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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 Ravnica prerelease (which did win him some games).

Galvanic Arc + Stinkweed Imp
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 / Vedalken Entrancer
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 opponent's library.

Mindleech Mass
Mark of Eviction + Mindleech Mass
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 + Necroplasm
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 + Hammerfist Giant
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 + Twilight Drover
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 + Phytohydra
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 + Ethereal Usher
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 + Followed Footsteps
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 + Flickerform
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.

Crown of Convergence
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.

Necroplasm + Shambling Shell
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 + Phytohydra
Until end of turn, you can basically tap a permanent you control to put a +1/+1 counter of your Phytohydra.

Golgari Germination + Grave-Shell Scarab
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.

Blockbuster
Blockbuster + Master Warcraft
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 + Plague Boiler
When your Plague Boiler destroys all nonland permanents, sac your Loxodon Hierarch to save your creatures from the boiling plague.

Concerted Effort + Peregrine Mask
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 + Pariah's Shield
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 + Hunted Horror
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.

Phytohydra
Phytohydra + Pariah's Shield
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 Phytohydra grow!

Hammerfist Giant + Loxodon Hierarch
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 + Hunted Dragon
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 + Warp World
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 + Searing Meditation
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
Firemane Angel + Searing Meditation
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.

Junktroller + Tunnel Vision
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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