carlfozza] |
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Turn one: put a mountain, play ORCISH.
Turn two: put a forest, use orcish ability sac the forest. Gain 3G, play CHANNEL for 2G then use your mountain +1G +19 life to play BANEFIRE. Hits your opponent for 20 damage that cant be counterd or prevented.
Ok guys, i know this is just an update of an old combo. Ive added it for two reasons, A: its cheep! a hell of alot cheeper than black lotus anyway. B: a simple counter spell wont leave you on 1 life! Hope ya like it.
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Combo Name: double channel-banefire |
[Submitted by: nobody] |
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cast channel, pay all but 1 life, use tainted sigil's ability, then pay again, almost always insta-win
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Combo Name: Third turn burn for the kill |
[Submitted by: ghostfire86] |
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I had posted a combo a while back that allowed you to drop all your land on turn 2 or three from your deck. Well thanks to Worldwake here is another one with an added benifit. Contains cards from worldwake that are not in the system. Combo is Green/Blue/Red.
Turn 1: forest, fastbond, forest, island (2damage), Scouting Treck (Stack all your land on top of your deck).
Turn 2: , Island, Treasure Hunt (Pull all your land out of your deck into your hand), Island/Forest (1 damage), Island/Forest (1 Damage), Summoner\\\'s Pact, Grazing Gladeheart, Drop all land from hand gaining 1 life per land, Selective Memory and remove all cards from your library from the game except for fireball.
Turn 3: Pay your upkeep, Banefire for 20 damage (25 land deck: 4 for summoner\'\'s pact, 21 for banefire (can not be countered).
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Combo Name: Tokens + Umbra = Übermana |
[Submitted by: Turbine] |
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Let\'s say you have 2 tokens out from the Fodder. Attach BoF to one of them and BU to the other. Tap all your lands for mana. Attack and in turn, untap all your lands. When the token with BoF deals combat damage, sac it and attach it to your other token. Now, retap all your lands for mana. Repeat this for however many tokens you have. With 2 tokens and 6 lands, you would deal 17 damage with a Banefire.
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Combo Name: Super Kamehameha |
[Submitted by: JMDin83] |
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when you have CadBloom in play, and Treasure/Banefire in your hand, Selective out the rest of your deck, then cast Treasure hunt. tap one red mana, and discard all the lands you drew to Cad bloom for 2 mana each to feed the banefire. proceed to destroy your opponent.
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Combo Name: Onamonapias FTW |
[Submitted by: Turbine] |
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BANG! BOOM! POW!
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Combo Name: lockdown with goblins |
[Submitted by: denkezal] |
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This is actually not so much a combo as it is a whole deck! the idea is simple, get skirk out, cast thorn bite, then get boggart out, next goblin matron or siege gang (siege gang makes for a quicker game while goblin matron makes for a more dependable game) then cast lightning crafter and champin either the seige gang or goblin matron. now, once ligtning crafter gets out thron bite should be equiped immeadiatly to him (it costs nothing to do as it is free thanks to lightning crafter being a shaman) if you were mana screwed you may have had to play war chieftain which is great thinks to his neat little \\\"all goblins have haste\\\" ability if you odon\\\'t have him in play just wait till it is your turn again, and then start killing creatures on the feild. everytime you tap lightning crafter it deals 3 damage to a creature. if it did not die, just sack a goblin to skirk giving you a red mana and untapping lightning crafter again. once the feild is wiped, leave lightning crafter untapped. when a creature comes into play tap lightning crafter in response, odds are you will kill it. swing with your free goblins when the coast is clear or wait till you have enough goblins and mana, and then sack each goblin you control to skirk giving you all the mana you need to blast them the banefire. don\\\'t forget that all the goblins that you sac deal an aditional damge thanks to boggart shenanigans.
Enjoy!
p.s. I played with this deck against a poly morphing iona sheild of emeria deck and won! i did not win everytime, I only lost game out of three. simly because it was a race to see who could get their creature out first, if mine was already out and I had thornbite staff and two other goblins, she died right there, ending her lockdown.
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Combo Name: CCCD |
[Submitted by: Turbine] |
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VOID!
[Edited by Turbine on 13/May/10 at 6:23PM]
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Combo Name: Synergy |
[Submitted by: Mike_D] |
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Not necessarily a combo, more of a synergy and a great concept for a burn deck. figure it out.
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Combo Name: myr artifact infinite combo |
[Submitted by: Akinas86] |
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must have two etherium sculptors on the field along with two myr retrievers. must also have either blasting station or grinding station or altar of dementia or ashnod's altar on the field. you are then supposed to sacrifice the myr retrievers to mil your opponent to death with grinding station or altar of dementia, deal infinite damage with blasting station or sacrifice an infinite number of times for ashnod's altar and then playing banefire. This combo works by sacing both retrievers and then targeting the other retriever as both go to the graveyard. comments appreciated :)
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Combo Name: 1st turn mycosynth win |
[Submitted by: gericault5] |
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not a fan of 6 card combos but couldn\'t resist doing a 1st turn one after reading kings post.
1) forest, spirit, channel
2) 6 life for the lattice, 1 life for the children-currently at 13 life
3) float 8 more mana to 5 life, sac the children to go back to 20
4) pay 12 life plus 1 more for banefire for 20 damage=finish at 7 life
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Combo Name: Lock, Burn, and Pimp Slap |
[Submitted by: ghostfire86] |
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Run this in my enchantress deck. Funny to watch when i horde up only to smack them for 20+ damage.
The more explorations in play the better.
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Combo Name: DOOM! |
[Submitted by: sumwun] |
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Have Galvanoth out. Use Liliana Vess's ability to get banefire on the top of your deck. next turn cast Banefire for free from galvanoth and make X infinite and deal a non-prevented infinite damage to your opponent.
[Edited by sumwun on 15/Jul/11 at 10:22PM]
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Combos for: Barter in Blood
Combo Name: Clear the field |
[Submitted by: CaptinFluffy] |
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Granted you'd need two creatures out for this to have any effect it's a quick effective strike in multiplayer matches.
Have Grave Pact and two other creatures out. Once you get out Thraximundar play Barter in blood. You sacrifice two creatures and all other players sacrifice four. In a two player match Thraximundar is looking at a possible 6 +1/+1 counters going from a 6/6 to a 12/12 for four mana. In a four player match you can have up to 14 creatures. A 20/20 and it takes four creatures from every other player. Then Thraximundars normal effect comes into play and anything left gets sacrificed and you're hitting for usually lethal damage.
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Combos for: Battle Screech
Combo Name: 5th Turn Charge Kill |
[Submitted by: ParadoxRemix] |
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Simple and self-explanatory. With just these cards it's 54 damage. First turn you could use any one-cost creature; I used to use weathered Wayfarer for obvious reasons, but you could also use tithe.
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Combos for: Beacon of Creation
Combo Name: Insect Swarm |
[Submitted by: Manaburn] |
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This is just good old school overrun! Play the doubling season and beastmaster ascension. Cast beacon of creation with say 6 forests out, get 12 insect creatures. Next turn play the overrun, attack with the insects, and cast the echoing courage. The end result is 12 11/11 tramplers and most likely game over!
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Combo Name: Beacon Spawn |
[Submitted by: E-n-S] |
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If you have all 5 Beacons in your deck and you handle to play them and they don't get countered or something, you'll always have a library and the spawn is 8/16.
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Combo Name: All your creatures +25/+25 and trample |
[Submitted by: Manaburn] |
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All you need is a couple creatures to tap to activate the troll. Even if it only leaves the troll to attack, he is a 50/50 with trample. Beacon of creation is optional but makes for a large trample army.
Green has many easy ways to pump up creatures to get the power of ten you need to activate the troll. With green's mana ramp ability its not hard to get the troll out either!
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Combos for: Beacon of Tomorrows
Combo Name: Mirror of Tomorrow (Infinite turns) |
[Submitted by: The_Mind_Rapist] |
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Play Panoptic Mirror, then imprint the Beacon of Tomorrows on it.
Now you always have another turn when it is your upkeep which means you can keep taking turn after turn after turn unless your opponent manages to destroy your Panoptic Mirror in some way.
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Combo Name: Reflection of Never Ending Life |
[Submitted by: The_Mind_Rapist] |
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Play Panoptic Mirror, then imprint the Beacon of Immortality to it.
Now every time it is your upkeep you will gain double the life you have now.
If that isn\'t enough, if you have another Panoptic Mirror then imprint the Beacon of Tomorrows to it then you will infinite life that doubles every time.
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Combo Name: Infinite Turns and Lockdown |
[Submitted by: triggerhappy13] |
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When you use Panoptic Mirror on either Time Walk or Beacon of Tomorrows, you have infinite turns. Throw in the Mage, and they cannot play any spell. EPIC WIN!
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Combo Name: Mana heavy infinite turns |
[Submitted by: Ice-Trol] |
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Cast beacon next turn search for it again.
this is mana heavy which is why i use cloudposts
not that great because of how much mana it requires.
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Combo Name: Infinite Turns...and 10/10 trample damage |
[Submitted by: Voal] |
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Pretty self-explanatory.
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Combo Name: Can\'t run out of cards (unless milled) |
[Submitted by: Wolfclan14] |
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I was trying to come up with a combo for my friends W/B Artifact so he can\'t ran out of cards.
Pretty self-explanatory though.
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Combo Name: Make-ing It Easier |
[Submitted by: Twogunkid] |
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It needs work still
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Combo Name: Maralen Care |
[Submitted by: mawamba_65] |
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nice combo :)
[Edited by mawamba_65 on 21/Sep/10 at 5:21PM]
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