It has been a while since my first Magic post, and I've thought up or remembered some more combos, so I thought I'd do a new one.
As before, this post will feature some copyrighted material. My use of it should be protected under the same sort of laws that allow for fanfictions and other fan tribute creations. The name Magic: the Gathering, the mana symbols, the card templates and designs, set names, setting names, card names, and all major character names (if I've mentioned any) are copyright 1993-2013 Wizards of the Coast.
Also like last time, some of these combos are not original. So if you think you've seen this somewhere else before, you may well be right.
15. Blind Dousing
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Blind Seer and Douse |
Effect - 2UU: Counter target spell.
Combo Type - Reusable Counterspell.
Pros - Counter anything as long as you have the mana.
Cons - Aside from the demands it puts on your mana supply, the only real drawback is that it's a defensive combo and doesn't win the game on its own. Obviously the better it works, the more aggression you'll draw.
14. Propaganda War
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Propaganda and War's Toll |
Effect - Other players can't attack unless they attack with everything, can't attack you unless they pay, and can't pay unless they pay everything.
Combo Type - Shield Effect/Complementary Effects
Pros - Fairly straightforward, cheap, consecutive turn combo; both cards work fine independently even without the other.
Cons - Useless if they can afford to pay the cost; purely defensive; and irritating enough to draw aggression.
13. Gideon's Field
This combo is one of a few in this entry that seems too obvious to miss, since both of them came out in the same set. But I've not seen them in use together at all, except by me. There's not even a lot of online chatter about them.
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Gideon Jura (1st ability) and Lightmine Field |
Effect - Force attack, then punish the attack
Combo Type - Control and Damage
Pros - Reusable, and possibly clears the board of opponents' creatures and keeps them gone. Gideon can attack for 6 when not drawing other creatures into the field, and isn't hit himself. It doesn't discriminate against flying or even unblockable creatures.
Cons - Large creatures, or small numbers of creatures, will slip through alive, as will indestructible creatures and the small number with protection from white.
12. Sudden Pyroclasm
I'm well aware that Sudden Spoiling is used plenty. That's why it keeps getting printed in Commander products. However I've only seen it used defensively, stopping attacks and blocking combos and things. It has enormous offensive potential to, and that's what I'm highlighting.
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Sudden Spoiling and Pyroclasm |
Effect - Wipes out all creatures a single player controls.
Combo Type - Destruction
Pros - Destroys all the chosen player's creatures. Works even on indestructible creatures, pro black, pro red, hexproof, shroud, and other hard to kill creatures, including the Eldrazi for example. You can play Sudden Spoiling in response to Pyroclasm and wipe everything out at once.
Cons - Only kills everything one opponent controls, but Pyroclasm hits everyone, so makes you a potential target. Doesn't work on untargetable players. Single use, not repeatable. While it will probably alter the board state dramatically, it won't give you the advantage on your own. You still need something else to follow it up.
11. Archetype of the Dragon
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Archetype of Imagination and Form of the Dragon |
Effect - Creatures can't attack you.
Combo Type - Shield Effect
Pros - Nothing can attack you, and you strike out for 5 every turn.
Cons - Your life total being eternally at 5, you're vulnerable to any spell (or combination of spells) capable of doing 5 damage to you in any one turn. It's also rather slow to implement.
10. Wasting Slash
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Waste Not and Mind Slash |
Effect - Keep creatures out of opponents' hands and keep your resources stocked
Combo Type - Discard
Pros - Easily reusable against creatures in your opponents' hands, since you can toss the zombie token to do it again. With other creatures, or a token generator, you can keep everyone's hands suppressed.
Cons - Only moves at sorcery speed, so easy to interrupt.
9. Potent Armor
I have seen this in use once, in a Zur the Enchanter deck, but it has more potential than I've seen people achieving with it.
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Empyrial Armor and Necropotence |
Effect - Put cards in your hand and translate that to a large creature.
Combo Type - Draw, Pump, and Complementary Effects
Pros - Very flexible. Put on a lifelink creature, you could have a huge creature, a lot of life, and an enormous hand all at once. Put on your commander, you could attack for a lethal stroke. On anything really you still have a big creature and cards in hand.
Cons - Vulnerable to all sorts of removal. Life isn't as precious in EDH as it is in other formats, but there are still limits to how many times you can try to use it before you won't be able to anymore. You will probably need to allow for Venser's Journal or other cards to keep everything you draw in your hand.
8. Angel's Scepter
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Isochron Scepter and Angel's Grace |
Effect - You can't lose the game
Combo Type - Shield Effect
Pros - Of all the various cards you can imprint on Isochron Scepter, Angel's Grace seems to be the most useful. This combo is fast, simple, and once you get it, your opponents cannot win until they deal with it. It's cheap to maintain and easy to use.
Cons - It's got a bull's eye on it, and everyone will want to destroy it (or even steal it away from you).
Like all shield effects, it's defensive, and won't win the game for you. Additionally, you can only use it for one turn in the rotation, so if it's a five-player game, for example, you're a vulnerable target for four turns.
7. Stasis Locker
This is another "classic combo" from my high school days that doesn't see a lot of use anymore. I included Kismet because that was the card to use then. Frozen Æther works just as well, but it didn't exist yet. Turn 2-3, Chronatog, Turn 4, Kismet, Turn 5, Stasis, then you just skip your remaining turns while your opponents are unable to do anything until they run out of cards.
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Stasis, Kismet and/or Frozen Æther, and Chronatog |
Effect - Lock the Board/Win the Game
Combo Type - Game Winner
Pros - Wins the game, and incredibly difficult to break out of.
Cons - In addition to not doing anything about permanents already on the board when it locks, there are a small handful of very common cards that can short-circuit it. Naturalize, for example, can break it at least long enough for someone to deal with the rest of it.
6. Memnarch's Realm
Another very obvious combo that I just don't see anyone using.
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Memnarch, Mycosynth Lattice, Darksteel Forge, and, optionally, Nevinyrral's Disk |
Effect - Control and/or destroy everything
Combo Type - Domination/Board Wipe
Pros - You are almost certain to win if you pull it off. With Nevinyrral's Disk, you will keep everyone else's permanents clear, including lands, thereby effectively stopping anyone else from casting spells.
Cons - It's incredibly slow to set up, and will be obvious, especially once people know what your combo pieces are. The more successful it is, the harder people will try to stop it, so you're less likely to combo out in successive games, so you'll need the rest of your deck to compensate both in speed and defense.
5. Maniacal Mirror
The main thrust of this one is both obvious and widely known, so I almost didn't include it. However, I don't know of anyone using it, so it's worthy of the term 'underused.' Also, it seems like I'm the only one who ever saw any potential in Mirror of Fate, so here's a use for it.
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Mirror of Fate/Leveler, and Laboratory Maniac (plus any blue instant that lets you draw a card) |
Effect - Win the Game
Combo Type - Game Winner
Pros - Almost certain victory
Cons - Vulnerable to instant-speed removers, and may be slow to set up. Also, makes you a target in successive games and when people know what your combo pieces are.
4. Cackling Arcanist
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Elite Arcanist, Cackling Counterpart, and any of a number of good instants |
Effect - Produces tokens of any creature you control (and especially more Elite Arcanists) allowing you to play reusable instant effects ad nauseum
Combo Type - Token Production
Pros - Allows you to copy pretty much any and all instants multiple times; flexible and customizable;
allows any other colors to blend, and hard to answer.
Cons - Vulnerable target for removal, limited to one use per turn, requires a good percentage of your deck be devoted to maintaining it, and requires a large amount of available mana.
3. Bazaar Persecutor
This is another combo that was so obvious it should have been used more when it was available in standard. I had a heated discussion with someone who insisted it didn't matter if you couldn't lose if you were taking 6 damage per turn. The key part in using it effectively is to make sure you don't give the Persecutor to someone until after they're below 1 life or otherwise in a position to lose the game as soon as it passes out of your possession.
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Bazaar Trader, Abyssal Persecutor, and Steel Golem and/or Grid Monitor |
Effect - You will try to beat someone to death with the Persecutor, and then give it to them so they lose the game.
Combo Type - Creature Combos
Pros - Bazaar Trader in particular is flexible, and you can send all sorts of weird things to your opponents to deal with. Giving another player Steel Golem or Grid Monitor, for example, stops them from playing any creatures. Jinxed Ring or Jinxed Idol would fit well in the deck too.
Cons - You still have to attack and kill your opponent before giving them the Persecutor, with all the inherent risks. It's also a potential rules headache. I had to look up how this works, but the only way to beat every other player at once is to get them all below 1 life (or any other losing condition) and then transfer the Persecutor. That player will then lose the game, at which point the Persecutor will be exiled (See rule 800.4) and everyone else will then lose the game. Also, the "donate" effect is hard to use in these colors, since the other cards that contribute to it are blue and/or white.
2. "Blacklight" Cluster Combo
This isn't so much a five-card combo as a two-card one that is open to further enhancement. Other cards, such as Northern Paladin, could have fit as well.
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Darkest Hour and Light of Day, with Absolute Grace and Celestial Dawn, and featuring Maddening Imp |
Effect -
Basic Combo - Creatures can't attack or block.
Enhanced Combo - Your creatures can, and have protection from everyone else's creatures.
With Maddening Imp - Kill everyone else's creatures.
Combo Type - Complex Complementary Effects
Pros - Effective defense in a creatureless deck; these cards fit easily into any white/black deck without disrupting a main strategy; will win you the game if not disrupted; basic combo is simple, cheap, easy to use, and the cards are not hard to get.
Cons - Apart from the obvious difficulty of pulling off multiple card combos, the timing is critical. You can't play Celestial Dawn, for example, until Darkest Hour is already on the battlefield, or your creatures will be as trapped as everyone else's. Put together wrong, creatures will have protection from creatures, including themselves, which means nothing will be able to block.
1. Squirrel Bombardment
The elements of this were mentioned in the last one, but I though I'd put them together this time.
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Earthcraft, Squirrel Nest, and Goblin Bombardment |
Effect - Kill the other players and win the game
Combo Type - Kill Combo
Pros - Once assembled, you will have infinite squirrels which will translate to infinite damage, and win the game at instant speed. Can't be disrupted even at instant speed because you can produce another infinite tokens and sacrifice them for infinite damage in response to anything. The whole combo requires only 3 lands.
Cons - While not vulnerable to removal once completed, players can shut it down if they see you're about to combo out. Like all the game-winning combos listed, while it might win you one game players are going to be watching for it the second time. Also, without white or black, it'll be quite hard to tutor for the enchantments necessary, giving your opponents time to mount a defense. Players who can't be targeted or damaged will survive.
Bonus: Two Massively Overlooked EDH Cards
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Enchanted Evening |
Enchanted Evening, seen here with some of its potential combo cards, sets up all sorts of fun stuff that can outright win you the game, or at least improve your position. Combined with Tranquil Grove, for example, you have the whole battlefield hostage with a board wipe on a stick. You can influence players to do what you want under pain of destroying everything. Or you can play and sacrifice an Aura Thief to just straight up steal every permanent in play. Given that it plays into all sorts of different strategies, I'm surprised every deck with white and blue in its commander's color identity doesn't use it.
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Scandalmonger |
Scandalmonger isn't only ignored, but based on the comments I see on various MTG sites, it's positively held in contempt. Now, while it's not all that great in two-player, it mixes with all sorts of things in multiplayer. Think about recursion. The whole point is to get as much stuff into your graveyard as possible, and they all run black. Throw in Heartstone, and you've basically got an unlimited Mind Twist. With Liliana's Caress and/or Megrim, everyone else gets damage for it. Sangromancer, Spiritual Focus, and Confessor turn it into life gain, Madness cards work on their own, and with Library of Leng you don't have to lose anything you want to put back in your library. Everyone hitting everyone else, and only you can benefit. So why not combine it with almost any idea and wreck your opponents?