So their Pact counters that spell, and your Pact is countered on resolution due to not having a legal target, and you don't have to pay the cost.
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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.
haha, and you couldn't have said that to start?
Its a shitty card that will never see play, so I didn't read it carefully, sue me.
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?
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 :w::u::b: 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 :g::u::b:, 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).
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!
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.
3/7(9)/0 - I think
Not entirely sure what chaff refers to, but I believe it is zero because all of the cards you need are specifically for the combo.
Bazaar Trader/Immortal Coil/Bojuka Bog or Relic of Progenitus.
Not quite as much mana as it seems because it can be paid in pieces.
Give them Coil and then nuke their graveyard.
There's a self-destruct clause on the devourer's ability.
Phyrexian Devourer
Otherwise, you could just go with Devourer x3 and swing for the win.
Oh, I saw that. I didn't realize the new wording on it makes the self-destruct clause part of the activated ability rather than a static effect.
Congregation at Dawn combos on itself via Borrower/Kiki-Jiki/Mogg Fanatic. The problem is untapping with Borrower alive.
If you have Borrower on the table, you can Congregate Kiki/Mogg during upkeep, go infinite Borrowers, draw and then sacrifice a bunch of them to ping the opponent dead. With a Top, you could pull this one off at instant speed for one extra colorless mana.
In fact, I believe this would be fairly strong in EDH.
celestial convergence/ vampire hexmage 2/6/1
similar to hex/depths, except that it uses an enchantment instead of a land, but wins off a trigger instead of attacks. sac hexmage to remove the counters on celestial convergence causing the player with highest life to win. the chaff being something like martyr of sands or other cheap life gain to make it work. not sure how easy/hard it would be to get more life than an opponent (ez vs combo hard vs aggro?) but it could be fun.
Grave dependency: n
Needleability: y
Stiflabitiliy: y
Forceability: Y
Wastelandability: n
Swordsability: n
Disenchantability: y
Chaliceability: not really
This looks correct, but for the record, chaff are cards that you need for the combo, but drawing them doesn't help your combo go off. For example, natural order progenitus requires 2 cards to go off (natural order and a green creature) and it has a chaff of 1 (progenitus).
Gotta take Angel's Grace / Ad Nauseam off the list.
Angel's Grace prevents damage; AdN is life loss. Not the same thing.
But Angel's Grace prevents you from losing the game, it doesn't matter that you are at negative life. You still draw your whole library because life loss is not life payment.
There's a soft lock with eldrazi monument, donate, and forbidden orchard.
Go inifinite life with New Leyline of Vitality, Saffi eriksdotter, and Loyal Retainers. Harder to break up than the old Soul warden route also.
If you use crypt champion instead of retainers you have projectX (standard deck from a while back)
Just as a reminder: I'm not including 3-card combos. 2.5-card combos (2 specific ones, 1 of a large subset) would require a hard sell... I'm explicitly not including 'Infernal Tutor + double Lion's Eye Diamond' for an Ill-Gotten-Gains/Tendrils loop', even though replacing one of the LED with other fast mana just increases the initial mana requirements to a still-reasonable amount.
Sorry if this has been mentioned before, but Boggart Birth Rite + another in the graveyard gets you a storm count equal to the black mana you're willing to commit to it. Doesn't seem to be a useful plug into any current decks, but it seemed worth mentioning.
He said "+ another". Pretty sure Martyr meant 2 copies of Boggart Birth Rite.
It's better with 2x Sensei's Divining Top. You can pay with colorless and draw your top card.
Yeah, I did. You'd have to be willing to Intuition for them + something, or rip through your deck a TON for it to be reasonable, or use Goblin Matron, and even then it gets eaten by graveyard hate. But, storm for a single B mana is about as cheap as it gets.
Yeah, good point. I was going to point out the tutors that can get Birth Rite, but Top has Trinket Mage and Enlightened tuor. Way to ruin my day :(Quote:
It's better with 2x Sensei's Divining Top. You can pay with colorless and draw your top card.
Buried Alive (-> Necrotic Ooze, Phyrexian Devourer, Triskelion) + Reanimate. Though it does require other 1-2 cc cards in the deck.