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Magic the Gathering Singles
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Overlooked Cards
Unusual Combos
Written by Ulrich and Helva
ulrich@ulrichandhelvas.com


As a heavy white and blue player, I tend to utilize a lot of combinations. Not only does playing combo's require a certain amount of finesse and patience, but it is rather satisfying to watch your opponent take time out to climb the walls when you pull one off.

The best combo's are those in which each card is useful by itself. I like to play a Mind Bend or a Sleight of Mind on Greater Realm of Preservation or Righteous War. It truly annoys green players when you change "Protection from a black or red source" to "Protection from a green or red source." Mind Bend is useful in many ways that are not tied to the casting of the Greater Realm. For instance, if your opponent has an islandwalker that is becoming irksome, you can use Mind Bend or a Hack to change it to a swampwalker or something else you are not playing.

A combo I particularly like is Moat ("Non-flying creatures may not attack"), Skull of Orm (5, Return target enchantment from your graveyard to your hand), and Relic Ward ("Enchanted artifact cannot be the target of spells or effects.") Most of the time an opponent mistakes the Moat for their target, not realizing that the Skull of Orm is really the centerpiece of this combo. You can even wait until after your opponent has used their Disenchant on the Moat, then play and activate the Skull of Orm once you have the mana. Ulrich prefers to play Goblin War Drums ("Each attacking creature that you control that opponent chooses to block may not be blocked with fewer than three creatures") and Familiar Ground ("Each creature you control cannot be blocked by more than one creature"). Eek! I like to play Nether Shadow and Fallen Angel. You can add Wicked Reward or the Brine Shaman to that combo and boost the Fallen Angel even more, depending on how you sacrifice the Nether Shadow. The beauty of the Wicked Reward or the Brine Shaman is that you can sacrifice the Nether Shadow to either of them to boost any creature you can get through.

Try Icatian Skirmishers banded with a Force of Nature. It's just not pretty. The Skirmishers give anything they are banded with first strike. And once—just once—I got Aladdin's Lamp, Animate Artifact, Living Armor, Transmutation and Fear together. I almost lost waiting to get that combo, but it was worth it. You should have seen the look on Ulrich's face when I ran that Animated, Living Armor'd, Transmuted, Feared Aladdin's Lamp through for 20 points of damage.

Take another look at some of the cards you rarely use. You can make any card useful with the right combo!
—Helva


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