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Magic: The Gathering Combos
Here's a selection of submitted combos with their descriptions.
Page 4:
Intruder Alarm
+ Kismet
+ Serra's Blessing
+ Shoving Match
Here's one. You play Intruder Alarm, where creatures do not untap
during there controller's untap phases. When a creature comes into play, untap
all creatures. Then Kismet, so all the opponent's creatures come into play
tapped. then..Serra's Blessing. Attacking does not cause creatures you control
to tap. Then Shoving Match, from the New Marcadian Masque Set. Until end of
turn, all creatures gain "tap: tap target creature". Boom. keep it up and tap
all their creatures with little tiny creatures...attack out your but.
Aluren
+ Enduring Renewal
+ Memory Crystal
(2) + Venerable Monk
+ Worthy Cause
Cast Venerable Monk for free, gain 2 life, sacrifice to Worthy Cause,
gain 2 life, Monk goes back to your hand, Recast Venerable Monk for free, etc...
Artifacts (6+) + Island
(6) + Palinchron
+ Tolarian Academy
+ any X spell
(Braingeiser, Stroke of Genious, ect...) - Tap 6 Islands and Tolarian Academy
(12 or more mana in mana pool), cast Pali (5 or more extra mana), untap the
seven lands, return Pali to your hand using 4 Islands, recast Pali using the
other 2 Islands and Tolarian Academy (now have 6 or more extra mana in mana
pool), untap the 6 Islands and Academy, repeat process for infinite mana.
Jangling Automaton
+ Joven's Ferrets
+ Lure
+ Nature's Revolt
+ Regeneration
Cast the ferrets and Jangling Automaton, put Lure and Regeneration on Joven's
Ferrets, Attack with Joven's Ferrets and Automation (untap all opponent's
creatures, all enemy creatures block the Ferrets, including lands, all
creatures tap), regenerate so Joven's Ferrets don't die, then attack again next
turn with same creatures = Total Creature and Land Lockdown.
Channel
+ Fireball
The classic killer. Who doesn't like being cheap and winning?
Serra Avatar
+ Worthy Cause
You double your life every time you get your avatar
Artifact Ward
(2) + Circle of Protection: Artifacts
+ Spectral Guardian
(1 or 2) + Spectral Shield
(1 or 2) + Time Bomb
(4)
This combo is a guaranteed stress inducer in your opponent. What you
will need for this great white combination is 4 time bombs, 1 circle of
protection: artifacts, 1 or 2 spectral guardians, one or two spectral shields -
depends on the spectral guardian amount, and 2 artifact wards. This blue /
white card combo will allow your opponent to sweat over the idea that after a
few turns and not being able to do anything about the time bombs, you can kill
your opponent with the bombs and anyone else with less than x life for the x
amount of time counters on the bombs without having to worry about losing your
guardians that protect your bombs.
Serra Avatar
+ Sneak Attack
Tap one red to use sneak attack and put serra avatar into play with power & toughness
equal to your life and unaffected by summoning sickness. When it dies at end of turn it
goes back to your library.
Massacre
+ Phyrexian Driver
(2)
(This combo works well only in a mercenary deck) first play your Phyrexian Drivers and if
you're lucky and you control a swamp and your opponent controls a plains you can play
massacre for free!! The purpose of this combo is to get all creatures excluding mercenaries
to get -2/-2 until end of turn!
Carrion Beetles
+ Enslaved Horror
(if the Enslaved Horror was not brought out early use the Carrion Beetles to rid your opponent's graveyard of all or the most powerful creatures!)
Recurring Nightmare
+ Survival of the Fittest
(You get the idea!!!!!) Discard some creatures, then bring it into play and skullcrush.....
Breeding Pit
+ Ebon Praetor
Now this one's easy since breeding pit gets
you thrulls in play one turn before Praetor to get ready. Then, each turn
bag those damned thrulls to him.
Crooked Scales
+ Palinchron
With palinchron tap 4 return it to your hand. With crooked scales tap 4 choose a
creature you control and one of their's. Choose palinchorn and the toughest
creature they control. If you lose the flip tap 4 return palinchorn to owner's
hand, or choose to reflip the coin either way you have a good chance of winning.
Kismet
+ Serra Angel
+ Stasis
+ Time Elemental
Have Serra Angel, kismet and Time elemental in play, put out Stasis, and return
opponents creatures to his hand one by one while you smash in damage with Serra
Angel
Angelic Chorus
+ Serra Avatar
+ Spirit Link
Angelic Chorus then play Serra Avatar and then paste Spirit Link to Serra
Avatar and you can double your life every turn you attack
Flesh Reaver
+ Spirit Link
Get flesh reaver out early and attach spirit link to it and when you
attack with it you will receive no damage!
This combo if put out early could hurt your opponent since you could have
multiples of this combo.
Recurring Nightmare
(4) + Highway Robber
(4)
Have two Highway Robbers in the graveyard and the two others in play and
cycle them out gaining two life and your opponent losing two life. Replay the
Recurring nightmares until you run out of mana.
Cho-Manno, Revoloutionary
+ Pariah
+ Zephyd's Embrace
Throw in a fountain guardian and you're invincible- seeing as how
usually, no decks have enough enchantment removal to deal with all of it.
Besides, with multiples of all the cards you will be able to replace missing
pieces in the combo as you go. Once you have your combo in place attack
mercifully with fat fliers(who needs to leave creatures untapped when you
invincible?) or widdle your apponent away with altar of dementia cards. From
here all you have to do is choose your way to win
-matt
Lhurgoyf
/ Revenant
+ Whetstone
Whetstone makes players discard cards from their library into their graveyard...
hopefully losing many creatures to it gaining stronger and stronger Lhurgoyfs
and Revenants.
Pirates (4 from MM) + Recurring Nightmare
(4)
4 of most any of the pirates from mercadian masques and 4 recurring
nightmare..........aww damn your opponent out of mana hell he'll have to
sacrifice a permanent!
Dark Ritual
(2) + Hatred
+ Lotus Petal
+ Raging Goblin
+ Mountain
lay out one red mana and one lotus petal. then lay out a raging gobling.
attack with the red goblin. if he lets the damage go through sacrifice the
lotus petal and lay out two dark ritual and hatred: he is dead!
Recurring Nightmare
+ Rishadan Cutpurse
(2+)
have one in the graveyard and one in play and cycle them out with the recurring
nightmares
Rishadan Brigand
(2+) + Recurring Nightmare
have one in play and one in the graveyard and cycle them out
with the recurring nightmares
Furnace of Rath
+ Goblin Offensive
+ Overrun
Use the Goblin offensive to put X 1/1 Goblin tokens into play. Then on your next
turn use the Furnace of Rath to double their damage and an Overrun to give all
of them +3/+3 and trample then if any are blocked the trample damage doubles as
well. So if you have 1 1/1 gobln then if blocked by a 1/1 creature it can do 14
damage multiply that by X and your opponent is definitely dead. If none are
blocked you still do X+(X*3) damage.
Endless Wurm
+ Rancor
+ Vernal Equinox
Play vernal equinox (play enchantment as an instant), bring
out endless wurm slap rancor on it. At the beginning of your
upkeep sacrfice rancor instead of wurm put rancor back in
your hand as part of its effect. Before the end of opponents
turn slap rancor on wurm, because it is an instant now. Sacrifice it and if you
keep this combo going till your opponent is toast.
Nettling Imp
+ Sengir Vampire
Force small creatures to attack and then block them with
the sengir vampire and build it up. My biggest was a 10/10 sengir
vamp
Attunement
+ Replenish
Discard all the enchantments then replenish.
this combo is fun with Opalescence, Angelic Chorus, Pariah,
and especially Yawgmoth's Bargain.
Be sure to have four replenishes.
Earthquake
+ en-Kors, Mogg Maniac
With a maniac out, and like 2 or 3 en-Kor's (nomads are
the best) cast like a 4 point earthquake, redirect
the en-cor's damage to the maniac, so the maniac takes
16 damage, and the opponent takes 4, which makes 20.
More En-cor's and bigger earthquakes mean more damage.
Slap a Pariah on something for even more fun.
-PiLLoWMaN
Enduring Renewal
+ Goblin Bombardment
+ Phyrexian Walker
To deal infinite damage to a player or creature, all you
is an enduring renewal, a goblin bombardment, and a
phyrexian walker. How it works is the enduring renewal
brings any creature card in your graveyard to your hand.
The goblin deals 1 damage to a creature or player for
each creature sacrificed to it. The walker cost 0 mana.
So you sack the walker to the goblins and bring it back
to your hand from the renewal and repeat over and over.
By Joseph Allen
Gaseous Form
+ Lure
+ Thicket Basilisk
Put the lure and the gaseous form on the basilisk, attack and all your
opponents have to block the basilisk, all your opponents creatures die, the
basilisk stays alive and all your creatures can pound the hell out of your
opponent without being contended.
Phyrexian Processor
+ Worship
First play worship. then play processor and pay 10 life then he will scooooooop up.
Hermetic Study
+ Horseshoe Crab
Easy just play the hermedic study on the crab, tap it to deal a damage, untap to
deal anouther damange, ect
If you play a mono blue deck its just plain fun to wipe out the oppenents
creatures
Lifeline
+ Sneak Attack
Bring out huge creatures into play for R, stage a massive attack, and if he
survives, they'll come back for more!
(Note: Keep another creature out so the Lifeline works)
Delusion of Mediocrity
/ Illusions of Grandeur
+ Disenchant
+ Donate
Bring in Delusion of Mediocrity, gain 10 life, Donate it to your opponent and
Disenchant it to make them lose 10 life. Or use the Illusions of Grandeur to gain 20
life and make your opponent lose 20 life.
Defense of the Heart
+ Teeka's Dragon
+ Tempting Licid
Use Defense of the Heart to get those creatures. Put tempting licid on Teeka's
so all creatures must block it, let Teeka's Rampage 4 and trample sort things
out.
Heartstone
+ Shivan Hellkite
Together you can pay one R and deal one damage to a creature or player without
taping.
A pinging creature, Sigil of Sleep
Tap deal one damage to the player, return one of his creatures to his hand, do
this 4 times and you'll have total creature domination.
Mogg Infestation
+ Tremor
Destroy all his creatures, he puts in two 1/1 tokens into play for each
creature, tremor them all to death.
Belbe's Portal
+ Conspiracy
Conspriacy changes all creatures to the type you want. Belbe's Portal puts a
creature of the named type into play for 3.
Anarchist
+ Oath of Druids
+ Pandemonium
+ Replenish
+ Saproling Burst
Description:Second turn lay down oath. Third turn oath for your one anarchist
get replinish from your graveyard and kill w/ saporling burst/pandemonium= 21
damage 3rd turn w/ city of traitors and two other lands
Lifeline
+ Masticore
or something with echo that does a nice thing
Lifeline puts any creature put into your graveyard back into play at the end of
turn if another creature is in play. This means you don't need to always discard
for Masticore and you can not pay echo but get it back into to play to do the
nice thing like Ghitu Slingers to deal 2 damage.
Mortuary
+ Anything with echo and a does something
Mortuary puts any creature put into your graveyard to the top of your library,
something like Radiant's Dragoons will give you 5 life when it comes into play,
don't pay echo in upkeep, goes to top of library, draw it, gain 5 life.
Inviolability
+ Wall of Glare
Wall of Glare can block any number of creatures, Invioblity prevents all damage
dealt to it.
Pariah
+ Treacherous Link
Enchant an opponents creature with both. All damage dealth to you is dealt to
his/her creature. All damage dealt to the creature is dealt to him. So, he/she
can deal all the damage they want, and he/she is dealt it.
Dark Ritual
+ Lotus Petal
(2) + Serra Avatar
+ Sneak Attack
+ Swamp
First turn kill. Lay the swamp and two lotus pedals and cast the
ritual with the swamp and sac the lotus pedal for a red mana and cast the sneak
and the other lotus pedal. Well u know what to do now.
Broken Fall
+ Lure
+ Sengir Vampire
+ Venom
First have Broken Fall and Sengir Vampire in play then play Lure
and Venom on Sengir, attack, then return Broken Fall to your hand to regenerate
Sengir. Then beat the hell out of your opponent with your huge flying vampire.
Death Pit Offering
+ Living Death
First try to get as many creatures in play as you can then play
Death Pit Offering to destroy all of them then give them +2/+2 then play Living
Death to switch creatures in play with creatures in graveyards and all of a
sudden your opponents creatures are dead and all yours have +2/+2.
Prodigal Sorcerer
+ Venomous Fangs
Bring out a Prodigal and put a Venomous Fangs on it and kill your
opponents creatures by tapping the prodigal Sorcerer.
Baron Sengir
+ Coat of Arms
+ Conspiracy
baron sengir can regenerate a target vampire for just tapping so U
then turn all your guys into vampires with conspiarcy and then use coat of arms
(for many creature decks) which will then give all your guys some major added
power. It's kinda slow to get out there bot it works.
Ankh of Mishra
+ Dark Ritual
(3) + Dingus Egg
+ Nature's Revolt
+ Plague Wind
I think this combo is the better than using wrath of god and
armagaeddon . firstly u cast the dingus egg and ankr of mishra, and stop casting
land. then using the 3 dark rituals, cast nature's revolt and then plague wind,
which will destroy all creatures u dun control, whereas nature's revolt convert
all lands into 2/2 creatures. but the casting cost is damn high, so u need the
dark rituals...
in this case, u can slowly attack each player as they cannot cast land as it
will deal them 2 damage for each land they cast, and also, the dingus egg will
alreadi cost them a lot of their life when the land are destroy..
Gerrard's Wisdom
+ Yawgmoth's Bargain
Play the Bargain,draw as many cards as possible,play Gerrard's
Wisdom to get 2 life for each card in hand!
Ashnod's Transmogrant
+ Fountain Watch
+ Ivory Mask
+ Worship
Unless your oppenent(s) have tranquilities hidden somewhere in
their decks, you cannot lose. Just kill them with a progidal sorceror or
something.
Contemplation
+ Yawgmoth's Bargain
You can draw all the cards you want without losing life.
Baron Sengir
/ Krovikan Vampire
/ Sengir Vampire
/ Seraph
+ Farrel's Mantle
Farrel's Mantle provides a way to ensure that you get the most out
of these creatures. Many times, your opponent will choose not to block these
creatures unless absolutely necessary. With the Mantle, they are just as
dangerous if they are unblocked.
Creature (shadow) + Farrel's Mantle
Creatures with shadow benefit from Farrel's Mantle big time. They
can't be stopped by normal creatures, so simply attack your opponent, then use
the Mantle's ability to wipe out any other creature.
Choking Vines
+ Shoving Match
+ Vitalize
Use shoving match and tap all of your opponents creatures,
then use vitalize to untap all your creatures. Let him/her
have it. Then on there turn when they try to get revenge,
Use chocking vines to block and deal 1 damage to each creature
Brand
+ Reins of Power
Make sure you and your opponent have a few creatures out. During
your turn, cast Reins of Power for 2 colorless and 2 blue to switch creatures
with your opponent. Then, cast Brand for 1 red to gain control of all permanents
you own. You know have all of the creatures and your opponent is defenseless
against your onslaught! HAHAHAHAHA!!!!! BEEF!!
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