Is this thread supposed to be about game winning combos or about synergies?
Mimic only copies colorless critters, so none of the evoke cards work.
As was mentioned in the thread, this probably doesn't work because the creature becomes unequipped before dying.Stone Haven Outfitter + Grafted Wargear
Not as busted as Skullclamp, possibly, but this does let you sac dudes to draw cards for free. Thats pretty awesome. Note that Outfitter is a total fail with the aforementioned Skullclamp, because the +1/+1 effect will stop x/1s from dying to clamp.
These are cast triggers not ETB.Thought Harvester + Infinite ETB triggers
Thought Harvester is a great mill finisher for any combo that produces infinite ETB triggers for colorless spells. This works if you're looping Purse off of Jeskai Ascendancy combo, cycling Sensei's Top off of reducing effects like Helm of Awakening or Cloud Key, using your Displacer + Eldrazi mamas... whatever. Unlike many other milling finishers, Harvester EXILES the cards instead of putting the in the yard, so it trumps Gaea's Blessing and Emrakul very nicely.
Sky Scourer + Infinite ETB triggers
A worse version of Harvester, but it does get infinity big if you have triggers.
No mention of Sunforger?Kazuul's Toll Collector + Blade of Selves, Hero's Blade, Ogre's Cleaver
Collector lets you cheat on equip costs, and anything that cheats a cost is worth a look. On it's own, it abuses equipment that are cheap to cast but expensive to equip. If you combine him with Stoneforge Mystic or something else that lets you cheat stuff out, you can really get abusive.
There's not really a black and white line between the two. To me, "combo" means a combination of cards, usually non-obvious, that allows them to generate an effect vastly under-priced or otherwise out of proportion to what is expected in Magic. The best ones generate an arbitrarily large effect or win the game on the spot, but at heart all of them really are just "synergies." Besides, more is better. It's my personal quest to make this thread a repository of all worthwhile combos in the game, so.
Ah, didn't notice that. Yeah, then Mimic's applications seem pretty limited, even if it does have better body than Renegade Doppleganger.
Does it? Hm, yeah, it looks like you'd need a way to re-equip the Wargear at instant speed with the trigger on the stack, like Leonin Shikari in order to make that work.
Right you are. The cards still function as win conditions, but only if you're doing something like a Top loop.
Good idea. Giving you: "{RW}: Cast any Red or White Instant in your Deck" seems very powerful indeed. In fact, a little bit of googling shows me that, if you've got Seething Songs and Manamorphose in your deck, you get very powerful effects, and if you toss in Idyllic Tutor and Wheel of Sun and Moon, you can potentially go infinite.
1. Equip Sunforger for free.
2. Pay {RW} to fetch and cast Seething Song. (RRRRR in pool)
3. Pay {RW} to fetch and cast Manamorphose and generate WW (RRRRWW in pool, 1 card drawn)
4. Pay {RW} to fetch and cast Manamorphose and generate WW (RRRWWW in pool, 2 cards drawn)
5. Pay {RW} to fetch and cast Manamorphose and generate WW (RRWWWW in pool, 2 cards drawn)
3. Pay {RW} to fetch and cast Idyllic Tutor, getting Wheel of Sun and Moon. (RWWW in pool)
4. Pay {WW} to cast Wheel. (RW in pool)
5. Pay {RW} to cast Manamorphose infinity number of times to draw your deck. Presumably you can find a way to win from here.
So, that means this Ogre here is a more reliable way to combo out like this than Puresteel Paladin. Keen.
So basically you need:
Ogre (2R) + sunforger (3) and RWW mana in pool to go infinity.
Sunforger can be easy find by:
- Stoneforge Mystic
- Relic Seeker
- Steelshaper's Gift
Ogre is much harder to tutor since he has 3 power Recruiter doesn't fetch him, but with proper build as Steel Paladin can be good replacement.
Add stompy Disruption package like Chalice, Blood Moon (Trinisphere is excluded since it stops combo) and deck is completed.
Without the cmc 4 barrier, you could run Firemind's Foresight, and it would be much easier to go off.
Idyllic Tutor is a sorcery so that line doesn't work. (You could go for a line with Final Fortune to get a delayed card draw, and then Enlightened Tutor.)
Eldrazi Displacer + Chittering Rats
Has the potential to hardlock your opponent from ever drawing a new card again unless they have removal or other ways to draw more cards.
Good catch; Displacer lets you blink in ETB abilities during your opponent's draw step. That ability is rare enough that it's worth looking at again. Here's a list of the creatures with ETB abilities that work similarly (I omitted the cards that cost 4cc or more):
Corrupt Court Official, Hag Hedge-Mage, Liliana's Specter, Ravenous Rats, Rotting Rats, Sanity Gnawers
This works with Vendilion Clique, too, but if the goal is to lock the enemy out, you can't accomplish that with Clique.
Mesmeric Fiend and Tidehollow Sculler work too, though you have to do clever trigger stacking. Mardu Skullhunter and Sibsig Icebreakers are standard legal. Thieving Sprite works well with Clique.
How does it work with evoke creatures? Can you evoke Nevermaker onto the battlefield - flicker him with displacer before he dies and hard-lock your opponent by keep on putting permanents onto of his of her library
EDIT: YES, [link]
- If a creature returned to play with unearth would leave the battlefield for any reason, it's exiled instead — unless the spell or ability that's causing the creature to leave the battlefield is actually trying to exile it. In that case, it succeeds at exiling it. If it later returns the creature card to the battlefield (as Oblivion Ring or Flickerwisp might, for example), the creature card will return as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.
There's no reason to evoke Nevermaker. It costs the same as casting it normally.
Looks like Chittering Rats is the only card I see that locks out the opponent. With Rotting Rats and other discard effects they're seeing a new card each turn. If they draw an instant removal spell, they can cast it. Too bad that the Chittering Rats combo will cost WBBC, which is like 3 colors. You do get to attack with both creatures though, so it's a quick kill if the board is clear. Could be strong in a deadguy ale shell using stuff like confidant, mother of runes, stoneforge.
The trick is the fact that Unearth's Oracle text basically reads like Whip of Erebos, which says "If [this creature] would leave the battlefield, exile it instead of putting it anywhere else. " Because of that one phrase, since you're not actually putting it 'anywhere else', you're free to choose which effect is actually removing the creature (Unearth's replacement effect as stated, or the exiling ability/spell). If you choose the latter, then whatever that card says to do with the creature is what you would do because now it's in a new zone and has no memory of its previous existence.
Yeah, and I'm actually tinkering with an amazingly terrible casual deck based on this interaction.
4 Eldrazi Displacer
4 Cloudshift
4 Aethermage's Touch
4 Surprise Deployment
4 Workhorse
2 Grim Poppet
2 Sphinx of Uthuun
+ Mana rocks, countermagic, and dig
+ Win condition (Whetwheel, Ambasaador Laquatus, Braingeyeser, idk)
I'm not sure that works the way you want it to since you only break even. Rasputin Dreamweaver would be better, though it doesn't work with surprise deployment.
Nevermaker's effect is an LTB trigger, not an ETB trigger. In a vacuum, if you need the trigger now, you evoke him. In this context though, you're right.
Another set, another combo rundown!
Shadows over Innistrad
Generally speaking, this is a GREAT set for combos because it has so many "cogs;" cards that have the kind of effect that you can plug into an infinite sequence. There's a ton of cards that don't require you to tap them to get the effect, which means you're welcome to go infinite more easily than if you had to add Alchemist+Bracers to the mix. Let's get into it...
Bygone Bishop + Krark-Clan Ironworks + Myr Retrieverx2 = Infinite ETB / LTB
The Bishop, like so many other cards in this set, poops out artifacts at an alarming rate. It does so using a triggered ability only, and this can be abused. This is useful in a variety of ways, but one more obvious one is to use the Ironworks to sacrifice the tokens for mana and use that mana to cast more creatures that recur themselves. It's an infinite combo in mono-white, which is not something you see a ton of.
Drogskol Calvarly + Infinite Mana
This guy creates tokens without having to tap. That makes him a potential cog in any combo that makes infinite mana. If you can find a way to make each creature tap for 4 or more mana (Earthcraft + 3 Wild Growths?) then you can go infinite with just this guy alone.
Eerie interlude + Archaeomancer/Eternal Witness/etc
This is just like Ghostway or Ghostly Flicker. Eerie buys itself back as long as you have a creature like Archaeomancer or Memonic Wall or something like that. It's hard to go infinite with this, since you need creatures that ETB and provide mana. They exist, but none of them give you white. Still, being able to blink your team every turn for 2W, or multiple times each turn seems incredibly busted. Being able to do this on the end step before you start your turn makes this potentially far more powerful than previous iterations, however.
Essence Flux + Surprise Deployment, unearth, etc.
Flux is the second 1 mana, instant-speed blink spell we have, Cloudshift being the other one. This lets you blink creatures to avoid enters-the-battlefield triggers applied by something other than the creature itself entering the battlefield, like Surprise Deployment, the Unearth affect. So, you get to keep your cheated creature.
Maniac Scribe + infinite blink effects
Another win condition with any infinite blink combo, such as the aforementioned Eerie Interlude.
Call the Bloodline + [cards]Beck//Call[cards]
This turns Beck into XGU: Dig X and put X 1/1 lifelinkers out there and fill up your yard. Gets more powerful in Legacy / EDH with Glimpse of Nature, of course.
Sanitarium Skeleton + Survival of the Fittest
Skeleton is like an inverse Squee. Squee comes back for free, but he costs a lot to actually get out onto the battlefield in a pinch. Skeleton comes out as a chump blocker on turn 1, and later on fuels your discard engine. An interesting variation.
Cryptolith Rite + Concordant Crossroads (or similar) + Glimpse of Nature (or similar)
If you give your creatures haste, tapping for one mana of any color does a pretty good impression of the ol' Elf combo.
Cryptolith Rite + [cards]Blistercoil Weird[/card]
Cryptolith joins Karametra's Favor and Paradise Mantle as decent ways to turn on Weird's ability to dig through your library on cantrips non-stop. It doesn't die if the Weird dies, like Mantle, but it also dodges artifact removal,l like Favor, making it the best of both worlds.
This also works with the ol' Puresight Merrow, a card I still need to try and figure out how to abuse. I swear to God it's there, somewhere, someday.
Prized Amalgam + Victimize
If you sacrifice your Amalgam to cards like Victimize or Hell's Caretaker or whatever, then you win because the Amalgam will come right back along with the creature from the yard.
The Gitrog Monster + Dakmor Salvage + discard outlet
Hoo boy, the Evil Toad is by far the king of combos in this set. With a dredging land and a discard outlet, the Toad lets you immediately dredge your entire deck, allowing you to win with Zombie tokens, graveyard-based combo kills, or whatever. And, if oyu don't want to that, you can always dredge for a little while and then convert the rest of froggy's triggers into massive card draw. Have a Gaea's Blessing or Emrakul in your deck? Well, then, you can go absolutely infinite by dredging until the cows come home and drawing as many cards as you like and win that way.
For example, let's say we have Salvage, Toad, and Wild Mongrel in play. We pitch Salvage to Mongrel, replace the draw with dredge, and dump some cards in the yard. If these are lands, we put the Toad Triggers on the stack and save them. We then pitch Salvage again, generating more Toad Triggers. If we hit Blessing or Emrakul, we reshuffle the graveyard and start fresh, meaning that we can keep going an arbitrarily large number of times and generate an arbitrarily large number of Toad Triggers.*
Then, we start resolving Toad Triggers at some point. If we draw our kill condition (Conflagration? Rite of Consumption on your now-huge Mongrel?) then, great. The rest of the Toad triggers we can deal with by pitching the Blessing or Emrakul each time we draw it until, eventually, we have no more Toad triggers left, all the lands in our deck in our hand, and a full library again. Then, cast your sorcery-speed kill, we don't care.
* = There is a technical wrinkle here. Since we do not know exactly how many Toad triggers we will get off of each dredge - could be 0, 1, or 2 - we cannot actually know in advance that we can reach a specific number of triggers. That is, we can certainly offer to shortcut this process until we reach "100 or more" triggers, but we cannot shortcut it to "100" triggers because, for example, 49 dredges hitting 2 lands and then a single dredge hitting 1 land plus one hitting 2 lands is possible and does avoids ever reaching 100 exactly. TECHNICALLY, if you cannot define the resulting board state EXACTLY, you cannot offer a shortcut to reach it. Even worse, slow-play tournament rules will prevent you from carrying out your combo so that the tournament doesn't implode. So... execute with care or check with your tournament organizer before running this deck!
Brain in a Jar + Fuse cards
Brain lets you cast BOTH HALVES of a fuse card if you have the right number of counters for either half. So, Beck//Call becomes: 1: Put 4 1/1 birds out and draw 4 cards. SEEMS LEGIT.
IN PROGRESS:
Harness the Storm + Rituals? Regrowths?
With Harness out, ritual effects get absolutely nutty. 2 Dark Rituals in the hand become 7 black mana. 2 Rite of Flames become 6 red mana. That's pretty nifty by itself.
I've been trying hard to figure out a way to infinite with Regrowth effects using Harness, but it's actually harder than it seems. Two Regrowths can't keep swapping each other because if you target the first Regrowth with the second, and then CAST the first Regrowth's target from the yard, the first one ends up fizzling due to a lack of a target. So, you end up with two Regrowths in the yard and the fun ends. Three Regrowths ends up in a similar problem, where you can't target one Regrowth with another to complete the loop because they're all on the stack at the same time due to Harness instead of being in the yard.
I feel like there should be a combo here, somewhere, but it is eluding me.
Increasing Vengeance and Pulse of the Grid have synergy with Harness the storm.
Suppose you have 2x Regrowth in the graveyard, and 1x Regrowth in hand. Then you can regrow one of the regrowths and cast the other one to get a business spell. That will leave you with 1x Regrowth + Business spell in hand. (You only get 1x spell from the graveyard anyway.) It's still a 4 card combo which is pretty bad.
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