The best way to Rector into Omni + Emrakul is indeed Diabolic Intent. But those shells often also run Cabal Therapy, Phyrexian Tower and sometimes also Innocent Blood.
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As described elsewhere in this thread, Rector + Diabolic Intent or Altar of Bone = win in several ways. My favorite is to get Omni with Rector and tutor up a Sparkcaster with the tutor. That leads you to infinite ping without needing an attack and it runs off of a creature who is actually castable in a Naya deck.
Magic Origins is getting spoiled now, so let's continue to identify combos with this new set. Overall, the set seems to have more than usual terrible cards at common and uncommon. Terrible might be the wrong word: simple is more like it. Simple, clean, boring designs at various rarities but particularly at low rarity. That means few combos. I hope to see this changing as the spoiler continues!
[card]Separatist Voidmage[/card] + [card]Animar, Soul of Elements[/cards]
Because what we really need is more Man'o'War. Sheesh. Now we have a 3 mana version (aforesaid jellyfish) a 4 mana version, and a 5 mana version. Why?
Anyway, like the rest, this pumps Animar for U once it gets going by bouncing itself.
[card]Sphinx' Tutelage[/cards] + Brainstorm, Sylvan Library
Bonus: + Jeskai Ascendency
Here we go! A triggered ability that goes off from what we want to do anyway and is a potential win condition. Good stuff.
So close to a combo with Painter's Servant, but I suppose WotC decided that would be rude for Modern. Oh well. As it is the milling ability is going to hit 2 - 4 cards in an average deck, you figure. If you have a Library going, that's 6 - 12 cards per turn; Brainstorm hits for 6 - 12 all by itself. These figures are approaching dangerous territory.
Note more generally that Tutelage allows you to translate tons of card draw into a win condition. That's not insignificant, and very few cards do this. Let's say you're going off with Ascendency, for example. With this in play, if you can trigger Ascendency 15 times, you've probably won the game. That's tricky, and you could easily object by saying "if I drew 15 cards I better already be winning," but it's worth keeping this card in mind.
Is it enough to just run this and cantrips to get there? Probably not in a world with Eldrazi, but who knows!
There is more potential here to be mined.
[card]Chandra, Fire of Kaladesh[/cards] + Lava Dart, Curlean Wisps, etc.
Chandra is a Cinder Pyromancer so she does what Cinder Pyromancer do. However! Once you go off with her, she gives you nice bonus at the end. So while you lose the machine gun down the road, on the first turn you do it Chandra gets you another 2 damage right away.
[card]Blazing Hellhound[/card] + [card]Gravecralwer[/cards] and friends.
Cheap, repeatable ways to turn creatures into damage are also ripe for combo abuse. This isn't as good as Goblin Bombardment, but it's on a body so perhaps it's better than the dumber new version of that that costs R. Not terrible, certainly has its place in EDH decks that want lots of copies of this kind of effect.
Maybe Compost + Painter's Servant/Glamerdyne and then Sphinx's Tutelage as a finisher?
I don't follow you.
Anyway, new spoiled cards show that the rares and mythics in this set are way higher in power level than the commons, and some are quite amazing. We even got some interesting commons. More combos!
Faerie Miscreant + Clone effects, particularly Kikki-Jikki and Splintertwin type effects
Cranking out copies of Miscreant means you're drawing cards for each copy. Once you have two, you can start blinking them as well, and that's nice.
Days Undoing + Leyline of Anticipation or Notion Thief
Negate that downside!
Dark Petition + Yawgmoth's Will, Tendrils of Agony, Necropotence
There are many very powerful cards that storm decks in Legacy and Vintage go get with tutors. While Petition costs 5, its enhanced effect is trivial to reach in those formats, so it can typically cast or mostly cast what you get. In Vintage, Demonic+Yawgwill costs 5 already. In Legacy, this lets you tutor up Tendrils without needing to be hellbent and cast it for 1 more colorless mana invested. (Infernal+Tendrils already costs 6). As the coup de grace of storm decks, this can be very powerful.
Tainted Remedy + Kavu Predator and all the cards that worked with False Cure.
Now we can run eight copies of False Cure in Legacy? We can run it in Modern? Holy hell Grove of the Burnwillows is about to reach a new level of stupid!
Starfield of Nyx + Opalescence.dec
Now we can run eight copies of Opalescence? Is it finally time for Serra's Sanctum to do something?
Bounding Krasis + Splintertwin.dec
Oh boy, another in-color option for people who thought that Pestermite and Exarch were too fragile. So much for -1/-1 effects stopping Twin entirely.
Blessed Spirits + Auratog, Thaumatog + Rancor and similar enchantments from Urza's Saga block.
Spirits grows each time you re-cast the enchantment, so with a sac outlet the cheap returning enchantments give you a +1/+1 engine. Beat your opponent to death with dead children! ... wow, that sounds pretty bad.
[card]Kothophed, Soul Horder[/cards] + Goblin Welder
Draw a card each time you Weld. Not terrible!
Demonic Pact + Stuff
Okay, this card has lots of ways to combo with it. You can avoid the "you lose" condition with:
1. Stifle
2. Enchantment removal
3. Bounce
4. Blink
Or win the game using a Donate effect.
I think the coolest idea here is to combine Demonic Pact with Venser, the Sojourner in a Modern UWB deck. That's some serious, serious gas.
If you have Compost, Painter's Servant (for black), and Sphinx's Tutelage, then you should be able to draw your deck, while your opponent's gets dumped into his or her graveyard. The problem is that it's a 3-card setup. But even Compost+Painter's Servant is pretty nice.
For at most one card per clone, this is really weak.Quote:
I like Final Fortune -> Day's Undoing a lot better. Still not a game ending combo though.Quote:
Enchantress is better.Quote:
Kothoped triggers on permanents owned by another player, so that usually won't work.Quote:
Some other possibilities:
Probably too weak to do anything:
Disciple of the Ring +Millikin + ?
or
Disciple of the Ring +Paradise Mantle + Disciple of Deceit/Pain Seer
Ghirapur Aether Grid as a finisher in a Elsewhere Flask/Tsabo's Web... cantrip artifact deck.
And I'm intrigued by:
Alhammarret's Arhive + free cantrips / 1 cc multidraw spells
Thopter Engineer + Shape Anew = Hasted Blightsteel Colossus. 7 mana, over two turns. . . deck constraint is not to run any other artifacts.
You can play it now honestly - the real issue is whether such a deck is better than twin.
In modern you can do
1st - Land + Manadork
2nd - Land + Thopter Engineer/Blade splicer/Ghirapur Gearcrafter/Goblin Kaboomist/Tuktuk the Explorer
3rd - Land --> Shape Anew (win if Engineer in play or wait to attack turn 4)
someone mentionned the following thing in a thread: Riptide chimera + second chance.
If you stack the triggers in the right order, second chance might be in your hand when you have to sacrifice it, but you still take the extra turn...
Does that work? It's not really a compact combo, because you need to be at 5 life so it works.
Oh dear, we've gone for awhile without updating this thread, haven't we? If I have time tonight, I'll go through the combos and combo pieces from Battle for Zendikar and Commander 2015 and post em.
Mizzix's + Entomb (for Enter the Infinite) - - > draw deck - - > SSG/Mox/Petal - - > Faithless Looting, discard Conflagrate - - > SSG/Mox/Petal x2 - - > Flashback Conflagrate, Win.
Total cost 3RB
There's also Mogg Alarm + Synthetic Destiny -> Tooth & Nail piles.
Knight of the Reliquary + Retreat to Coralhelm go through your Landbase (Forests, Plains).
Win with a big Knight or via a lot of landfall triggers with another landfall card. Whats the best wincondition?
Kessig Wolf Run to give the knight evasion was in the deck that went deep at SCG. There are threads about this combo elsewhere. Look for "brave sir robin"
I've always loved Wolf Run for this reason; it's practically a no-cost way to translate infinite mana into a win condition. It's like having Howl From Beyond on tap at all times. Radical.
Anyway, I've been hard up for time so I haven't updated the list comprehensively. I'm glad you guys are adding the big combos. Another one is this:
Gigantoplasm + Karmic Guide OR Revilark
This gives you infinite ETB / LTB triggers. With Guide or Revilark in play, have Gigantoplasm enter the battlefield as a copy of either. The ETB trigger will go on the stack. Before letting it resolve, activate Gigantoplasm's ability to make it 0/0 and kill it. You can then target the Plasm with it's own trigger and recycle it. Rinse and repeat.
Time to do some catch-up on the combos in our new sets!
Urborg, Tomb of Yawgmoth + Eye of Ugin
This essentially gives you 2BB to cast Eldrazi creatures on turn 2. And, it's why Bx Eldrazi is suddenly hot stuff in Modern.
Deceiver of Form + Biovisionary + Four dorks
I know this combo isn't huge, but there are very few other cards that do this. Deceiver is interesting because it's another way mass-clone your creatures. We've had this before in Mirrorweave, Infinite Reflection, and Polymorphous Rush, but Deceiver is different because it does not require your clone target to be on the battlefield at all. If Deceiver itself was cheap, this might be a cool way to cheat fatties or monsters into play. As it is, Deceiver costs 7, so you're already practically casting Grislebrand anyway. I suspect you care about this combo if you're looking for more EDH pieces for some kind of mass clone deck; otherwise Mirrorweave does the job better.
Eldrazi Mimic +
Flash or Phyrexian Dreadnought or Evoke cards
Renegade Doppelganger is back (kinda), and he's easier to cast than ever. Trouble is, Renegade gets to be a total copy of the incoming creature, so you get to abuse stuff like Grislebrand. Mimic just gets the guys power and toughness, so the best you can do is make him fatter if you flash some kind of fat into play. Even flashing in Emrakul and makining Mimic 15/15 wont end the game, though.
Matter Reshaper + Champion of Stray Souls or Hell's Caretaker or Recurring Nightmare
Matter Reshaper plays nicely with cards that let you flip him and out of the graveyard, since he keeps fueling more permanents to sacrifice as he goes. This is probably EDH-only, since none of the yard-flopping cards are cheap enough for competitive play.
Matter Reshaper +Feldon of the Third Path
If Reshaper is already in the yard, Feldon becomes a card-draw engine. This has the advantage of being able to flip a Feldon into play off of the Reshaper to begin with, too. Seems really fun for Cube.
Eldrazi Displacer + Brood Monitor or Emrakul's Hatcher or Rasputin Dreamweaver or Workhorse
Displacer goes infinite with the Eldrazi Mamas that give birth to three tokens when they arrive; but you need something else to do with the ETB and LTB triggers you get. Priest of Gix / Urabrask don't work here, since they don't generate colorless. Rasputin and Workhorse go infinite with it, but this is probably an EDH-only combo since the other piece costs 6 mana on its own. Also, note that Rasputin is the rare, interesting Legends Legend that is still sub-fifty dollars. I doubt that continues in light of a new combo for him in EDH....
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.
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.
Hedron Alignment + Doomsday
Its pretty easy to make a winning pile with Doomsday. Doomsday exiles one of the Hedrons and stacks the other three in your library. Add some card draw and you can quickly arrange them where you need em. I don't see that this Combo is better than Labman... but there you go.
[cards]Essence Depleter[cards] + infinite mana combos
Depleter wins the game if you have infinite colorless mana. We have many win conditions like this, but it's always nice to have a new replacement for Rocket Launcher that isn't terrible on its own. In fact, it's probably one of the better win conditions, since it's loss of life and not damage.
Flayer Drone + Infinite ETB triggers
If you're making infinity Eldrazi tokens, this wins the game. It does so through loss of life rather than damage, so maybe it's better than the thorny Eldrazi from the last set. Then again, it can't hit creatures, so... eh.
[cards]Havoc Sower[cards] or Kozilek's Shrieker+ infinite mana combos
Sower and Shrieker are worse than Depleter at just winning the game, but they do get infinity large with infinity mana, so, they're another possible win condition for infinite mana combos.
Goblin Dark-Dwellers + Show and Tell
If you're casting Show and Tell, there are definitely better things you could be doing than getting a 4/4 out of the deal. But, if you want a Goblin really badly, you'll get to cast the Show and Tell a second time for free. And, who knows? Maybe this is tech to stop Oblivion Ring from wrecking your poop.
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.
Oath of Chandra or other Oaths + Riptide Chimera
The Oaths give you spell-type effects on a permanent that can be bounced and re-used.
Aya, Eternal Pilgrim + Life.dec
Aya gives you another Starlit Sanctum-type effect to use with your Kor combo. And, she shares several types with the cards you would run in that deck anyway and gives you a powerful removal effect after you combo, which is cool.
[cards]Weapons Trainer[/card] + Silver-Inlaid Dagger
Putting the Dagger on Weapons Trainer results in a 7/2; that's not too shabby. He slots into an equipment-themed RW deck really well. Pity it doesn't have double-strike like many of the others...
Crumbling Vestige + Amulet of Vigor
With Amulet, you get 2 mana off of this land the turn it drops. It doesn't' give you the bounce effect of the Karoo lands, but it also doesn't suck on its own like they do, so there's that.
Crumbling Vestige + Root Maze
Vestige gets around the limitation of Root Maze, if you're looking to do... something with that.
Wandering Fumerole + Ceaseless Searblades
Since the ability costs nothing to activate, you can make an infinity large Searblade. Also has worked with Lavaclaw Reaches for some time now.
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.Quote:
As was mentioned in the thread, this probably doesn't work because the creature becomes unequipped before dying.Quote:
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.Quote:
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?Quote:
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.