Time Spiral Combos
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Magic: The Gathering Combos
These pages are an assortment of submitted Magic: The Gathering combos. Submit your combo and you may see it included here!
Circle of Protection: Red
+ Sulfuric Vortex
Break the symmetry by preventing the Sulfuric Vortex damage on your turn.
+ Scornful Egotist
A quick way to ramp up the mana in blue (as long as you go through the morph route and not
the hard cast route).
Any cheap creature with high power
+ Sinstriker's Will
Things with attacking/blocking restrictions like Goblin Psychopath, Sunweb (or any powerful wall),
Drinker of Sorrow, Orgg, Vigean Hydropon, Stoic Ephemera..
+ Intruder Alarm
For those trible decks (decks with similar creature types), this can be an easy way to
get creatures from your hand into play. You'll have to tap two untapped creatures
with Cryptic Gateway, but the Intruder Alarm will untap all creatures when you bring
one in from the Cryptic Gateway.
1 card in hand (preferably Brain Freeze)
+ Arcbound Crusher
+ Mycosynth Golem
+ Vedalken Archmage
The idea of this combo is to give your Leashling affinity via Mycosynth Golem.
With enough artifacts out, your Leashling will be free to play. To return
the Leashling to your hand, you need a card in your hand to put on the top
of your library. The Archmage helps out in this case by letting you draw a card
each time you play an artifact spell. Now you can repeatedly play the Leashling
and return it to your hand. To get the finishing touches in, have an Arcbound
Crusher in play to accumulate a mass of +1/+1 counters. If that doesn't work out,
go for an alternate win like Brain Freeze.
+ Grave Pact
+ Lord of the Pit
+ Soul Net
You need to sacrifice creatures to your Lord of the Pit, so why not use mindless
thrulls produced by the Breeding Pit? And since you've got to sacrifice them,
why not gain some life using your Soul Net, and force your opponent to
sacrifice one of their creatures with the Grave Pact? There's three ways
to benefit with this combo.
Gaze of the Gorgon / Venom
+ Lure / Mortipede
There are so many variations of this combo, but the key is to have your opponent
block with all of his creatures, and then have them destroyed.
You'll kill all your opponent's creatures but you can save yours, though the
enchantments go to the graveyard, still...it's better than losing your creature
+ Intruder Alarm
+ Voice of the Woods
Infinite 7/7\'s w/ trample combo:
Have Voice of the woods along with 4 other elves in play and intruder alarm
(which can be played by using wirewood channeler). Tap the 5 elves to put a 7/7 w/ trample
in play. Then all the elves untap thanks to intruder alarm. Repeat this as many times
as you wish.
+ Long-Term Plans
Play the Long-Term Plans to tutor for anything, then
Brainstorm to draw into your tutored card. All at instant speed!
Beacon of Immortality
+ Vedalken Orrery
+ Well of Lost Dreams
This combo works by if you first play Vedalken Orrery
and Well of Lost Dreams. Then you play Beacon of
Immortality which is an instant. Since you played well
of Lost Dream pay the amount of life you just gained
to draw that many cards, but with Vedalken Orrery also
on the field you can play any non-land cards in your
hand any time you could play an instant.
Have the ability to Splinter a permanent with Mycosynth Lattice in play.
+ Wing Shards
This only works if they have two or more creatures attacking. Plus use Fog first!
+ Mycosynth Lattice
+ Privileged Position (2)
This combo makes all permanents you control indestructible (global effects can't hurt them) and
completely untargetable by your opponents.
+ Shield of Kaldra
This is basically the Lure + Venom combo. Equip a creature with Shield of Kaldra so that it will survive combat.
Next, equip it with the "Lure" artifact (Nemesis Mask). Now you have an indestructible taunter. Your taunter
might have some power, but with Venom
your taunter turns deadly and poisonous.
Horobi, Death's Wail
+ Serene Sunset
Serene Sunset is like a selective Fog. If you don't think Serene Sunset is too useful, here's something you could use it for - instant death.
Combine it with Horobi, Death's Wail and you have the ability to destroy X target creatures with an instant. If you pull this combo off,
your opponents might be thinking that
the Sunset is deadly, not serene.
+ Endless Swarm
Sure Epic cards are expensive, but their effects are huge. Why not make the effect of Endless Swarm even greater with a Death Match? It would be
like a super epic!
Each turn, not only do you gain Snake tokens, but you also gain the potential to kill a lot of creatures with Death Match.
Humility is a card that can give you rules headaches, but this combo's simple. With Reverence out, creatures with power 2 or less can't attack you.
Only more powerful creatures can attack you.
With Humility out, creatures have a power of 1, so your opponent will have difficulty attacking you.
+ Master Warcraft
Here's a combo to use when you wish to negate your opponent's attack and gain some life. Play Master Warcraft and force his creatures to attack. Don't
force creatures with power 3 or greater to attack unless you can block them. Blessed Reversal can give you an additional advantage of 3 life
per creature attacking you.
+ Ghostly Prison (4)
+ Privileged Position (2)
Using the Ghostly Prisons and Reverence a person can't attack you with creatures with attack power 2 or less and if they do they have to pay 8 for the
Ghostly Prisons for each creature to attack.
Using the Privileged Positions and the Ivory Mask makes you and your creatures, land, artifacts, and enchantments safe from all harm.
+ Spikes / Modular Creatures
Spike creatures and creatures with the modular ability are similar in some ways. Both come into play with counters and can move counters. Increase the
fun and power / toughness of Spikes and Modular creatures with Doubling Season.
Life from the Loam
+ Seismic Assault
Play Life from the Loam to get 3 lands back into your hand. You may be wondering, what am I going to do with 3 lands? Play them? Nah, why not discard
them to Seismic Assault to dish out 2 damage per land. Dredge the Life from the Loam, play it again, discard lands to Seismic Assault, etc.
+ Martyr's Cry
+ Wheel of Fortune
Here's a combo for a creatureless grind deck. Make your opponent lose all of his creatures and draw a card for each one! Then a Wheel of Fortune
ensures that you can grind out more of his deck.
+ Sengir Autocrat
I have the Ultimate black combo for casual Magic players.
If you are lucky with your drawing hand you can get a second turn 2/2 and a 6/6 Trample.
I have 4 of each in my bad black deck and I have barely lost a game with it for several years now. I also have Demonic Tutor in it so I can get one of
them if I need to.
Regards from a Norwegian Magic lover
+ Gilded Lotus
+ Pemmin's Aura
Put Aphetto into play as well as Lotus. Attach Pemmin's Aura to Aphetto, use Lotus to give you 3 blue mana,
untap Aphetto, and repeat unlimited times. This works well with Fireball, and Consume Spirit... This
combo can get you any color mana!
+ Time Warp
5 mana for Panoptic mirror, 5 mana to imprint time warp, next upkeep Viola! infinite turns.
Bringer of the White Dawn
How it works: at end of your turn activate the mind slaver control their turn then during your upkeep
return the mindslaver back to play using the bringer's ability. then repeat again and again,
see how long it takes for your opponent to give.
Use Darksteel Forge in an artifact deck along with Worldslayer. You can wipe out all of your opponents'
permanents and you will be free to harm them, so you should put 4 Darksteel Colossus
in your deck along with mana producing artifacts.
A great Ivory Tower combo. Get a bunch of cards with Necropotence, don't discard since you have Spellbook,
and gain a lot of life every turn with Ivory Tower.
+ Goblin Recruiter
Pay a Goblin Charbelcher, and then play a Goblin Recruiter. It lets you search your library and put as many
goblins as you want on top of your deck. Put at least 10 on top of your deck. Use goblin charbelcher's ability
and reveal 10 goblin cards then a land should be a mountain and do double the damage. That's 20. They're dead.
Crucible of Worlds
+ Strip Mine
+ Zuran Orb
Have the Crucible, the Fastbond and the Zuran Orb out (easily done by 3rd turn if you have the cards).
Tap a land for mana, sacrifice a land to your zuran orb (gain 2 life), and place it again with the
Fastbond (lose 1 life, net gain of 1 life)... do this a million times to gain a million life and get a million mana.
Use the Strip Mine to destroy your opponent's land, then play it with the Fastbond, and do it again... as many times
+ Storm Cauldron
Return lands to your hand with Storm Cauldron, play Nantuko Cultivator, and make it one big creature by discarding lands.
+ Voracious Cobra
/ Tangle Asp
All you do is attack, and all of your opponent's creatures die, no matter what def, or ability they have. Well.......
except things like Sandskin.
+ March of the Machines
+ Myr Landshaper
You've got your Dross Scorpion, and you've got March of the Machines, and you have Myr Landshaper in play. You tap the Myr
to turn one of your opponent's lands into an artifact, which becomes a 0/0 (thanks to the March) and goes into the graveyard.
Now you use the Scorpion's ability to untap the Myr and destroy every land in play.
How's that for "dross scorpion any good?"
Beacon of Immortality
+ False Cure
Play False Cure and then Beacon of Immortality on your opponent to make him lose all of his life.
Disciple of the Vault
+ Krark-Clan Ironworks
+ Myr Retriever
Have one Myr Retriever in graveyard, one in play, and swap them back and forth 50 times or so by
sacrificing to Krark-Clan Ironworks. With a Disciple of the Vault in play you keep dealing damage for each swap.
+ Intruder Alarm
+ Meloku the Clouded Mirror
You tap the Budoka Gardener to drop a land, which you tap and return to your hand (via Meloku) to bring out a 1/1 token.
Intruder Alarm untaps Gardener, and you proceed to drop infinite 1/1s.
+ Vedalken Mastermind
Heard of a 3rd turn Stasis lockdown?
OK...turn 1, play land (taking it easy...)
Turn 2, play Vedalken Mastermind (pay 1 U & tap, return target permanent you control to owner's hand)
Turn 3, Stasis...
Before opponent ends turn, return stasis to your hand. You get to untap and then play it again.
Just keep on doing this until you get out enough lands to put down a Zephyr Falcon or a Bay Falcon
(2 mana cost 1/1 bird with vigilance)
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