Two Card Combos
Combolist [2 cards]
Academy Researchers - Zephid's Embrace
This is quite a straightforward combo, but very cool as well. Just play Academy Researchers with the free enchantment (Zephid's Embrace of course) on them, and you should be able to do this the second turn when you're playing with Saprazzan Skerries. This means a 4/4 flying untargetable creature the second turn!
Acid Rain - Mystic Charm
Turn their Swamps, Mountians, Plains, Lotus Vales, whatever into Forests and then cast Acid Rain.
AEther Flash - Afterlife
Play Afterlife without the annoying spirit token.
AEther Flash - Death Pits of Rath
Creatures come into play taking 2 damage from the Æther Flash, and die due to the Death Pits. Only Protection from Red creatures survive.
AEther Flash - Humility
Play Humility and Æther Flash in any order, the Humility turns their creaturs into 1/1 and the Æther Flash kills them as soon as they come into play!
AEther Flash - Voice of Law
With AEther Flash, all creatures will get 2 damage when they come into play. Because Voice of Law has protection from red, this creature can be safely played. Add more creatures with protection from red for even more fun (Thermal Glider, Weatherseed Faeries, Soltari Priest etc.)
Alexi, Zephyr Mage - Greel, Mind Raker
Return their stuff and make it leave! ~ Submitted by Nelson Taylor
Anarchy - Blind Seer
Turn a bunch of permanents white then destroy them. ~ Submitted by MidnightMagic99@aol.com
Angelic Chorus - Phyrexian Processor
The Phyrexian Processor is a great card, especially for life-gaining decks. The bad thing is that you'll have to pay lots of life for a nice big creature. With the Angelic Chorus, you can get your life back the very next turn! And when you are able to play even more "minion tokens", you can even gain huge amounts of life every turn. A friend of mine uses this combo in his life-gaining deck, and when it comes out, it's almost unbeatable if you do not draw a Disenchant in time.
Arcane Laboratory - Ertai, Wizard Adept
Counter all their spells. ~ Submitted by MidnightMagic99@aol.com
Armageddon - Dirtcowl Worm
Play the Wurm and then play the Armageddon, now, when your opponent starts to put more land into play to recover, your Wurm will get +1/+1 for every land he puts into play!
Armageddon - Groundskeeper
Play an Armageddon, and get your lands back real quick with Groundskeeper. ~ Submitted by MattX13X
Ashnod's Altar - Goblin Offensive
Double your mana by sacrificing your creatures and play a second Goblin Offensive. Combine this with a Kyren Negotiations and tap all those creatures for damage, or have a Soul Warden in play and gain a lot of life. Have a Tooth and Claw, sac all your creatures again and again and do dubble damage with Kyren Negotiations. Maybe extra Fervor or Gerrards Battle Cry. ~ Submitted by Willem Boskaljon
Avatar of Will - Greel, Mind Raker
First cast Greel and make your opponent discard his entire hand then play Avatar of Will for only two blue mana. ~ Submitted by BG Ace
Ball Lightning - Coffin Queen
Cast Coffin Queen and then Ball Lightning. Cast Ball Lightning, then attack! It dies. Pay 2 coloress and 1 black mana to bring it back from the graveyard and attack again with the Ball Lightning.
Bedlam - Energy Field
You take no damage and you can deal a lot because your oppenent can't block any of them. ~ Submitted by Expalphalog
Brass Man - Fire Whip
This combo uses the same trick as the "Hermetic Study - Horseshoe Crab" combo. You can use the Fire Whip over and over again because you can untap the Brass Man, allowing it to deal as much damage as you have lands.
Brawl - Morphling
Beef up your Morphling a bit and use Brawl to make the Morphling deal a lot of damage by untapping it. ~ Submitted by Expalphalog
Broken Fall - Mogg Assasin
This combo ensures that nothing can go wrong with the Mogg Assasin, because you can now regenerate the destroyed creature when you lose the flip. The only bad thing is that you'll have to recast Broken Fall every turn you loose a flip, but if you're lucky with the flips it will be worth it.
Blanket of Night - Roots of Life
You cast a Blanket of Night and then a Roots of Life set for swamps and every time your opponent taps a land for mana you gain a life.
Bload Oath - Glasses of Urza
Look at your opponent's hand and note each card type. Use Blood oath and choose the type of card your opponent has most of in his hand. ~ Submitted by MidnightMagic99@aol.com
Blue Elemental Blast - Distorting Lens
Destroy any permanent! ~ Submitted by Raddison112
Bone Shredder - Dragon Mask
Pull out Bone Shredder, destroy one of their creatures, then use Dragon Mask, at the end of your turn, Bone Shredder is put back into your hand so you pull it out again, destroy one of their creatures and do this over and over.
Bone Shredder - Equilibrium
A buyback terror.
Booby Trap - Precognition
Using Precognition you can look at opponents top card then cast Booby Trap and name the card you just saw.
Bounty Hunter - Nature's Chosen
Play the Bounty Hunter and then put the Chosen on it. Now you can tap the Hunter to put the counter on a creature, use the Chosen to untap the Hunter, and tap the Hunter again to kill the creature you put the counter on...and all in one turn instead of two!
Bull Whip - Baron Sengir
Use the Bullwhip to force the opponent's weaker creatures to attack (while dealing 1 pt of dmg in the process) and then block with Baron Sengir. The creature will die and Baron Sengir will start gaining +2/+2 bonuses! ~ Submitted by Chaos
Brand - Thieves' Auction
When playing Thieves' Auction you just chose your opponents permanents and you gain control of your own again after playing Brand. ~ Submitted by Willem Boskaljon
Cadaverous Bloom - Well of Knowledge
During you draw phase discard a card you don't like for 2 mana, then draw a card with Well of Knowledge and repeat until you have all cards you need in your hand.
Caltrops - Humility
With this combo opponents will be unable to attack you without losing all their creatures. ~ Submitted by Metallica322
Capsize - Nevinyrral's Disk
Destroy everything with Nevinyrral's Disk and bounce the Disk back into your hand with Capsize, saving it from destruction. You'll be able to destroy everything again and again!
Charisma - Masticore
Isn't it obvious?! ~ Submitted by Nelson Taylor
Charisma - Scalding Salamander
First cast Scalding Salamander then cast Charisma on it and take all your enemys creatures,but you cant take the ones that have flying or Shadow. ~ Submitted by RAMJ4@aol.com
Charisma - Stinging Barrier
When you have this combination, you can take over all your opponent's creatures, one by one. Just give them one damage by tapping the Barrier and they'll come under your control because of the Charisma. Just be sure to protect the Charisma... This also works with Prodigal Sorcerer or any other Pinger.
Charisma - Trashing Wumpus
The Wumpus deals 1 damage to each creature. The Charisma gives you control of all creatures damaged by the enchanted creature. So you get all creatures in play! ~ Submitted by SilverStorm10@aol.com
Cho-Manno, Revolutionary - Pariah
The Cho-Manno recieves no damage. If it's enchanted with Pariah, all damage dealt to you is dealt to enchanted creature. So you never recieve damage! ~ Submitted by KISI
Circle of Protection: Black - Minion of Leshrac
Play a Minion of Leshrac and a C.O.P. Black. Now during your upkeep don't sacrafise the creature, instead activate the C.O.P.to prevent the five damage it deals you. Because the Minion of Leshrac says if Minion deals damage to you this way destroy Minion. Since it dealt no damage, you'll keep it around a lot longer.
City of Brass - Reflecting Pool
Hate having to pay a life to use the wonderful ability of the City of Brass. Play the Reflecting Pool, and now you have a card that works just like the City, only it has no drawbacks!
Coat of Arms - Verdant Force
Name "saproling" and get a 1/1, 2 2/2s, 3 3/3s... ~ Submitted by MidnightMagic99@aol.com
Conspiracy - Donate
Set the Conspiracy to "Walls", then Donate it to your opponent.
Conspiracy - Lin Sivvi
Search for any creature by naming Rebel and you can recycle dead creatures. ~ Submitted by MidnightMagic99@aol.com
Conspiracy - Skyshroud Poacher
Set the conspiracy to "Elfs" and dig out any creature from your deck! ~ Submitted by ElPhantasmo
Copper Leaf Angel - Planar Birth
Sacrifice all but two lands with Copper Leaf Angel's ability then play Planar Birth to get your land back! ~ Submitted by Hairball
Delraich - Sengir Autocrat
Sacrifice the three Serf tokens to get the Delraich for free. ~ Submitted by MARIAWERTIN
Dance of the Dead - Dark Banishing
Kill his biggest creature then take it over with Dance of the Dead with +1/+1. Will work the same with other forms of killing his creature but this is probably one of the most effective.
Darkest Hour - Elephant Grass
You cant be attacked by any of your opponents creatures! ~ Submitted by ElPhantasmo
Darkest Hour - Light of Day
Just an easy way to shut down creature strategies. (It's especially good against green decks.) ~ Submitted by T. Ginocchio
Death Pit Offering - Living Death
Sure, your critters have to die...but only for a while...soon they'll come back with lving death...with +2+2 ~ Submitted by Nelson Taylor
Deranged Hermit - Lifeline
Simple Combo Simple beatdown. Hermits have echo right:) as long as a creature is in play any creature put into a graveyard, even if its from not paying echo come back into play so you get 4 more Squirrel tokens EVERY TURN with 4 Hermits out your getting 16 Squirrels a turn. ~ Submitted by Gerald R. Allen
Deranged Hermit - Reya Downbringer
No I wont pay echo but I will get four more very annoying little squrrels for no mana. Use Elvish Piper to bring out Reya early. ~ Submitted by MidnightMagic99@aol.com
Despotic Scepter - Rukh Egg
Having trouble finding a way to scamble your eggs? Just use the scepter to bury it and release the goods inside. ~ Submitted by Proudgamer
Dirtcowl Wurm - Predatory Hunger
This allows the Wurm to gain +1/+1 for every land, or creature put into play. ~ Submitted by Ravenmerc_99
Donate - Forbidden Crypt
Play a Forbidden Crypt, then Donate it to them. If your feeling especially evil, use a Rapid Decay to speed it up. Ta Da! They're dead ~ Submitted by Patrick McCarthy
Donate - Illusions of Grandeur
When you play illusions you gain 20 life then donate it to a opponent so they pay the cumulative upkeep and eventually they won't be able to and illusions of grandeur deals 20 damage to them. ~ Submitted by BigPat212@aol.com
Drain Life - Initiates of the Ebon Hand
With this combo you can use Drain Life much more effective in a multi-colored deck, because now you're able to use all your lands as swamps.
Dual Nature - [Any Avatar]
Think it's scary to go agaist one avatar? How about 2..or 4...or more! ~ Submitted by Nelson Taylor
Dwarven Thaumaturgist - Sorceress Queen
Kill any creature by using the Queen to make it a 0/2, and then use the Thaumaturgist to switch the power and toughness.
Electryte - Taunting Elf
Force opponent's creatures to block the Taunting Elf. This allows Electryte to do combat damage to defending player and thereby to all blocking creatures! ~ Submitted by Phalanx
Emberwilde Djinn - Fervor
To have an Emberwilde Djinn is nice, but to keep it is even nicer. With Fervor, your Djinn will gain haste, so it can attack the turn it comes under your control. If your opponent chooses to take over your creature, this will not prevent you from attacking him with the 5/4 flying Djinn each turn!
Emberwilde Caliph - Spirit Link
Put the Spirit Link on the Caliph and now you have a 4/4 trampling flyer with no drawbacks!
Endless Wurm - Rancor
Sacrifice the Rancor to the Endless Wurm and it comes back in your hand. ~ Submitted by SilverStorm10@aol.com
Entangler - Venomous Breath
Play Entangler on one of your creatures and when your opponent attacks, block all his creatures with the creature that has entangler on it the use Venomous Breath to destroy all his creatures! ~ Submitted by BG Ace
Entangler - Wall of Nets
Remove all of your opponent's attacking creatures from the game. ~ Submitted by MidnightMagic99@aol.com
Equilibrium - Wall of Blossoms
A buyback card drawing mechanism that is twice as effective as Whispers of the Muse.
Eradicate - Quirion Duid
This combo is a very nice one, it's what you could call a "Land Lobotomy". First animate a land with the Druid and then remove all of its copies from the game with Eradicate! Mwhahahahahaaaaaaa!
Eradicate - Mishra's Groundbraker
Groundbreaker their land, it's a 3/3 artifact creature, erradicate it. Goodbye land, goodbye opponent (I've done this 1st turn before... 4 rituals 1 land 1 groundbreaker 1 erradicate... they just looked at me.) ~ Submitted by BloodWrath
Ernham Djinn - Sorceress Queen
Choose the creature you want to give forestwalk during your upkeep. During your opponent's turn, tap the Sorceress and make that creature with forestwalk an 0/2 creature!
Ernham Djinn - Staff of the Ages
The Erhnam Djinn is a powerful creature, but with a drawback: one of your opponent's creatures gains forestwalk. To prevent this you can use the Staff of the Ages which makes that landwalk ability useless. With this combo, you'll be able to play the Erhnam Djinn soon as a cheap and powerful creature with no drawbacks.
Eureka - Planar Portal
Search your library for lots of broken cards, then put them all into play with Eureka. ~ Submitted by MidnightMagic99@aol.com
Exhalted Dragon - Oath of Lieges
The Exhalted Dragon is a 5/5 creature with flying for only 6 mana, but you'll have to sacrifice a land each time you want to attack with him. The sacrifice of the land cannot be prevented, but you can ensure your land flow by playing Oath of Lieges. This enchantment will let you draw a land as soon as you have less lands than your opponent.
False Demise - Iridescent Drake
If the Drake is put into Graveyard, you can put an creature enchantment back in to play. If False Demise is put into graveyard, you may put a creature back into play. So you can sacrifice Iridicent Drake as often as you wish!! ~ Submitted by KISI
False Prophet - Scapegoat
Remove all your opponents creatures from the game while returning yours to your hand. Works great in a white weenie deck!! ~ Submitted by Justin Julson
Familiar Ground - Goblin War Drums
Creatures you control cannot be blocked. ~ Submitted by Willem Boskaljon
Festival - Syren's Call
For 1 blue and 1 white mana, and two spells, you kill off every creature your opponent owns, not including regenerators.
Fecundity - Phyrecian Vault
This is a combo I used in a mono-green deck with Llanowar Elves and other little creatures or creature generators. When your opponent destroys one of your creatures, you'll be able to replace it with two cards. This card-drawing combo becomes even better when you have a Wall of Blossoms or Multani's Acolyte.
Fire Whip - Whirling Dervish
Tap the Dervish with the Whip to do deal a damage to an opponent. This will pump him up for later use.
Forbid - Keeper of the Mind
Keep bait for the buyback counterspell.
Foreshadow - Procognition
First you play precognition to see in every target opponent's upkeep what card is on top of his/her library. After you know that you play Foreshadow. The top card of opponent's library goes into his graveyard and you may draw two additional cards, because you "guessed" right about which card was on top. ~ Submitted by Arjen Visser
Funeral March - Teferi's Curse
Teferi's Curse gives any creature or artifact phasing. And Funeral march says something like "when creature Funeral March enchants leaves play that creatures controller must sacrifice another creature." Now phasing officially removes the card from play. So every other turn a creature dies. The only way most decks can stop it is by frying the enchanted creature, which removes it from play, and therefore kills another creature in the process.
Fungusaur - Prodigal Sorcer
Tap the Sorcerer to deal one damage to Fungusaur and Fungusaur gets a +1/+1 counter. ~ Submitted by Yuri van Vugt
Goblin Wardrums - Familiar Ground
Makes your creatures unblockable. ~ Submitted by Susan Beler
Goblin Wardrums - Teeka's Dragon
Teeka's Dragon has rampage 4 and the Goblin War Drums makes your creatures only able to be blocked by two or more creatures so Teeka's Dragon can be a 9/9 the whole game.
Goblin Warrens - Gravepact
Make your opponents sacrifice two creatures, while gaining a Goblin token each turn. ~ Submitted by Phalanx
Hecatomb - Sengir Autocrat
I never found a good use for the Autocrat till now, just pop him out and sack him and the serf tokens for the Hecatomb and then run wild.
Helm of Obedience - Memory Lapse
Counterspell a tough creature, then take control of it.
Helm of Posession - Helm of Posession
After taking control of one of the opponent's creatures with the first helm of possession (you have to sacrifice a creature) Sacrifice your opponent's creature to use your second helm of possession. You can kill all of his creatures except one, which you will have under your control. ~ Submitted by Mrrlyn
Hermetic Study - Horseshoe Crab
The Hermetic Study lets you turn any creature into a Prodigal Sorcerer, but if you put it on Horseshoe Crab you can even untap the Crab to have it deal damage again! With this combo, you can deal damage equal to the number of islands you control every turn. (Add a Curiosity for even more fun!)
Hermetic Study - Somnophore
Place the Study on to the Somnophore and start damaging your opponent while tapping their most irritating creatures!
Horseshoe Crab - Opposition
Tap a creature your opponent controls for each island you control. ~ Submitted by Phalanx
Haunted Crossroads - Mind Slash
Sac. your critter, make them discard a card, then, if it's cheap (ex. Groundskeepser) it'll be back to do it again next turn. ~ Submitted by Nelson Taylor
Humility - Orim's Prayer
If creatures attack you, you will not lose any life. ~ Submitted by Metallica322
Humility - Rod of Ruin
This is a combo I used in a mono-green deck with Llanowar Elves and other little creatures or creature generators. When your opponent destroys one of your creatures, you'll be able to replace it with two cards. This card-drawing combo becomes even better when you have a Wall of Blossoms or Multani's Acolyte.
Humility - Simoon
Cast Humility to make all creatures 1/1 and Simoon him to kill all of his creatures.
Icy Manipulator - Nettling Imp
This is another creature destruction combo. Tap your opponent's creatures with the Icy Manipulator and destroy them with the Nettling Imp. ~ Submitted by Nemesis
Icy Manipulator - Royal Assasin
The Royal Assasin can destroy a tapped creature. With the Icy Manipulator (or the Ring of Gix from Urza's Legacy or Puppet Strings from Tempest) you can tap creatures so you'll be able to destroy them with the Royal Assasin and if you can keep the combo a few turns you can cause an enormous bloodbath among your opponent's creatures!
Inviobility - Pariah
Redirect all damage to enchanted creature, which is immune to all damage! Basically makes you invincible! ~ Submitted by Chaos
Inviobility - Wall of Glare
An effective and cheap block against all creatures with no evation ability. Play Inviobility on the Wall of Glare and it can block any creature. ~ Submitted by FYFE69@aol.com
Island Sanctuary - Mystic Decree
Island Sanctuary makes it so the only creatures that can attack are ones with islandwalk and flying. Mystic Decree makes all creatures lose islandwalk and flying. Now, no creatures can attack you.
Jester's Mask - Word of Command
Cast Word of Command and then respond by using the Mask. Give your opponent the most destructive spell in thier deck, then make them cast it on themselves.
Keeper of the Mind - Null Brooch
Cycle through your deck for combo cards and play them while countering most threats.
Keldon Champion - Reckless Abandon
Keldon Champion and Reckless Abondon is a good combo by doing 10 damage or if your Keldon Champion gets blocked it still does 7. ~ Submitted by Dukkisquall@aol.com
Kismet - Royal Assasin
Their creatures come into play tapped and you blast them with the Royal Assassin, but make sure you play the Royal Assasin before the Kismet.
Licids - Oath of Druids
This works using Licids to achieve advantages such as dealing the opponent damage or preventing them from attacking and when you have less creatures, as a result of transforming the Licids into enchantments, you can pull out creatures from your deck such as fatties like Sliver Queen or Colossus of Sardia.
Lich - Mirror Universe
Play the Lich, and the use the Mirror Universe. Your opponent will get your 0 life and you will get your opponent's life.
Lord of the Pit - Spirit Link
With a Spirit Link on Lord of the Pit, you don't take any damage because of Spirit Link. Put 2, 3 or 4 Spirit Links on it and gain 7 to 21 life each upkeep depending on how many Spirit Links you have on it. ~ Submitted by Leonard
Lost Order of Jarkelt - Varchild's War-Raiders
Give your opponent creatures, and watch your Lost Order of Jarkeld grow! Combine with Berserk or Bestial Fury to really smash your opponent.
Lure - Regeneration - The Wretched
First bring out The Wretched, put on the Lure, then the Regeneration. Then just attack them, pay a Forest and you'll control all of their untapped creatures.
Lure - Thicked Basilisk
With this combo you can destroy all your opponent's creatures with one strike. Just attack with the Basilisk after playing Lure on it. All your opponent's creatures will be forced to block the Basilisk, and will be destroyed.
Maddening Imp - Peace Talks
Tap the Imp to make all his creatures attack or die. They will die for sure beacuse of Peace Talks though :).
Mana Chains - Thirst
Play Thirst first on a big creature of your opponenets, which doesn't allow a creature to untap during your opponents untap phase, (but you must pay a blue each upkeep for the enchantment to stay). Then play Mana Chains on the same creature. Your opponent has to pay for a creature he can't use.
Mana Web - Propaganda
The Mana Web forces the opponent to play all mana in one phase of his turn he uses before attack phase and loses ability to attack or, attacks and can't play anything on his turn. This allows you to play freely on your turn. to make things interesting use Winter Orbs and Meekstones to totally slow down your opponent. ~ Submitted by Nick Klein
Marjhan - Norritt
Marjhan is a big ugly blue beastie with some strange abilities. He's an 8/8 Islandhome, with the same 'ping' type ability as Masticore. The catch, sacrifice an island to untap him. Hence the Norritt with his ability to untap any blue creature. ~ Submitted by Expalphalog
Master Decoy - Norritt
Cast the Norritt and then the Master Decoy. Use the Master Decoy to tap a target creature during the opponent's upkeep and then force it to attack with the Norritt...of course it can't, so it's destroyed!
Masticore - Squee, Goblin Nabob
Masticore is a great card, but you need to discard a card every upkeep. With Squee this problem is solved. Just discard Squee and take it back te next upkeep.
Meekstone - Serra Angel
All creatures with power 3 or greater will become and stay tapped... except for Serra. ~ Submitted by Alexander Priem
Merfolk Looter - Volrath's Shapeshifter
Discard a fatty and draw something useful in the process.
Merfolk Looter - Oath of Ghouls
Discard a creature card to draw a card and to return a creature card of your choice from the graveyard next turn.
Minion of Leshrac - Spirit Mirror
Spirit Mirror generates 1/1 creatures which can be sacced for the Minion.
Multani, Maro Sorcerer - Sunder
At the very worst, this will boost your Multani +9/+9. Combine with Unsummon or Waterfrount bouncer to boost him even more and remove blockers. ~ Submitted by T. Ginocchio
Mystic Compass - [Any creature with landwalk]
Cast the creature with any landwalk albility (ex. forestwalk). Then use Mystic Compass to turn one of your opponent's land to the land of the landwalk ability of the creature (forest=forestwalk). For more fun add some enchant creatures.
Nature's Chosen - Searing Touch - Vhati il-Dal
Make a creature toughness 1 and kill it with the Touch. Then do it again with Nature's Chosen.
Nature's Revolt - Overrun
Revolt makes all lands 2/2 creatures so then cast Overrun which gives all your creatures +3/+3 and trample. Send all your lands and creatures your opponents way and let him/her figure out how to deal with it. Toss in a Vitalize incase your opponent weasels out of it somehow to keep from getting beat up afterwards.
Pendrell Mists - Nature's Revolt
Wait.....and wait.......and wait.......and wait......and wait......and wait......and wait......and wait...... ~ Submitted by T. Ginocchio
Natural Affinity - Plague Wind
Oooh. No critter OR land for you! ~ Submitted by Nelson Taylor
Necratog - Phyrexian Ghoul
With these two creatures in play, you can use the creatures you sac twice. First to the Phyrexian Ghaul, and next to Necratog. This way, you can give both creatures +2/+2 the same turn. ~ Submitted by Allen Forth
Norrit - Sorceress Queen
Use Norritt to make the opponent's biggest meanest creature attack, then tap the Queen to make it an 0/2. Unless you're playing with a weenie deck that's an instant kill. ~ Submitted by Expalphalog
Orcish Cannoneers - Spirit Link
You drain 2 life from them each turn, it will really start to piss them off.
Overrun - Verdant Force
All your saprolings become 4/4 tramplers. ~ Submitted by MidnightMagic99@aol.com
Pariah - Unworthy Dead
Simple, but effective. Cast Pariah on Unworthy Dead so it takes all of your damage, then regenerate it to prevent yourself from taking most damage. Pariah will stay there because the Unworthy Dead won't go to your graveyard. ~ Submitted by Frank Black
Persuit of Knowledge - Sift
You can draw seven cards for Pursuit of Knowledge, that's great ofcourse. The only bad thing is that you'll have to wait three turns. But you can speed that up by using card drawing cards which let's you draw three cards, such as Sift. You can skip drawing the three cards, throw away an unneeded land and then sacrifice Pursuit of Knowledge to draw seven cards.
Pestilence - Urza's Armor
With Pestilence, you can deal damage to everything equal to the number of swamps you control. That's great of course, but it will hurt you to. Because Pestilence does 1 damage each time you pay (B), Urza's armor will reduce this damage by one, so you'll not take any damage! Just to keep pestilence in play, you will also need to have a regeneratable creature.
Preacher - Worthy Cause
You use the Preacher to take a creature and then sacrifice it to the Worthy Cause to gain life. Kill all your opponents creatures and still gain life.
Prodigal Sorcerer - Venomous Fangs
Tap the Tim to deal one damage to the creature and if the Fangs are on it, it dies! ~ Submitted by Raddison112
Propaganda - Winter Orb
Your opponent will have no mana to pay for his creatures so they won't be able to attack. Great stalling combo.
Rith - Verdant Force
Double the saprolings! ~ Submitted by MidnightMagic99@aol.com
Runed Arch - Serpent Generator
Make about 10 to 12 snakes then cast the Arch and make them unblockable! Death by poison. Make sure to make a couple extra snakes just in case he tries something tricky.
Safe Haven - Wrath of God
Allthough this is a very slow combo (and a little old, I admit) it's a great one when you can use it. Remove some creatures (try big ones ;-) from the game with Safe Haven and then cast Wrath of God to destroy all creatures in play. The very next turn sacrifice the Safe Haven and voilà, your creatures come back into play, ready to slaughter your opponent.
Seismic Assault - Sunder
Return all lands to everyone's hands and discard yours for mega damage! ~ Submitted ElPhantasmo
Serpent Generator - Thran Turbine
With the Serpent Generator in play, you can pay the incredible cost of 4 (!) to put a boring 1/1 snake token into play. This cost is of course way too high. With the Thran Turbine you can reduce the cost of your tokens with 2 mana, so you'll still have some mana left to play other spells.
Serra Avatar - Spirit Link
Gain more and more life with the Spirit Link while damaging the opponent (or his creatures) with Serra Avatar. ~ Submitted by Strife
Shivan Phoenix - Sneak Attack
Play the Phoenix with Sneak Attack and after it gets destroyed, get it back in your hand. ~ Submitted by Phalanx
Southern Paladin - Whim of Volrath
Use the Whim and its buyback to destroy whatever you like with the Paladin.
Spike Weaver - Stampeeding Wildebeasts
Throw down one of the spikes and the Wildebeasts, and use the spike counters until one is left. then during your next upkeep, the spike comes back to your hand and if you throw it down again, it's counters get "refilled!" this also works with cards like Wall of Blossoms and other coiming-into-play affects. ~ Submitted by Slackie
Skyshroud Elf - Thran Turbine
The Thran Turbine-mana cannot be used to play spells at first, but when you use the mana on the Skyshroud Elf's ability, the mana will be converted to new red or white mana, which can be used to play spells.
Taunting Elf - Venomous Breath
Kill all of your opponent's creatures! ~ Submitted by Expalphalog
Terror - Thran Lens
A Terror only works on non-black creatures, and an opponent with lots of them will make them useless. When you play a Thran Lens, suddenly all creatures will become colorless so you can target the black ones as well.
Thalakos Seer - Vanishing
Draw an additional card each turn for 2 Blue mana. ~ Submitted by Phalanx
Thallic Devourer - Verdant Force
Make lots of saprolings and then sac them all to the Thallid Devourer. ~ Submitted by MidnightMagic99@aol.com
Thundermare - Vitalize
The Tundermare makes all creatures tap, so cast Vitalize and attack with all of your creatures for mega damage.
Time Vault - Voltaic Key
Tap Time Vault for a turn, use Voltaic Key to untap Time Vault for another turn, then use it again after your current turn. Infinite turns! ~ Submitted by MidnightMagic99@aol.com
Tundra Wolves - Vhati il-Dal
Make the creature's toughness 1 and block with Tundra Wolves a 1/1 first strike. That one will embarass them. Prodigal Sorecerer will work great too of course. You can also cast a Vendetta after using the Vhati to lose only one life to kill something big! ~ Submitted by Kathy Xanders
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