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Posted: Tue Apr 13, 2010 1:26 pm
Here, we'll have combos posted up. These are some things that you may want to consider, or even improve upon according to your fancy.
When posting these, explain why it is a good combo, what are the blatant weaknesses of the combo, and what format is it currently able to be played in.
Example:
Format: Legacy Combo: Coat of Arms, Devoted Druid w/ Presence of Gond How it Works: With these three cards on the field, you can make as many elf tokens as you wish with as much strength as you wish. This can be done only because of Coat of Arms, as you tap Devoted Druid for the token, she gets +1/+1, and due to her ability, she can give herself -1/-1 to untap her. Now you can tap her again and keep repeating this process. The tokens however, keep increasing in power for each new token coming into play. Weaknesses: Anything that can destroy artifacts/enchantments and/or the destruction/removal of Devoted Druid.
Overall, this is a strong combo, but easily stopped.
There you have it, now show us what you guys got.
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Posted: Wed Apr 14, 2010 8:59 am
Format: Standard or Block
Cards: Living Tsunami, Halimar Depths, and Explorer's Scope. With Landfall creature (optional)
its simple, Living Tsunami makes you bounce a land, if you return Halimar Depths, then you can play it and stack your library. now the downside noramly is that your land locked now, but if you have Explorer's scope, you can stack a land on top of your deck, and then attack and get that land. [Optional] this works out really nicely if you have a landfall creature, such as Windrider Eel, because the Depths will trigger landfall, and then the Scope triggers landfall, before damage, and your Eell is an attacking 6/6 flying.
note: this is a fun combo that works better in Casual play. but if you can get this in a Draft it can be very devastating.
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Posted: Wed Apr 14, 2010 10:24 am
WildCard521 Format: Standard or Block Cards: Living Tsunami, Halimar Depths, and Explorer's Scope. With Landfall creature (optional) its simple, Living Tsunami makes you bounce a land, if you return Halimar Depths, then you can play it and stack your library. now the downside noramly is that your land locked now, but if you have Explorer's scope, you can stack a land on top of your deck, and then attack and get that land. [Optional] this works out really nicely if you have a landfall creature, such as Windrider Eel, because the Depths will trigger landfall, and then the Scope triggers landfall, before damage, and your Eell is an attacking 6/6 flying. note: this is a fun combo that works better in Casual play. but if you can get this in a Draft it can be very devastating. I was considering a blue/green deck with these cards in it once, minus the Explorer's Scope, and got stuck with the land lock thing. I can't believe I didn't think about the scope though, thanks.
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Posted: Wed Apr 14, 2010 10:42 am
no prob Link, i pulled that combo in a draft last night, wen't 3-1 and got 4th place.
it was sweet.
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Posted: Sat Apr 17, 2010 7:06 pm
Here is a bleed combo for black/blue
What you need:marshland flats(mainly a white/black card), hedron crab, and megrim
What it dose: Hedron crab has landfall which were when a land is played under your control your opponent discards three cards from the top of their deck. Marshland flats counts as a land but what you can do is sack-it and play a swamp or plains. but before you do this play megrim what it will do is deal threetwo damage for each discarded card.
Costs:hedron crab:1BLU megrim:2any 1BLK Marshland flats:land
The order to do this: Turn 1 Draw play an island play hedron crab end turn
Turn 2 Draw Play a swamp play anything you want(DON'T KILL THE CRAB!) End turn
Turn 3 Draw Play swamp or Island Play Megrim End turn
Turn 4 Draw Play marshland flats Activate it's ability (deal 12 damage) End turn Then do whatever you want
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Posted: Sat Apr 17, 2010 8:13 pm
a sad monk Here is a bleed combo for black/blue What you need:marshland flats(mainly a white/black card), hedron crab, and megrim What it dose: Hedron crab has landfall which were when a land is played under your control your opponent discards three cards from the top of their deck. Marshland flats counts as a land but what you can do is sack-it and play a swamp or plains. but before you do this play megrim what it will do is deal threetwo damage for each discarded card. Costs:hedron crab:1BLU megrim:2any 1BLK Marshland flats:land The order to do this: Turn 1 Draw play an island play hedron crab end turn Turn 2 Draw Play a swamp play anything you want(DON'T KILL THE CRAB!) End turn Turn 3 Draw Play swamp or Island Play Megrim End turn Turn 4 Draw Play marshland flats Activate it's ability (deal 12 damage) End turn Then do whatever you want I totally did not know that Megrim work with deck discard... I like this alot, as I have a deck for mill, and a deck for hand devestation... now I can do both.
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Posted: Sun Apr 18, 2010 2:24 pm
a sad monk Here is a bleed combo for black/blue What you need:marshland flats(mainly a white/black card), hedron crab, and megrim What it dose: Hedron crab has landfall which were when a land is played under your control your opponent discards three cards from the top of their deck. Marshland flats counts as a land but what you can do is sack-it and play a swamp or plains. but before you do this play megrim what it will do is deal threetwo damage for each discarded card. Costs:hedron crab:1BLU megrim:2any 1BLK Marshland flats:land The order to do this: Turn 1 Draw play an island play hedron crab end turn Turn 2 Draw Play a swamp play anything you want(DON'T KILL THE CRAB!) End turn Turn 3 Draw Play swamp or Island Play Megrim End turn Turn 4 Draw Play marshland flats Activate it's ability (deal 12 damage) End turn Then do whatever you want Oh "marshland flats" is just called marsh flats sorry.
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Posted: Sun Apr 18, 2010 3:26 pm
a sad monk Here is a bleed combo for black/blue What you need:marshland flats(mainly a white/black card), hedron crab, and megrim What it dose: Hedron crab has landfall which were when a land is played under your control your opponent discards three cards from the top of their deck. Marshland flats counts as a land but what you can do is sack-it and play a swamp or plains. but before you do this play megrim what it will do is deal threetwo damage for each discarded card. Costs:hedron crab:1BLU megrim:2any 1BLK Marshland flats:land The order to do this: Turn 1 Draw play an island play hedron crab end turn Turn 2 Draw Play a swamp play anything you want(DON'T KILL THE CRAB!) End turn Turn 3 Draw Play swamp or Island Play Megrim End turn Turn 4 Draw Play marshland flats Activate it's ability (deal 12 damage) End turn Then do whatever you want ACTUALLY: thats not how Megrim works. Megrim says "Whenever an opponent discards a card, Megrim deals 2 damage to that player" Hedron Crab says "Landfall — Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard." to discard a card, requires the card to be in your hand, if a card goes to the graveyard from your library, this is not a discard, and thus will not trigger any abilities that use the term Discard. i'm afraid that this combo does not work, i'm sorry sad
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Posted: Sun Apr 18, 2010 4:10 pm
WildCard521 a sad monk Here is a bleed combo for black/blue What you need:marshland flats(mainly a white/black card), hedron crab, and megrim What it dose: Hedron crab has landfall which were when a land is played under your control your opponent discards three cards from the top of their deck. Marshland flats counts as a land but what you can do is sack-it and play a swamp or plains. but before you do this play megrim what it will do is deal threetwo damage for each discarded card. Costs:hedron crab:1BLU megrim:2any 1BLK Marshland flats:land The order to do this: Turn 1 Draw play an island play hedron crab end turn Turn 2 Draw Play a swamp play anything you want(DON'T KILL THE CRAB!) End turn Turn 3 Draw Play swamp or Island Play Megrim End turn Turn 4 Draw Play marshland flats Activate it's ability (deal 12 damage) End turn Then do whatever you want ACTUALLY: thats not how Megrim works. Megrim says "Whenever an opponent discards a card, Megrim deals 2 damage to that player" Hedron Crab says "Landfall — Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard." to discard a card, requires the card to be in your hand, if a card goes to the graveyard from your library, this is not a discard, and thus will not trigger any abilities that use the term Discard. i'm afraid that this combo does not work, i'm sorry sad oh s**t......Thank you for exposing my flaw mrgreen
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Posted: Sun Apr 18, 2010 4:27 pm
a sad monk WildCard521 a sad monk Here is a bleed combo for black/blue What you need:marshland flats(mainly a white/black card), hedron crab, and megrim What it dose: Hedron crab has landfall which were when a land is played under your control your opponent discards three cards from the top of their deck. Marshland flats counts as a land but what you can do is sack-it and play a swamp or plains. but before you do this play megrim what it will do is deal threetwo damage for each discarded card. Costs:hedron crab:1BLU megrim:2any 1BLK Marshland flats:land The order to do this: Turn 1 Draw play an island play hedron crab end turn Turn 2 Draw Play a swamp play anything you want(DON'T KILL THE CRAB!) End turn Turn 3 Draw Play swamp or Island Play Megrim End turn Turn 4 Draw Play marshland flats Activate it's ability (deal 12 damage) End turn Then do whatever you want ACTUALLY: thats not how Megrim works. Megrim says "Whenever an opponent discards a card, Megrim deals 2 damage to that player" Hedron Crab says "Landfall — Whenever a land enters the battlefield under your control, target player puts the top three cards of his or her library into his or her graveyard." to discard a card, requires the card to be in your hand, if a card goes to the graveyard from your library, this is not a discard, and thus will not trigger any abilities that use the term Discard. i'm afraid that this combo does not work, i'm sorry sad oh s**t......Thank you for exposing my flaw mrgreen its cool, there are so many rules, and so many words used, its hard to understand everything sometimes. especially cause some other games do call putting a card from your library to your graveyard "discarding" its kinda stupid lol
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Posted: Sun Apr 18, 2010 6:38 pm
yeah, found that out today... was kinda disappointed. I was thinking about how cruel it would be to mind funeral after megrim. I didn't embarass myself though, as I didn't modify the decks yet, but it would have been pretty cool.
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Posted: Wed Oct 06, 2010 3:37 pm
Link2000 Here, we'll have combos posted up. These are some things that you may want to consider, or even improve upon according to your fancy. When posting these, explain why it is a good combo, what are the blatant weaknesses of the combo, and what format is it currently able to be played in. Example: Format: Legacy Combo: Coat of Arms, Devoted Druid w/ Presence of Gond How it Works: With these three cards on the field, you can make as many elf tokens as you wish with as much strength as you wish. This can be done only because of Coat of Arms, as you tap Devoted Druid for the token, she gets +1/+1, and due to her ability, she can give herself -1/-1 to untap her. Now you can tap her again and keep repeating this process. The tokens however, keep increasing in power for each new token coming into play. Weaknesses: Anything that can destroy artifacts/enchantments and/or the destruction/removal of Devoted Druid. Overall, this is a strong combo, but easily stopped. There you have it, now show us what you guys got. Add elfish arch-druid and you have an never ending flow of mana!
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Posted: Thu Oct 07, 2010 9:56 am
zombieking95 Link2000 Here, we'll have combos posted up. These are some things that you may want to consider, or even improve upon according to your fancy. When posting these, explain why it is a good combo, what are the blatant weaknesses of the combo, and what format is it currently able to be played in. Example: Format: Legacy Combo: Coat of Arms, Devoted Druid w/ Presence of Gond How it Works: With these three cards on the field, you can make as many elf tokens as you wish with as much strength as you wish. This can be done only because of Coat of Arms, as you tap Devoted Druid for the token, she gets +1/+1, and due to her ability, she can give herself -1/-1 to untap her. Now you can tap her again and keep repeating this process. The tokens however, keep increasing in power for each new token coming into play. Weaknesses: Anything that can destroy artifacts/enchantments and/or the destruction/removal of Devoted Druid. Overall, this is a strong combo, but easily stopped. There you have it, now show us what you guys got. Add elfish arch-druid and you have an never ending flow of mana! As well as Priestess of Titiana and Wirewood Channeler.
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Posted: Thu Oct 07, 2010 1:09 pm
Link2000 zombieking95 Link2000 Here, we'll have combos posted up. These are some things that you may want to consider, or even improve upon according to your fancy. When posting these, explain why it is a good combo, what are the blatant weaknesses of the combo, and what format is it currently able to be played in. Example: Format: Legacy Combo: Coat of Arms, Devoted Druid w/ Presence of Gond How it Works: With these three cards on the field, you can make as many elf tokens as you wish with as much strength as you wish. This can be done only because of Coat of Arms, as you tap Devoted Druid for the token, she gets +1/+1, and due to her ability, she can give herself -1/-1 to untap her. Now you can tap her again and keep repeating this process. The tokens however, keep increasing in power for each new token coming into play. Weaknesses: Anything that can destroy artifacts/enchantments and/or the destruction/removal of Devoted Druid. Overall, this is a strong combo, but easily stopped. There you have it, now show us what you guys got. Add elfish arch-druid and you have an never ending flow of mana! As well as Priestess of Titiana and Wirewood Channeler. I hope that deck has a quillspike in it as well, because quillspike can have unlimited power if you use it with devoted druid's tap/ untap effect
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Posted: Thu Oct 07, 2010 3:02 pm
Zennarion Link2000 zombieking95 Link2000 Here, we'll have combos posted up. These are some things that you may want to consider, or even improve upon according to your fancy. When posting these, explain why it is a good combo, what are the blatant weaknesses of the combo, and what format is it currently able to be played in. Example: Format: Legacy Combo: Coat of Arms, Devoted Druid w/ Presence of Gond How it Works: With these three cards on the field, you can make as many elf tokens as you wish with as much strength as you wish. This can be done only because of Coat of Arms, as you tap Devoted Druid for the token, she gets +1/+1, and due to her ability, she can give herself -1/-1 to untap her. Now you can tap her again and keep repeating this process. The tokens however, keep increasing in power for each new token coming into play. Weaknesses: Anything that can destroy artifacts/enchantments and/or the destruction/removal of Devoted Druid. Overall, this is a strong combo, but easily stopped. There you have it, now show us what you guys got. Add elfish arch-druid and you have an never ending flow of mana! As well as Priestess of Titiana and Wirewood Channeler. I hope that deck has a quillspike in it as well, because quillspike can have unlimited power if you use it with devoted druid's tap/ untap effect Because we all know that infinite elves with infinite power isn't enough. xd
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