Monday 19 September 2011

Top 5 Fun Combos

Hi, and welcome to this week’s edition of Magic Monday. Now, I must confess, the actual content of this article is quite in contrast to the title. It should really be “Top 5 combos that have randomly happened in a commander game without intending them to, but hey, it just happens and is fun when they do.”… But that don’t have quite the same ring to it. You also probably would have dozed off by then from title alone. So pretty much, these ain’t the best combos in the world, but its just some I’ve come across through commander, regular, non-combo decks, that are great fun. More mini-combos than game winning, but still fun, and that’s what matters! (I must also note these are in no particular order.)

1:
Conquerers Pledge + Nomads Assembly
















Now this one should be fairly obvious. Get a BUNCH of tokens with Pledge, hopefully kicked, then quadruple that number for a very scary field. Not quite as cool or as unobvious as what’s to come, but it really made me grin whenever it comes to light, so I had to include it.
2:

Kresh the Bloodbraided+ Momentous Fall + Praetors Counsel


Now, as anyone who’s seen Kresh in all his might would know, In a relatively short amount of time during a commander game he can go from 3/3 to a monster, certainly commonly over 20 power. Combine this with Momentous Fall is nice by itself, as you can respond to a removal spell by drawing about 20 cards, leaving your opponent down a card and you up by many, without a difference to your field status (seeing as a Kresh Commander deck can’t really run any counters.) But oh no! You’ve gotta discard it all at the end of turn  So your opponents may be annoyed at a large improvement of card quality, but the best has yet to come. Out of the blue, Praetors Counsel can bring them all back and prevent your end of turn discard, so suddenly you have an absolutely massive force to be dealt with. The best thing is, if you wanted to, you could make this fairly consistant. There are loads of cards that can allow you infinite hand size, from Venser’s Journal to Relinquary Tower. If you chose to take enough, it would be a reasonable guess that you could pull one from the 30 or so cards you can draw. I’d almost consider it, but I’m already strapped for card space 
I’ll also note that Soul’s Fire can slot nicely within this combo, but not an essential addition.

3:

Liquimetal Coating + Unwinding Clock + Mirrodin’s Core(?)

The next combo is not one I executed, but rather a friend who I’m sure would rather remain nameless. I’ll call him BearDylan for the sake of argument. Anyway, Mirrodin’s Core requires you tap it for a charge counter, which in exchange can be exchanged for any colour of mana alongside another tap. This can be a good card by itself, but can also deprive you of mana when you really need that certain colour. Not anymore! Liquimetal Coating can turn Mirrodins Core to an artifact during an opponent’s upkeep, allowing Unwinding Clock to untap it, ready to tap before the next upkeep again letting you get another charge counter, pretty much meaning you have whatever colour mana whenever you want it. The scary thing is this is quite tame application of it. The charge counters amassed, but once youre past 3 or 4 it’s going to make little difference. At first I didn’t really like Liquimetal Coating, but now I must confess I see its potential in this combo. You could combine it with other cards like Imperious Perfect to amass a token army in a few turns, Royal Asssassin to really push off that big attack, or tap out your opponent with a Stun Sniper or Gideon’s Lawkeeper to prepare for your big attack. It’s a nice thing to get, and could really help out. Heck, at worse it allows you to give a creature pseudo-vigilance, which aint all that bad!
Also, as I posted this I thought of another alright combo to add on. Combo with Rakka Mar and Ancient Den for plenty 3/1 tokens for free :D

4:


Animar, Soul of Elements, Inexorable Tide, Garruks Horde

Another combo not at home with myself, but someone who seems less bothered about other people knowing he enjoys himself, Alex. This combo can work in a variety of ways, but these 3 cards seemed to epitomise what it entails. Animar makes people cheaper to cast every time a creature is cast, Inexorable tide then makes him more powerful and also makes creatures even cheaper. Combine this with Garruks Horde and having cards in hand does not become an issue. Animar also renders the need for mana almost needless. With a lucky set of topdecks you can quickly amass an army of powerful creatures from nowhere. The abudance of Bloodthirst in this deck only adds fuel to the cause, creating a monstrous army… and you can even combine this combo with planeswalkers to create either sheer survivability or access to a planeswalkers ultimate the turn it enters play. Scary stuff!

5:



Fleshbag Marauder + Butcher of Malakir+ Nim Deathmantle

Nasty combo. Start out with Butcher of Malakir and Nim Deathmantle on the battlefield, late game, when you have lots of mana open, preferably 15. Play Fleshbag Marauder, and sacrifice itself to force each opponent to sacrifice a creature. As this happens, Butcher of Malakir kicks in, forcing another sacrifice. But then you active Nim Deathmantles ability, returning your Fleshbag Marauder to the battlefield, and the cycle continues while your opponent has creatures and you have mana. With the 15 advised, That’s 6 creatures. This is the point to say Grave Pact would work just as well as Butcher of Malakir. Now destroying 6(in a typical 4 player game) opposing creatures is obviously nice, and even gets past shroud and indestructible and the like, making it an even better deal for the cost of a single card. However, the most fun part comes in an optional bonus – Kresh the Bloodbraided. With this little combo your getting +13/+13 alone, ignoring what everyone else sacrifices. Assuming there are 3 players left, and they all sacrifice 6 1/1s(giving scope for people having less, more powerful creatures) that’s still a total of +31/+31, Enough to take someone out with Commander damage now they have a blank field. At that’s probably being too generous. Thanks to this little combo I had Kresh end the game with over 100 +1/+1 counters on him… That’s fun.

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