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Hugh Bear's Card Combos



2 Card Combos

Submitted by: Hugh Bear
Academy Researchers + Divine Transformation -- You cast out the Academy Researchers once you have a Divine Transformation in your hand. If you're lucky enough to get the Divine Transformation in your hand on the 1st, 2nd, or 3rd turn, you'll be able to get a 5/5 creature out on the third turn, with no drawbacks.

Submitted by: Hugh Bear
Ankh of Mishra + Storm Cauldron -- Ankh of Mishra deals 2 damage to a player for each land they play. With Storm Cauldron, every land that is tapped for mana is returned to owner's hand, but you can play 2 lands. This will help you more than hurt you if in your opponent's deck land is the only source for mana. If you use this combo, be sure to use less land and more artifacts for mana.

Submitted by: Hugh Bear
Breeding Pit + Coat of Arms -- For every creature beyond the first of a certain type will get +1/+1 with the Coat of Arms. Combined with the Breeding Pit, which puts out 0/1 Thrulls every turn if you pay its upkeep, after 5 turns, you have 5 5/6's in play. Like this, the toughness of the Thrulls equals how many there are in play.

Submitted by: Hugh Bear
Cursed Totem + Living Plane -- Once you cast Living Plane, all lands are 1/1 creature's that still count as land. Then cast Cursed Totem, which makes creatures with an ability that requires they tap as part of the cost unable to do so.

Submitted by: Hugh Bear
Douse + Sleight of Mind -- Once you have Douse in play, Sleight it to the most dangerous color your opponent is playing.

Submitted by: Hugh Bear
Energy Vortex + Propaganda -- If you have both the Vortex and the Propaganda in play, tap out during your upkeep to put counters on the Vortex. Since Propaganda makes all your opponent's creatures unable to attack unless they pay 2 colorless mana for each creature, so they can either take a ton of damage, or be unable to attack.

Submitted by: Hugh Bear
Force of Will + Kaervek's Torch -- Cast the Kaervek's Torch with all your mana, and direct it at your opponent. Then, if your opponent casts a good spell, you can counter it with the Force of Will, as long as you have a life and blue card in hand. Also, your opponent might cast a good spell because they won't think you could counter it.

Submitted by: Hugh Bear
Frozen Shade + Tawnos's Wand -- You pay the two colorless mana and tap the Wand to make the Shade unblockable until end of turn. Then you pump him with all your black mana, and attack with it.

Submitted by: Hugh Bear
Icy Manipulator + Winter Orb -- Leave the Orb untapped during your opponent's turn. At the end of their turn, tap it with the Icy. Then untap all your land before you untap the Orb.

Submitted by: Hugh Bear
Island Sanctuary + Mystic Decree -- Once you cast the Island Sanctuary, the only creatures that can attack you have to have flying or islandwalk, as long as you draw one less card. Then cast Mystic Decree, which makes all creatures lose flying and islandwalk, so no creature can attack you.

Submitted by: Hugh Bear
Land's Edge + Land Tax -- Sacrifice a lot of land to Land's Edge, to deal 2 damage for each land. Then next turn, use Land Tax to scavenge your deck for more land. This works well if you have a lot of land in your deck.

Submitted by: Hugh Bear
Living Plane + Simoon -- Once you cast Living Plane, all lands are 1/1 creatures. Then just cast Simoon, which deals all your opponent's creatures 1 damage.

Submitted by: Hugh Bear
Pentagram of the Ages + Time Bomb -- Once the Time Bomb has about 10 or 20 twenty time counters on it, sacrifice it to deal the 1 damage per counter. Then use the Pentagram to prevent the damage to yourself.

Submitted by: Hugh Bear
Prodigal Sorcerer + Wall of Resistance -- Tap the Sorcerer each turn to deal a damage to the wall, thus putting a +0/+1 counter on it at end of turn.

Submitted by: Hugh Bear
Rukh Egg + Shock -- If your opponent doesn't seem very eager to crack your egg for you, Shock it.

Submitted by: Hugh Bear
Veteran Bodyguard + Ward of Lights -- Cast the Ward of Lights on the Bodyguard to the color your opponent is using that you decide is most dangerous to you.

3 Card Combos

Submitted by: Hugh Bear
Braingeyser + Ivory Tower + Library of Leng -- Once you have the Ivory Tower and Library of Leng in play, tap out casting the Braingeyser on yourself. Next turn, you'll probably gain 10 life. As this works on a turn-by-turn basis, you could gain 10 life a turn, so protect the damn artifacts!

Submitted by: Hugh Bear
Cursed Totem + Ensnaring Bridge + Null Brooch -- If you have both the Bridge and the Brooch in play, wait for your opponent to cast a non-creature spell. Once they do, counter it with the Brooch, thus discarding your hand. Then only creatures with 0 power can attack, and their not a threat, with the exception of a Frozen Shade. Finally, cast Cursed Totem, so players cannot use creature abilities that require an activation cost. I think the only ways for creatures to deal damage are with Hatred or Howl from Beyond.

Submitted by: Hugh Bear
Eureka + Library of Leng + Prosperity -- Once you have Library of Leng out, cast a big Prosperity to load your and your opponent's hand. Wait until after that turn, so your opponent will have to discard down to seven cards. Then cast Eureka, which lets you and your opponent cast all the permanents in their hand.

Submitted by: Hugh Bear
Evacuation + Karn, Silver Golem + Wrath of God -- You use Karn to make all your opponent's non-creature artifacts into creatures. Then cast Evacuation to return all your creatures to your hand. Then cast Wrath of God. It's a Shatterstorm and Wrath of God, but just for your opponent. Then start casting out your creatures, and slaughter your opponent mercilessly.

Submitted by: Hugh Bear
Gaea's Cradle + Snake Basket + Stream of Life -- Once you have Gaea's Cradle out, cast the Snake Basket. In a few turns, sacrifice the Snake Basket to put out as many creatures as you can. Then tap Gaea's Cradle to gain a green mana for every creature in play, and cast a big Stream of Life.

Submitted by: Hugh Bear
Hermetic Study + Royal Assassin + Somnophore -- You cast the Hermetic Study on the Somnophore. Then, tap the Somnophore to deal 1 damage to your opponent, therefore being able to tap one of their creatures. Finally, tap the Royal Assassin to destroy the creature the Somnophore tapped.

Submitted by: Hugh Bear
Hidden Horror + Resurrection + Sliver Queen -- Cast the Hidden Horror, thus being able to discard the Queen. Then, cast Resurrection on it to bring it into play.

4 Card Combos

Submitted by: Hugh Bear
Aladdin's Lamp + Animate Artifact + Argivian Archaeologist + Gaea's Touch -- Once you get 8 cards in your hand, discard the lamp. Then cast Argivian Archaeologist, to bring the lamp into play. Then animate it, and cast Gaea's Touch on it. Now you have a 12/12, trampling, regenerating lamp.

Submitted by: Hugh Bear
Blaze of Glory + Righteousness + Sengir Vampire + Siren's Call -- Cast Siren's Call, so every creature your opponent has that can attack will attack you. Then cast Righteousness and Blaze of Glory on one of your creatures, to give him a boost of +7/+7 until the end of the turn. Use this on the Vampire, so for every one he damages that dies later in the turn, he gets +1/+1, so he can get buff fast.

Submitted by: Hugh Bear
Candelabra of Tawnos + Urza's Mine + Urza's Power Plant + Urza's Tower -- If you have all the Urza land out, the mana for them increases by 1 or 2, depending on the card. If you tap them all, you get 7 mana. 3 of that mana can be used with the Candelabra, to untap the Urza lands. Then tap the land again, so you'd have 11 mana. This could be used in a Fireball or Stream of Life. If you play with four of each land, it will greatly increase the amount of mana you get.

Submitted by: Hugh Bear
Kismet + Stasis + Time Elemental + Turnabout -- The first cards you cast are the Kismet and Time Elemental. Then cast Turnabout to tap all your opponent's land, and then cast Stasis. All you have to do after that is use the Time Elemental at the end of your opponent's turn to return Stasis to your hand, therefore avoiding the upkeep and not being able to untap your cards, while your opponent will have to deal with it.

5 Card Combos

Submitted by: Hugh Bear
Ashnod's Altar + Congregate + Enduring Renewal + Ornithopter + Sliver Queen -- You sacrifice the Ornithopter to the Altar. Repeat the process a lot*. Then, bring out about a googol of 1/1 slivers. Finally, cast Congregate, to gain 2 life for each creature in play. You'll be quite hard to kill.

* If your opponent cannot stop the process after you've repeated it 3 times, you can choose any number you want (except infinite).

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