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The most recent combos are at the bottom

Shivan Hellkite and Vampiric Embrace

How it works:

The Hellkite will get +2/+2 and the Sengir Vampire ability to suck on the blood of victims and get BEEFY! With its ability to deal damage to a creature for 1, the snacks it feeds on will suffer.


Masticore and Gush

How it works:

If you're runnin short on cards to feed the Masticore use Gush, returning 2 Islands and drawing 2 cards, to pay for the Masticore's drawback.


Icy Manipulator and Royal Assassin

How it works:

Like killing creatures? Well this combo is for you. Use the Icy and tap his creatures and kill 'em off with the Assassin.


Festival and Sirens Call

How it works:

Cast Festival to make your opponent skip their attack phase and use Sirens Call to make their creatures attack or die. Put those together and you kill all their creatures.



Thicket Basilisk (or Cockatrice) and Lure

How it works:

Play Lure on the Thicket Basilisk and attack. Since all creatures have to block, all their creatures will die.


Kjeldoran Royal Guard and Inviolability

How it works:

You are INVINCIBLE from creatures with this combo unless he kills you Royal Guard with a Dark Banishing or Wrath of God or something like that.


Conspiracy and Donate

How it works:

When most play Conspiracy, they think of Rebels or Mercenaries. How about being really mean and choosing walls and Donating the Conspiracy. Now all you have to do is kill all of his walls.


Wall of Glare and Flickering Ward

How it works:

Play Flickering Ward on the Wall of Glare and choose a color your opponent is playing. If he is playing a mono-colored deck, you can block any amount of creatures without the wall dying. The only problem is artifact creatures like Masticore.


Grave Pact and Attrition

How it works:

Use Attrition to kill a creature your opponent controls and the Grave Pact kicks in. Now he has to sacrifice another creature. Two birds with one stone!


Carnival of Souls and Donate

How it works:

Who would use this.....this Carnival of Souls card? No one, that's who. Except your opponent when you politely Donate it to him.


Iridescent Drake and Abduction

How it works:

An unkillable drake. When the Drake dies, you get to keep the creature. Since the Drake brings the Abduction back, it's unkillable. UPDATE: This combo doesn't work anymore. The Drake got an errata saying: "When it comes into play FROM YOUR HAND return an enchant creature from your graveyard enchanting Iridescent Drake"


Cho-Manno, Revolutionary and Pariah

How it works:

Hmm...You don't take any damage!!


Haunted Crossroads, Delraich, Mercenaries, Attrition
By: bdlown@mkl.com

How it works:

Sac 3 cheap Mercenaries to the Delraich, then put them back in the deck with the Crossroads and re-search for them. You can put Delraich back on top of the deck if he dies, too. Or, sac the Mercenaries to destroy your opponent's creatures in play with Attrition.


Overlaid Terrain and Parallax Tide
By: Nick Raeon

How it works:

Play the Parallax Tide and tap four more lands for mana, remove 5 of your lands from the game then cast the Overlaid Terrain sacing only 3 lands and next turn, getting the 5 lands back


Wall of Glare and Inviolability
By: Mul_TaniX

How it works:

Wall of Glare can block all non-flying creatures without dying in combat.


Copper-Leaf Angel and Planer Birth
By: Pablo PseudoWalker

How it works:

Drop Copper-Leaf Angel, and sac 2 lands a turn to let the Angel grow (you can sac many more lands at a given time to convert it to a huge flyer quickly, but I think it unwise to do so) and get the lands back with Planar Birth. Seems like a time-bomb!


Worship and 2 Sterling Grove
By: João Xavier

How it works:

All enchantments I control, including Worship, can´t be the targets of spells or abilities so you live forever!


Crosis, the Purger and Zur's Weirding
By: Andrew Basabe

How it works:

You see the players hand with Zur's Weirding and then you nuke it when you attack, they discard almost their whole hand because you can see it with Zur's Weirding.


Crosis, the Purger, Zur's Weirding and Howling Mine 
By: Andrew Basabe

How it works:

Crossis, the Purger's ability and Zur's Weirding ability with Howling Mine you can make your opponent discard all their cards of one color during attack phase and upkeep.


Volrath, the Fallen, 2 Avatars and Lifeline
By: Matt

How it works:

Play the Volrath, the Fallen (Dark Rituals speed this up a little) then discard the 2 Avatars for Volrath, the Fallen and attack with him. You got an 18/18 or so attacking and killing him plus the Avatars will come back from the Lifeline.


Mon's Goblin Raiders, Firebreathing, Eternal Warrior and The Brute
By: Bryan Terry

How it works:

You pump up the Mon's Goblin Raiders to a huge one and Eternal Warrior keeps it from tapping so you can block during the opponents turn. And if he attacks you, just regenerate an indistructable creature. :)


Icy Manipulator and Winter Orb
By: GreenGeppert

How it works:

Cast an Winter Orb, and tap it with the Icy before you untap. So only your opponent gets the disadvantage.


Fallen Angel and Grave Pact
By: GreenGeppert

How it works:

For every creature you sac to the Fallen Angel, your opponent loses a creature too.


Flowstone Hellion and About Face
By: Jon R

How it works:

Boost your Flowstone Hellion to 0/10000000!!


Scouting Trek and Clear the Land
By: Paula Stewart

How it works:

Cast Scouting Trek. Search your library for 5 basic lands and put them on top of your library. Then cast Clear the Land. This will put those 5 lands directly into play might make your opponent pitch a vital card.


Natural Affinity and Plague Wind
By: Andrew Miller

How it works:

All lands become 2/2 creatures, then you kill all your opponents lands and creatures with Plague Wind, leaving only you with lands and creatures, total devastation! Works really well in a free-for-all with a lot of players.


4 Llanowar Elves, 4 Priests of Titania, and 1 Morphling
By: Curtis Frantz

How it works:

Tap all your elves to pump up the Morphling, no creature can stand against it, and when they're through, take your opponent.


Avalanche Riders and Lifeline
By: Lord_Death

How it works:

Play the Lifeline, then the Avalanche Riders, destroy a land and attack your opponent for 2. Next turn, Avalanche Riders come back in play, destroy a land and attack for 2.  Lather, rinse and repeat.


Eradicate, Do or Die and Natural Affinity
By: John

How it works:

Use Natural Affinity to turn all lands into creatures. Eradicate one of your opponents lands. Follow up with a few Do or Dies and BOOM, no more lands for your opponent.


Animate Land and Eradicate
By: Justin

How it works:

Animate Land makes a land a creature and Eradicate removes it from the game, but it then searches for all copies of the card.  Animate a Forest, and it will search for for all Forests in the deck and remove them from the game. Try it on your opponent's land.


Dauthi Trapper, Carrion Ants and a ton of mana
By: Dan

How it works:

Step 1: Make very big creature. Step 2: Give very big creature shadow. Step 3: Attack. Ouch.


Rith, Dromar, or Treva (Invasion Dragon Legends), Blind Seer and lots of blue mana
By: Dan

How it works:

Attack with the Dragon. If he gets through, use Blind Seer to turn permanents to whatever color you want. Then use the Dragon's ability and get a lot of creatures or life or bounce whatever creatures you want back to the hands. (Rith gives creatures, Treva gives life, and Dromar bounces creatures.) This doesn't work with Darigaaz or Crosis because they deal with cards in hand.


Celestial Dawn, Donate, and Crosis or Darigaaz (Invasion Dragon Legends)
By: Dan

How it works:

Donate your Celestial Dawn to your opponent. Now all cards in his or her hand are white or plains, and every non-land card gets discarded or deals damage when your Dragon gets through.


Mystic Compass and Excavator
By: Im not telling the likes of you

How it works:

Use Mystic Compass to change your land to the land type your opponent controls and use the Excavator to give any creature landwalk of that land.


Benalish Trapper and Shackles
By: Trapper

How it works:

Use the Benalish Trapper to tap a creature and put Shackles on it so it will never untap.


Lure, Inviolability and High Powered Creature
By: Jeff Kennedy

How it works:

You can kill all of his creatures because Inviolability prevents all damage to the creature and you kill all of his creatures.


Phyrexian Colossus and Familer Ground
By: Jeff Rydell

How it works:

The Phyrexian Colossus is unblockable.


Gilded Drake and Temporal Adept
By: steeve

How it works:

You pick a creature with Gilded Drake and you return Gilded Drake in your hand with Temporal Adept.


Draco and Dralnu's Pet
By: -

How it works:

Play Dralnu's Pet's kicker by sacrificing Draco for 16 +1/+1 counters and flying!font>


Squee and Lim-Dul's Paladin
By: Caligula83

How it works:

Almost all paladins are too good to be true, and Lim-Dul's is no exception. For four mana, you get a 0/3 black/red creature that makes opponent lose 4 life if unblocked (not four damage, so its harder to prevent). If it is blocked it gets +6/+3 and trample. However you have to discard a card during your upkeep or sacrifice this game-winner. Just have a hand full of Squee's and make you opponent quiver in fear.


Thornscape Apprentice and Meekstone
By: Daniel

How it works:

Play the Meekstone and the Thornscape Apprentice. When a big creature comes into play, use thornscapes white ability to tap the big creature.


Mortuary, Attrition, and a few cheap creatures
By: Jesse Baldo

How it works:

Sac creatures to Attrition, then Mortuary places them convinently back on top of your library.  Rinse and repeat.  Problems can arise if you get locked up with creatures on your library and need mana or other cards.  Try a draw element for the rest of the deck, and Voila, a killer black deck.


Shifting Sky and Wash Out
By: Mass Removal

How it works:

Use Shifting Sky to make all permanents black, then use Wash Out to remove all your opponents permanents.


Opposition and Verdant Force
By: Dan

How it works:

Use Saprolings to fuel the Opposition. Tap what you want! For a Multiplayer game, use some Awakening's!


Glasses of Urza and Persecute
By: Dan Engel

How it works:

If you are playing against a multicolored deck, you might want to use this for perfect timing. You tap your Glasses of Urza, look at your opponents hand, and use Persecute when the time is right.


Zur's Weirding, Crumbling Sanctuary, Greel Mind Raker
By: Ben Turner

How it works:

Greel, Mind Raker discards opponent's hand.  Then, you play a Crumbling Sanctuary followed by a Zur's Weirding.  You prevent your opponent from getting the cards he/she needs, and attack for the win with either Greel or another fattie like Cateran Slaver.  This combo works best in a B/U counterspell/discard/fattie deck with a little bounceback, cards that kill creatures (snuff out, sever soul), and Alexi's Cloak.


Equilibrium and the "Battlemages"
By: Dan

How it works:

Battlemages are pretty nice when you can play their kickers and cause all sorts of havoc. But they're even better when the moment you play them, you bounce them back for 1 mana and play them over and over.


Inferno and Dominaria's Judgement
By: Dan

How it works:

Assuming you control a mountain, your creatures are unscathed. Your opponent, however, isn't so lucky.


Pariah, Inviolability and Diplomatic immunity
By: Dunno

How it works:

Put all these on a creature and you are invulnerable.


Donate, Forbidden crypt, Tormod's crypt
By: Red Crayon

How it works:

Cast Tormod's Crypt and Forbidden Crypts. Donate the Forbidden Crypt to your opponent then remove his graveyard from the game with the Tormod's Crypt, they lose on the next draw phase becasue they have no cards in their "new" library


"Penumbra's" and Obliterate
By: Bill

How it works:

Play any Penumbra (The Wurm works best for this) then play Obliterate. Quickly pound with your unstoppable Penumbra token until you win.