look at Magosi, The Watervell. combine it with Clockspinning. Two cards, Five lands in play... Infinite turns.
Doesn't work. Clockspinning needs another counter on the permanent to work.
that combo could work, if you skipped your turn to put a counter on it in the first place. Then used Clockspinning to add a second counter before you remove one to start taking extra turns. Is it combo? Sure. Is it really worth it? No.
That combo won't work, as you have to bounce the land to take a turn and by doing that, you lose all counters. RTFC.
Gifts Ungiven -> Vampire Hexmage/Dark Depths/Grim Discovery/Regrowth
1-card 4-mana tutor into a 4-mana win by 20/20 two turns later. Also the only truly dead card in that pile is Dark Depths. Decent.
oops. i didnt noticed that it returns to hand :)
Clockspinning can work when there is a counter on it, but while it returns it wont work.
Thopter Foundry + Sword of the Meek, backed up by something like Academy ruins and maybe Chrome Mox, so that you only need Foundry in play with Sword in the graveyard.
What do you think - how good is this against decks like Zoo?
BBB
Add Carnival of Souls for infinite tokens, or Time Sieve for infinite turns, or both.
Also, Carnival of Souls allows you to combo out really fast.
Seems too slow and too vulnerable to Qasali Pridemage main and Krosan Grip from the side. You'd need to have another plan in case you couldn't get Foundry to stick.
There's also the fact that it costs two mana and isn't a creature, making it rather difficult to tutor for.
EDIT: Enlightened Tutor is just about it. Could be workable in a Counterbalance deck that wins without Tarmogoyf, but there's not much else good in those colors to run after you add Swords and Bob. Esper Charm? Seems workable against control and Counterbalance, but awful elsewhere. Disciple? Maybe, but that pushes you towards traditional Affinity, which has no use for this combo.
Your best bet may be , using Tarmogoyf and Maelstrom Pulse, along with Dark Confidant and Counterbalance. You'd need to diversify your curve, though. Going straight for this combo seems weak since it's not like Painter-Stone where both halves have several cards you can use as tutors (Trinket Mage and Imperial Recruiter).
SummenSaugen: well, I use Chaos Orb, Animate Artifact, and Dance of Many to make the table we're playing on my chaos orb token
SummenSaugen: then I flip it over and crush my opponent
Null Rod + Mycosynth Lattice is essentially a game ending combo if you have a better board position.
I have a copy of each of these cards in my semi-casual B/U/r Goblin Welder deck. It is very rare that I end up hardcasting the whole combo, although I guess you could if you really felt like it. Generally I'll hardcast Null Rod and Welder in Mycosynth Lattice in the same turn. It's not terribly hard to disrupt (any creature kill or stifle will do it if you are relying on welder). Having Anger in the grave helps a lot though since Welder can activate immediately.
I usually only go for the combo if I'm using the deck in multiplayer (things like Inkwell Leviathan and Platinum Angel tend to be more useful in 1-on-1). A single copy of Darksteel Collossus makes it so I don't get decked if I have have cleared the board prior to playing the combo.
Easy.. You run:
Ashnods Altar
Banefire
Enduring Renewal
Ornithopter
You sac the thopter to the altar, comes back, sac get infinite mana and Banefire them outta the Game
Or you could do the
Ashnods Altar
Fecundity
Saproling Cluster
You discard, make a guy, sac the guy, get 2 mana, draw a card from fecundity, pay one, repeat, sift through your whole deck, and get close to enough mana to Banefire'm outta the game!
[SIZE="1"][I]Team [Insert a name here - Akron?] - [very big point with adverbs modifying adjectives and other adverbs]
Not really a combo, but you'll typically get to swing for the win on the following turn:
Skill Borrower + Congregation At Dawn -> Phyrexian Devourer x2 Jodah's Avenger
Activate the Devourer Abilities, then use The Avenger's Ability to keep the power below 7. (Once before the first Devour resolves, 6 times before the second.) On the following turn, use Jodah's Avenger for Shadow & Double Strike to swing for the win.
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