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Magic: The Gathering Ravnica Combos
Before the Ravnica prerelease started, I read up on some of the new Magic cards. I took a quick look
and examined some card interactions. Here are some Ravnica-only Magic: The Gathering combos I came up with and that
have been submitted. I'm also
adding to this page as I come up with new combos. I know a lot of them
involve rares but maybe you'll find some helpful Magic Ravnica combos. I've also included a combo my brother used at the
(which did win him some games).
Galvanic Arc +
Instead of Galvanic Arc, use any other thing that grants First
Strike / Double Strike. This makes Stinkweed Imp even more of a killer than before.
Vedalken Dismisser /
Wizened Snitches +
Lurking Informant /
Thoughtpicker Witch /
It's obvious how these cards work together but still useful. Combine knowledge of the top
of your opponent's library with the power to do something with the top of your
Mark of Eviction +
If the opponent renders your
Mindleech Mass mostly useless, for example because he takes care to have
an empty hand after every turn and is able to absorb most combat damage,
or for example you can't risk to attack because the counter-attack would
be even more devastating to you, then Mark of Eviction is a must. You
can return one possible blocker to his hand before you attack, which you
can put under your control afterwards, too, or an aura that has been
enchanting it. And you get your Mark of Eviction back, so you can repeat
this until all of his creatures are under your control.
Hunted Phantasm +
The best side-effect of Necroplasm is that it kills all token creatures on the turn it comes into play,
so it's a good idea to play it in combination with any "Hunted" cards. Maybe sacrifice it
before it kills off your Hunted Phantasm, though.
Chant of Vitu-Ghazi +
You net 4 life for each non-flying creature in play plus the number of players.
That could get pretty crazy. Imagine you're clinging to one life. You pull off this combo
to gain a lot of life - it could easily be 20+.
And it even gets easier to pull out with more creatures because of Convoke.
Doubling Season +
Trophy Hunter +
This combo can do without Doubling Season but it makes it even more crazy. To start off,
get a flying creature token. Ping it with Trophy Hunter. Both the Drover and Hunter get
two +1/+1 counters! Now use the Twilight Drover's ability to generate four 1/1 creature
tokens with flying. Repeat this process as many times as you want.
Master Warcraft +
To maximize the effect of this combo, wait until your opponent has a lot of creatures
(yes that may be a bit difficult). Play Master Warcraft, attack with Phytohydra, and then
have your opponent block it with all of his creatures. Your Phytohydra eats up the damage
and uses it to become one giant plant.
Breath of Fury +
So, you get the Usher out and want to make something unblockable. Why not do it with
a creature attached with Breath of Fury? That way, you'll likely get another combat phase
(if you can attach the Breath of Fury to another creature). What's not to like about attacking
twice in a turn?
Auratouched Mage /
Carven Caryatid +
When you play the Mage, search for the Footsteps. The Footsteps
copies the Mage on your next turn, so you can search for more auras, like another Footsteps.
Or you could copy Carven Caryatid instead to draw an extra card every turn (and build up your
army of Defenders).
Bramble Elemental +
Enchant Bramble Elemental with Flickerform, netting you two tokens. When you want
to save your elemental or feel a little trigger happy, activate the Flickerform
to net you a couple more tokens.
Congregation at Dawn +
Crown of Convergence
With a Congregation at Dawn, you can put three creatures on top of your library. This enables
your Crown of Convergence to be a creature pumper for a few turns.
When the Necroplasm gets three +1/+1 counters on itself, it's going to die soon
unless you change the number of counters.
How can you do this? Sac Shambling Shell to put a +1/+1 counter
on Necroplasm. Now your Necroplasm can continue to get bigger and badder.
Flame Fusillade +
Until end of turn, you can basically tap a permanent you control to
put a +1/+1 counter of your Phytohydra.
Golgari Germination +
Simply pay 1 and sac the Scarab to draw a card. This triggers the
Germination, giving you a 1/1 Saproling token. Now to repeat
the process, Dredge the Scarab and play it again.
Hammerfist Giant +
Light of Sanction
Hammerfist Giant can tap to deal 4 damage to each
creature without flying and each player. However, the Light of
Sanction prevents damage to your creatures from damage by sources
you control, which makes the ability kind of one-sided.
On your opponent's turn, play Master Warcraft and do some planning.
What you want to do is force non-vigilance
creatures to attack that will have a toughness three or less after blocking.
Any attacking survivors
will be tapped and ready to succumb to a three damage Blockbuster.
Loxodon Hierarch +
When your Plague Boiler destroys all nonland permanents, sac
your Loxodon Hierarch to save your creatures from the boiling plague.
Concerted Effort +
If you have Concerted Effort and Peregrine Mask out, then you have a cheap way
to give all of your creatures flying and first strike. Simply equip a
creature you control with Peregrine Mask.
Dromad Purebred +
Here's a way to be able to absorb some extra damage. Equip Pariah's Shield
on Dromar Purebred. If you take some damage, it's dealt to Dromad Purebred
instead. You also gain one life!
Hammerfist Giant +
How can you negate the drawback of this 7/7 monster? Well you can use the
Hammerfist Giant's ability to hammer out the Centaur hunters.
Equip Pariah's Shield on Phytohydra. Now any damage that would be dealt to you
basically gives the Phytohydra that many +1/+1 counters instead. Watch your
Hammerfist Giant +
Tap your Hammerfist Giant to deal 4 damage to each
creature without flying and each player. To save your creatures, sac your
Loxodon Hierarch to regenerate them.
Cleansing Beam +
When Hunted Dragon comes into play, three 2/2 white Knights appear to attempt
to slay it. A way to deal with this is to cleanse the Knights with a Cleansing Beam.
Sins of the Past +
At a cost of 8 mana, it may take a while to play Warp World. To speed it up, get Warp
World in your graveyard (possibly discarding it). Then you can play Sins of the
Past to play Warp World for free.
Dark Heart of the Wood +
With Dark Heart of the Wood, sac a forest to gain 3 life. With Searing Meditation
also out, you can deal 2 damage as well for 2 mana.
Firemane Angel +
With these two out, at the beginning of your upkeep, you gain 1 life and may pay
2 to deal 2 damage.
Glare of Subdual +
Rally the Righteous
Use the Glare of Subdual to tap your creatures to tap a bunch of
nasty blockers. Play Rally the Righteous to untap most or all of your creatures
that you tapped. So now you've got creatures able to attack and your opponent
has creatures unable to block.
Here's a combo my brother used at the Ravnica prerelease.
Wait until your opponent gets a card in his graveyard and has no more copies in his library.
If it's a card he likes, you can help him out! Use the Junktroller to put that card on
the bottom of his library.
Play Tunnel Vision naming that card. Your opponent will be left with only that card
in his library!
Derick's Magic: The Gathering, created by Derick Yung, is not sponsored by Wizards of the Coast, Inc.
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