I wanted to throw out 15 combos I'm surprised I don't see used more in EDH games. If you don't know what an EDH game is, you can find the official information on it here. If you don't know what Magic: the Gathering is or don't want to read about it, you're in the wrong place.
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, some of these combos are not original. So if you think you've seen this somewhere else before, you may well be right.
15. Thalakos Library
Library of Leng with Thalakos Scout
Effect - Retrievable creature, no maximum hand size, the ability to toss stuff into your graveyard or library as needed.
Combo Type - Resource Management with a decent creature.
Pros - Thalakos Scout is hard to block and with the Library hard to kill
Both cards are fairly cheap and easy to get
You only need one color and three mana to make it work
Provides a constant threat that is hard to answer, allowing you to build up your board position
Cons - It's still vulnerable to counterspells and any wipe effect that hits both creatures and artifacts
It doesn't win you the game on its own
The Library is open to removal even if the Scout isn't
14. Haunted Hanna
Hanna, Ship's Navigator with Haunted Crossroads
Effect - Easy retrieval of three permanent types.
Combo Type - Resource Management
Pros - Runs with only three or four mana
Not especially weak to counter magic or removal - you only need one to watch the other
"Budget" recursion
Doesn't give your opponents an "I have to kill that now!" level of threat
Cons - Requires three different colors of mana to play and use
Doesn't win you the game on its own
Has the potential to lock you up if you don't have a good draw effect
13. Transcendence of Punishment
Transcendence with Leyline of Punishment
Effect - You can't be killed with damage. Nobody can gain life or prevent damage, and you don't need to.
Combo Type - Shield Effect
Pros - You're effectively immortal
Fairly easy to assemble
Removes all drawback from spells that damage everyone indiscriminately
Cons - You have to wait a while to play Transcendence - you have to be below 20 life to use it
Doesn't protect you against Commander damage
Removing either once you get them out might kill you
Doesn't provide a win condition on its own
12. Concerted Protection
Guardian of the Guildpact, Enemy of the Guildpact, and Concerted Effort
Effect - All your creatures have protection from all colors.
Combo Type - Shield Effect
Pros - The protection starts over at the beginning of each upkeep
May make your creatures unblockable and unkillable
Budget combo
Fairly easy to assemble
Cons - Doesn't help against mass removal
Doesn't address colorless effects
Not a static effect. Your opponents have a chance to respond to the protection each upkeep.
Assuming you have the winning attack, you'll need one turn rotation before you can attack with your invincible army.
11. Rooftop Conspiracy
Rooftop Storm with Conspiracy
Effect - Free creatures
Combo Type - Free creatures
Pros/Cons - All your creatures are Zombies, which opens them up to a lot of other enhancements. Death Baron and Noxious Ghoul affect all your creatures, but then so do Extinction and Slayer of the Wicked. You have to craft your strategy around it, but it should be easy to do.
10. Mirror, Mirror, Mirror, Mirror
Mirror-Sigil Sergeant, Followed Footsteps, and Paradox Haze
Effect - Each of your turns, you get two upkeeps, and each upkeep you copy Mirror-Sigil Sergeant at least twice.
Combo Type - Token Production
Pros - The Paradox Haze and Followed Footsteps trigger Mirror-Sigil Sergeant's own ability.
Even the first double upkeep, you'll get three Sergeants the first time and then four more the second. You go from one to eight immediately, and the next turn it goes to 36.
Cons - No matter how many you have, they're all the same creature, and most of them are tokens, so they're open to even more mass removal spells than usual.
You have one turn rotation before you can attack with any of them.
You put a bulls-eye on your combo and yourself until it's dealt with.
9. Spirit Squall
Squallmonger with Spirit Link
Effect - Damage to all flyers and players, gaining you life.
Combo Type - Creature Enhancement
Pros - Cheap and easy to get and use
Even if it's destroyed, you can massively alter the board state at instant speed first.
Squallmonger's "any player" clause might get opponents to hurt each other for a little bit first.
You can use it without having to build a deck around it.
Cons - Dies to anything
8. Vigorous Wumpus
Thrashing Wumpus, Vigor, and Charisma/Basilisk Collar
Effect - Version 1, Steal everything and pump it. Version 2, Kill everything and gain a lot of life.
Combo Type - Creature Combos
Pros/Cons - You can use the Wumpus and Vigor on their own to buff your army. If you go the Charisma route, you also get everyone else's stuff. If you go the Basilisk Collar route, you'll kill everyone else's stuff. You will also kill your own Vigor (and all your own creatures if you activate the Wumpus more than once), but only your creatures will survive. Apart from the obvious removal problems, if you use Charisma and they destroy just that, everyone gets all their creatures back with the counters on them. Also, this uses a lot of color-specific mana in at least two different colors, so you might have a hard time getting it to work in the first place.
7. Unnatural Mirror
Unnatural Selection with Spirit Mirror
Credit for this combo gos to Eric Kretzschmar
Effect - Pay 1 to kill anything.
Combo Type - Abuse of Rules
Pros - Kills nearly anything at instant speed
Ignores renegeration (You just destroy it again)
Easy to use
Cons - Does not work on shroud, hexproof, pro blue, pro white, or indestructible creatures.
Doesn't win the game on its own and does make you a target.
6. Hazy, Lazy Manta
Mistmeadow Witch, Torpor Orb, and Wormfang Manta
Combo Type - Infinite turns
Pros - Fairly easy to use and maintain
Another budget combo. These aren't hard cards to get
Cons - Your turns don't stack in the queue. You have to repeat it each time.
Wormfang Manta needs seven mana and is really easy to kill in response to you blinking it.
Torpor Orb is a target anyway, and if any of your opponents destroy it, the rest of it becomes useless.
5. Squirrel Craft
Earthcraft with Squirrel Nest (plus a basic land)
Effect - Infinite 1/1 Squirrel tokens and next turn, infinite mana
Combo Type - Token Production, Infinite stuff
Pros/Cons - Works in one color, off three mana. The biggest drawback is that no matter how many you make, all but the last one is tapped. If you had a mass untap effect (like Vitalize) and a mass haste effect (like Concordant Crossroads) you can win that turn, but that takes a lot of luck or some fetch effects. Also, they're both enchantments, and green has no way to fetch enchantments on its own. If you get really lucky, you can win the game your third turn. Otherwise, you're going to have to be able to survive a turn rotation wearing a bulls-eye.
4. Freed Mana
Argothian Elder with Freed from the Real
Effect - Infinite Mana
Combo Type - Infinite Mana
Pros - The cheapest, easiest infinite mana combo in print. All you need is two lands, one of which has to produce blue.
Cons - You still need something to do with the mana.
3. Pact Hive
Hive Mind with any/all of the Futuresight Pacts
Effect - Win the Game
Combo Type - Kill Combo
Pros - Given the color restrictions of EDH, you're almost certain to kill someone. You might well kill everyone (especially if you tap out and cast Exhaustion before the pact). Also you can make it work in any color combination as long as one of them is blue.
Cons - Some of the pacts are hard to use, and Hive Mind is a rules problem even without any other weird interactions. The black one requires each player to have a separate target for it to work. The blue one not only requires each player to have a separate target, but it counters a spell. Everyone just picks one that's already been targeted to stop it from resolving. Also, if anyone manages to pay the upkeep cost, you have to have something to follow up, and you'll still have Hive Mind to worry about.
2 and 1. The Cereal Combos - Lucky Charms and Fruity Pebbles
I'm including these together because a lot of their parts are interchangeable and they do the same thing. As a side note, I don't know where the names came from. These are old combos people were using when I was in high school. I thought they were all well-known, but I've learned otherwise.
Fruity Pebbles
Goblin Bombardment, Enduring Renewal, and Memnite or Ornithopter (either)
Lucky Charms
Aluren, Furious Assault, and Horned Kavu
Effect - Win the Game
Combo Type - Kill Combos
Pros - Both of these result in instant kills, and both only need four mana to work. Also, Lucky Charms in particular doesn't require you to have that creature. It also works with Shrieking Drake, Man-o'-War, Cavern Harpy, or anything else that can bounce itself as soon as it comes in.
Cons - There are a few ways to shut them down. You are re-casting creatures ad infinitum, so counter magic will break them both. Instant creature removal works on Lucky Charms but not Fruity Pebbles. Enchantment removal kills both. Any effect that punishes you when you cast a spell will hurt quite a bit. An untargetable player can't be killed this way. Also, Aluren affects everyone, not just you, so your opponents may have some tricky cheap creatures they can drop and screw up everything.
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