Card Strategies and Combos Resources

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This thread contains links to common resources for card/deck Combos, Bombos and Strategies.
Last updated: 20th August 2010

CS&C Threads:
[thread=990811] Card Comparisons[/thread]
(Lance = Reflexes < Shadow Lance)
[thread=918300] The CS&C FAQ + The List[/thread]
(Engine Card: Horn of Greed)
[thread=299418] 'Infinite' Mana Combos[/thread]
(Enduring Renewal + 0cc creature + mana altar)
[thread=940363] Max Noninfinite Damage[/thread]
(Play Fatal Frenzy targeting Seedborn Muse (22291367 mana left): Reiterate) 

Other Useful Threads
[thread=644636] Main Rules FAQ[/thread]
[thread=644823] Specific C&C Rules FAQ[/thread]
[thread=456567] Dictionary Deck-O-Pedia[/thread]
[thread=963943] Creature Removal Guide[/thread]
How to Beat Counterspells
(Zvi Mowshowitz article, not thread)

Columns about Combos:
First House of Cards Column
First MagicTheGathering.Combos Article 
Saturday School Combo Article
The Machine Deck
10 Bombos


   


Posters are welcome to Post/PM links/suggestions to add to this list. Please do not be offended, or take it personally, if something you donate or suggest is not immediately accepted.
Thanks especially to the following
adeyke, AndoranKnight, Aneximines, ArcanaMaster, AtticusVulpes, Crandor, Darklich528, etraikov, Jab0r, Lemt, lunchbox311, magac, pntbttr14, razorborne, Talaisan, thisguy, WizO_Myst, zyrm

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Turn 0 Kill Combos

Gemstone Caverns (unless otherwise stated, you remove an irrelevent card, like One With Nothing), remove Simian Spirit Guide.
Cast Quicken and then Mana Clash. (requires luck, but can deal 20 damage to your opponent)


Gemstone Caverns, Dark Ritualx2: bbbbbb.
Cast Entomb (bbbbb left) on Worldgorger Dragon.
Cast Necromancy (bbb left) on Worldgorger Dragon (infinite mana).
Skeletal Scrying for 3 (3 CIH once it resolves, only infinite colourless mana).
Remove Elvish Spirit Guide for Crop Rotation; sacrifice Caverns, fetch Island.
With your last card, cast Stroke of Genius on the opponent.


Gemstone Caverns, for blue, remove Elvish Spirit Guide for green.  Cast Flash and Protean Hulk. Fetch: Disciple of the Vault x4 and 1 Atog, Ornithopter x4, Phyrexian Walker x4, Shield Sphere x4, Shifting Wall x4, Phyrexian Marauder x4.
(Converted Mana Cost of X is 0. Up to 80 damage total?)


Remove four Spirit Guides (elvish spirit guide / simian spirit guide) to make (G/R)(G/R)(G/R)(G/R).
Cast Manamorphose to make that (G/R)(G/R)UU[/mc] and draw a card.  Cast Pact of the Titan and counter with Spellshift.
If you're lucky, flip over Dragonstorm as your first instant or sorcery, with 3 storm copies and search out four Bogardan Hellkite.


Remove 4 Simian Spirit Guide to make RRRR and 3 CIH.  Manamorphose for RRUU and 3 CIH. Quicken (RRU left) and 3 CIH.  Cast Show and Tell to put Yawgmoth's Bargain into play.
1 CIH, so draw 19 cards.
20 CIH, remove 4 Elvish Spirit Guide, leaving you with GGGG and 16 CIH.
Manamorphose to gain UBGG and 16 CIH.
Dark Ritual into UBBBGG and 15 CIH.
Cast Quicken for Eureka for the permanent-based kill of your choice.  (such as the Stations from Mirroden)


Remove 2 Spirit Guides to cast 2x Manamorphose, and Dark Ritual.  You have UBBB, 4 CIH, 3 CIGY.
Cast Tolarian Winds, discarding Composite Golem and 2 other cards.  Currently BB, 3 CIH, 7 CIGY (You have achieved Threshold)
Cast Cabal Ritual: BBBBB, 2 CIH, 8 CIGY
Repeat the following 20 times: Corpse Dance (w/ Buyback) for Composite Golem.  Sacrifice Composite Golem for WUBRG.
Cast Brain Freeze with a 20 storm count.

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Turn 1 Kill Combos
Kills on your first turn (if you need to play second, it is prefixed with 'on the draw')


Swamp, Dark Ritual x4, Phage the Untouchable, Lightning Greaves.
Equip Phage with the greaves, attack.

Swamp, Dark Ritual x3, cast Nether Traitor and Hatred. Pay 19 life for Hatred, attack for 20.

Mountain, Black Lotus for GGG, cast Channel for 17, then Demonfire for 20.

In a deck with no lands:

Chrome Mox (imprinting Empty the Warrens)
Rite of Flame x2 for Goblin Charbelcher.
Cast and activate Lion's Eye Diamond to activate the charbelcher for 52/53 damage.

Mountain, Raging Goblin. Play Blazing Shoal x2, removing Myojin of Infinite Rage x2.
Attack for 21.

Mountain, Mana Clash (easier than the Turn 0 version, but effectively the same)

(Mountain, Rite of Flame x4) or (Black Lotus for RRR and Seething Song x3).
Dragonstorm with four storm copies.
Bogardan Hellkite x4.

Mountain, cast Rite of Flame x3. (RRRRRRR)
Cast Izzet Guildmage. (RRRRR)
Cast and copy your fourth Rite of Flame (repeat an arbitrarily large number of times) then cast Demonfire.

Mountain, Black Lotus x4.
Cast Searing Wind, then Hidetsugu's Second Rite.

Forest, Black Lotus, sacrifice for False Cure.
Then give your opponents life with (Skyshroud Cutter or Reverent Silence) x4.

Cast Black Lotus.
Move to Declare Attackers step.
(Super-haste) Rocket-Powered Turbo Slug x4.
At some point during your turn, cast one of these four: (Trumpet Blast, Common Cause, Magnify x2, Hearth Charm x2)

Black Lotus x2, Ball Lightning (or Groundbreaker), cast Beserk x2, and attack for 24.

Any land, and cast Lotus Petal, sacrificing for blue, casting Flash to fetch Protean Hulk.
Allow Protean Hulk to die.
Fetch: Disciple of the Vault x4 and Atog x1; Ornithopter x4, Phyrexian Walker x4, Shield Sphere x4, Shifting Wall x4, Phyrexian Marauder x4.
(Converted Mana Cost of X is 0. Up to 80 damage total?)

Mox Sapphire and Lotus Petal.
Cast Summoner's Pact for Protean Hulk, then Flash it in.
Allow Protean Hulk to die.
Search for three Virulent Slivers and a Heart Sliver, put them onto the battlefield, and attack for twelve poison counters

Swamp, Black Lotus. Cast Dark Ritual for BBB, then sac the lotus for RRR. (BBBRRR)
Cast Pandemonium with RRRB, then two Phyrexian Dreadnought for one Black mana each. 
Deals 24 damage.

Black Lotus x4 and some storm cards.
Tendrils of Agony, Grapeshot, Mind's Desire.

Swamp, cast Dark Ritual x3. (BBBBBBB and 3 Cards in Hand)
Cast Altar of Dementia. (BBBBB left)
Cast Buried Alive to bury a Karmic Guide and a Changeling Hero. (BB left)
Reanimate Karmic Guide with any one of the following: Animate Dead, Reanimate, Shallow Grave
The Guide's ability recovers the Changling Hero.
As the Champion comes into play, remove Karmic Guide.
Sacrifice the Champion to the Altar of Dementia, and Karmic Guide returns to play.
Repeat as needed.
(Can substitute Blasting Station for Altar of Dementia when using Reanimate)

Swamp, cast Lotus Petal, Dark Ritual, Dark Ritual, and Demonic Tutor (6 mana).
Tutor for Yawgmoth's Will, and play it (1 mana left, 5 spells).
Replay, from your graveyard, the Petal and both Dark Rituals (6 mana, 8 spells).
Tutor for Tendrils of Agony and cast it with 9 storm copies.

Dark depths, Black lotus,  Manamorphose, Vampire Hexmage, fever charm
Attack for 20.

Forest, remove Elvish Spirit Guide, and Channel for 19.
Cast Emrakul, the Aeons Torn, and Juggernaut.
Attack for 20 on your extra turn.

Tolarian Academy, and a few moxes. Tap for Mind Over Matter.
Discard a card to untap Tolarian Academy.
Cast a "draw 7" spell: Time Spiral, Timetwister, Worldpurge, Time Reversal, etc.
Repeat for as much mana as you want.

On the Draw:


Black Lotus x4, cast Ball Lightning x4 and attack for 24.

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RE: Impossible Turn 1 kills:

<@Maro> Great things that happen infrequently make Magic memorable.

-- Reserved --

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Don't forget the disciple of the vault/Hulk Flash/0-cost artifacts as a turn 0 kill, or some other engine as a turn 1 kill
EDIT: I think there's a "worst creature ever" thread too. consider putting it in.
More turn 1 wins:
Bazaar of Baghdad discarding Golgari-Grave troll and either flame-kin zealot or dread return, cycle street wraith to dredge 2 bridge form below, 3 narcomoeba, either flame-kin zealot or dread return (depending on what you discarded). Sacrificing the narcomoebas to create 6 zombie tokens to cast dread return on flame-kin zealot. Attack for 21.

Flying Men < Fugitive Wizard

Not sure if you ment this as a joke (inernet is bad for this), but it should be the other way around.
Mana Advice - all about constructing a mana base, (needs more input)
Should the max damage threads be listed?
I might do that, but first I have to get control of my posting alias back.
How to beat counterspells - Shameless self-promotion.

Hey, Samaritan, have you got your identity back yet?
There is a new turn 1 victory combo from Lorwyn. Use one of these to Champion a Karmic Guide, then sacrifice the changeling again and again to a permanent that can finish a player by sacrificing a creature without paying an activation cost, preferably one of these two. The combo is as follows:

Swamp, 3*Dark Ritual for , Altar of Dementia ( left), Buried Alive to bury a Karmic Guide and one of the changelings ( left), use your favourite reanimator targeting Karmic Guide, she recovers the Changeling, combo for the win.
If you use Reanimate you can also use Blasting Station instead of Altar of Dementia.

You can also replace the swamp with a Lotus Petal, or both the swamp and a Dark Ritual for a Black Lotus. And I hadn't noticed before writing this, but Black Lotus DOES seem like the combination of a Lotus Petal and a Dark Ritual.
If you ignore feasibility and tournament legality (as some current entries there seem to imply), there are simply way too many turn 1 win combos to list. With Black Lotuses, Ancestral Recalls, and Channel, you can get enough cards and mana to pull off about any combo you could want. If there was some restriction on what or how many cards you can use, I could see the list's meaning. Without those, though, it's like trying to compile a list of decks that can potentially beat 60islands.dec. You can probably come up with a lot of them, but the list will always be many orders of magnitude away from being "complete".
Creature Removal Guide
More shameless self-promotion
If you ignore feasibility and tournament legality (as some current entries there seem to imply),

I do.
there are simply way too many turn 1 win combos to list.

won't stop me from trying. I used to think there were infinite turn 1 kills, but it seems to be quite short of that, with the lack of new entries.
If there was some restriction on what or how many cards you can use, I could see the list's meaning. Without those, though, it's like trying to compile a list of decks that can potentially beat 60islands.dec. You can probably come up with a lot of them, but the list will always be many orders of magnitude away from being "complete".

Restriction; can only name the starting hand (plus the draw if needing 8 cards), libraries are assumed to be organized.
It's a LOT shorter than decks which can bead 60islands.dec; one grizzly bear won't win turn1. The meaning is simply to see decks which are potential first turn kills, with special nods to decks that can defeat multiple opponents.


I simply decided that I wanted a reference point for people who wanted to check on making a one-turn kill deck. Some of these kills are tourney-legal, and used in Vintage decks as a potential 1TK, I think it is useful to maintain a list of combos that can do that, so that at least I can see potential dangers when I play against certain people.
The list of potential turn-one kills is very different from the list of practical, likely, or not-ridiculously-luck-dependent turn-one kills. For example, Hulk Flash has a potential turn one kill that's practical and moderately likely. Fast-mana-into-ten-card-infinite-mana-combo-that-puts-fifteen-creatures-on-the-board-and-kills-with-Soulblast, on the other hand, while possible in a theoretical sense, is something you will never encounter and that nobody builds into a Vintage deck seriously expecting to use, and thus it can be safely ignored.

Come join me at No Goblins Allowed


Because frankly, being here depresses me these days.

If it's supposed to be useful for anything, then combos that will never actually come up in an actual game should be discarded. The worst offender is the 4 * Black Lotus, 4 * Ball Lightning one. That's not legal in any format, and if you have 4 of each of those in a 60 card deck, there's only a 1 in 2.5 billion chance of actually drawing them all in your first 8 cards. If you also have 4 Groundbreakers, it becomes 1 in 36 million, which is much better but still completely unreasonable. So you have a combo that's not legal anywhere, that has only a 1 in 36 million chance of succeeding, that ignores the rest of the deck (it doesn't matter what the remaining 48 cards are), and that relies on both being on the draw and the opponent not interfering with it. Just how is listing that useful for anything?

If you allowed the use of card-drawing and the use of more than 4 of a given card, the list of possible first-turn combos would be literally infinite (which would mean that the number of first-turn combos is equal to the number of decks that can beat 60islands.dec). Since you're disallowing card-drawing, though, it can't be infinite (since there are only finite possible hands of 7-8 Magic cards). It's still pretty ridiculously high.

For example, if we're allowed to use multiple Black Lotuses for any of the combos, here are some other additions:
1. 4 * Black Lotus, 3 * Tendrils of Agony
2. 3 * Black Lotus, 4 * Brain Freeze (wins on opponent's first draw)
3. 2 * Black Lotus, Ball Lightning, 2 * Berserk
4. 3 * Black Lotus, 4 * Grapeshot
5. 3 * Black Lotus, Traumatize, Nether Traitor, Soulshriek (and a deck full of creature cards)
6. 4 * Black Lotus, Mountain, Searing Wind, Hidetsugu's Second Rite

I could keep going; finding more entries is really trivial. If I could only use one Black Lotus, I might have to think a bit, but I'd still have little difficulty finding many more entries (for example, #3 could add another Berserk and then replace Black Lotus + Ball Lightning with Mountain + Spark Elemental). None of the ones I find would actually be viable, of course, since in reality, you wouldn't be able to pick what your starting hand is. There's a huge difference between "viable combo for a combo deck" and "set of 7 cards that, if you have them in your hand at the start of the game and your opponent doesn't interfere at all, will win the game for you."
If it's supposed to be useful for anything, then combos that will never actually come up in an actual game should be discarded.

ANY game, like say... casual? Where some people play with card proxies and without consideration to any printed card restrictions?
The worst offender is the 4 * Black Lotus, 4 * Ball Lightning one. That's not legal in any format, and if you have 4 of each of those in a 60 card deck, there's only a 1 in 2.5 billion chance of actually drawing them all in your first 8 cards.

Half-True, (casual follows no format restrictions, although players tend to have roughly a standard or extended cardpool) but it's also a cool example, presicely because it's so impossible.

For example, if we're allowed to use multiple Black Lotuses for any of the combos, here are some other additions:
1. 4 * Black Lotus, 3 * Tendrils of Agony
2. 3 * Black Lotus, 4 * Brain Freeze (wins on opponent's first draw)
3. 2 * Black Lotus, Ball Lightning, 2 * Berserk
4. 3 * Black Lotus, 4 * Grapeshot
5. 3 * Black Lotus, Traumatize, Nether Traitor, Soulshriek (and a deck full of creature cards)
6. 4 * Black Lotus, Mountain, Searing Wind, Hidetsugu's Second Rite

1/2/4 in theory are all the same combos, although Brain Freeze only works against decks which contain less than 67 cards. (useless against Battle of Wits) So it gets half-credit. (much as an infinite turn1 damage combo would get double credit for winning in multiplayer).

5 doesn't count, because the library has no guarantee that 18 creatures will be in the top ~30 cards.

6 is great, thank you.

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The list of potential turn-one kills is very different from the list of practical, likely, or not-ridiculously-luck-dependent turn-one kills. For example, Hulk Flash has a potential turn one kill that's practical and moderately likely. Fast-mana-into-ten-card-infinite-mana-combo-that-puts-fifteen-creatures-on-the-board-and-kills-with-Soulblast, on the other hand, while possible in a theoretical sense, is something you will never encounter and that nobody builds into a Vintage deck seriously expecting to use, and thus it can be safely ignored.

True... but I have difficulty judging what is probable, and what isn't, so I'm content to just keep the list updated.

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True... but I have difficulty judging what is probable, and what isn't, so I'm content to just keep the list updated.

Anything that requires four or more specific cards that are not basic lands, especially the same card in multiples, and especially when the card in question is restricted, isn't probable.

Come join me at No Goblins Allowed


Because frankly, being here depresses me these days.

i have a very long magic combo... (im not quite sure if it works though)
cards needed:
coal hauler swine (ravnica)
blessing of leeches (betrayers)
Darien, King of Kjeldor
lifelink on coalhauler swine (doesn't matter how)
pandemonium
shock

How:
enchant coal hauler swine w/ blessing of leeches (or just make him indestructible)
give it lifelink
have darien, and pandemonium in play
deal shock damage to coalhauler swine
2 damage is dealt to you and opponent
get the tokens from darien and deal damage to coalhauler swine
(get it?)


it is the longest combo i can make with my cards...
Right next to CS&C FAQ in the OP, how is fleeting aven a combo with aluren? Wouldn't soul warden and whitemane lion, for example, go better?

Also, since crazysamaritan is back, is he going to update the OP?
Right next to CS&C FAQ in the OP, how is fleeting aven a combo with aluren? Wouldn't soul warden and whitemane lion, for example, go better?

Also, since crazysamaritan is back, is he going to update the OP?

Heh, thanks for reminding me; I use new posts to know when I should update usually.


First, I think I made that entry when the FAQ, it was the old, 'list every relevant combo' version, which has since changed. I have changed it to (Engine Card: Horn of Greed), because that is what the thread helps with. But yes, Aven/Aluren is a combo, it is just a very weak one. Normally something I call synergy. Aven can be played at any time, for free. It also occasionally returns to your hand.

Now I have to fix the links to the Hall of Mirrors.

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i have a very long magic combo... (im not quite sure if it works though)
cards needed:
coal hauler swine (ravnica)
blessing of leeches (betrayers)
Darien, King of Kjeldor
lifelink on coalhauler swine (doesn't matter how)
pandemonium
shock

How:
enchant coalhauler swine w/ blessing of leeches (or just make him indestructible)
give it lifelink
have darien, and pandemonium in play
deal shock damage to coalhauler swine
2 damage is dealt to you and opponent
get the tokens from darien and deal damage to coalhauler swine
(get it?)


it is the longest combo i can make with my cards...

Urgh, you've really got the basic combo more complex than you need it.

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Heh, thanks for reminding me; I use new posts to know when I should update usually.


First, I think I made that entry when the FAQ, it was the old, 'list every relevant combo' version, which has since changed. I have changed it to (Engine Card: Horn of Greed), because that is what the thread helps with. But yes, Aven/Aluren is a combo, it is just a very weak one. Normally something I call synergy. Aven can be played at any time, for free. It also occasionally returns to your hand.

Aven doesn't do anything by itself though and is very unreliable in returning to your hand. I was just recommending a more useful combo.
But I was giving the average quality of the 'combos' in that thread. The current format is much more useful.

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Ask and thee may receive.

April 17 had a relevant Ask Wizards.
http://www.wizards.com/default.asp?x=mtgcom/askwizards/0408

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Thanks for this thread.
This link at in the first post appears to be dead. It's supposed to be about dealing with counterspells.
http://forums.gleemax.com/showthread.php?t=13537985


Is there an alternative?
Thank you for appraising me; Working on a solution.
(If I cannot find the thread again, I'll need someone to re-create it, because the question of how to beat/play Permission is very common)

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A new turn 0 kill for you
Remove 4 Simian Spirit Guide: and 3 CIH
Manamorphose for: and 3 CIH
Quicken: and 3 CIH
Show and Tell for Yawgmoth's Bargain:1 CIH
Draw 19:20 CIH
Remove 4 Elvish Spirit Guide: and 16 CIH
Manamorphose for: and 16 CIH
Dark Ritual: and 15 CIH
Quicken: and 15 CIH
Eureka for permanent based kill of your choice.
Another Turn 0 kill:
During Upkeep
Remove 2 Spirit Guides to play Manamorphose into Manamorphose into Dark Ritual: , 4 CIH, 3 CIGY
Tolarian Winds discarding Composite Golem, Kami of the Crescent Moon and 1 other card: , 3 CIH, 7 CIGY(Threshold)
Cabal Ritual : , 2 CIH, 8 CIGY(Threshold)

Corpse Dance for Kami of the Crescent Moon.
Brain Freeze with infinite storm count.
Is there a "Combos with Commons" thread/guide? If not there sure be.

Please?

I'm busy writing a Permission thread. If you can find someone to author your request, I'll include a link.

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would Panoptic Mirror + Notorious Throng work or will Notorious Throng's effects cancel out?
would Panoptic Mirror + Notorious Throng work or will Notorious Throng's effects cancel out?

Please direct rules questions to the Rules Q&A forum.

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I think that both that all of these combos are good. They aren't all really easy to pull off or first turn wins, but some of them are pretty good!

These are a few various infinite combos, some of which I've never heard of before.
http://www.quazen.com/Games/Card-Games/Mtg--Infinite-Combos-Damage-Loss-of-Life-Creatures-and-Life-Gain.585583

This one is based off of a two card combo for infinite creatures and then infinite damage.
http://www.quazen.com/Games/Card-Games/MTG-Red--White-Infinite-Combo.605351

This one is combos based off of an infinite mana combo.
http://www.quazen.com/Games/Card-Games/MTG-Green-and-Blue-Infinite-Combos.625331
http://www.quazen.com/writers/Mike1229.149111 - many articles on strategic articles... and top 10 lists!
I'm a (mostly) casual Vintage guy. A Little EDH never hurt anyone either! Also write articles on tips and facts about the game, tell me what you think! Top 10 Artifacts in MTG
The 20 Worst Illustrations in MTG
The Top 10 (controversial) Hottest Women in MTG
My main article page: Click Here to see the rest
the best deck i know for a consistant turn 1 or 2 win is the one i am going to list. this is the deck that is 1.5 legal. or at least the best i can remember of my deck from the top of my head
4 goblin charbelcher 4 manamorphose
4 simian spirit guide
4 elvish spirit guide
4 lotus petal
4 land grant i think(green mercadian masques)
1 Tiaga
4 tinder wall
4 serum powder
4 dark ritual
4 rite of flame
4 lion's eye diamond
4 seething song
Sorry, but i can not remember the other 11 cards but i know that the taiga in the deck is the only land! If you want it to be type 1 then add the lotus, the moxes, a mana vault, mana crypt, sol ring, ancestral recall, wheel of fortune, windfall, maybe tinker, yagmoth's will, and take out 3 petals and 3 lions eye diamonds. if type 1.5 just add 11 other cards to help to get to seven mana on turn 1 (cost to play and activate the charbelcher) my type one deck has time walk, ancestral recall, timetwister, windfall, tinker, and 4 force of will. try the type 1.5 version because most of the cards won't break the bank. please reply. thanks
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