Archive for February, 2011


This is also a two card combo, which consists of Bear Umbra and Hellkite Charger. Bear Umbra can untap all your land when enchanted creature attacks and Hellkite Charger can use your untapped land to produce another combat phase. Something is noticable is that the order of putting Bear Umbra’s triggered ability and Hellkite Charger’s triggered ability into stack. Since it is in your combat phase, you can choose the order of putting these two triggered ability into stack. You put Hellkite Charger’s triggered ability into stack first and put Bear Umbra’s next, so that Bear Umbra’s triggered ability will resolve first and untap all your lands, then Hellkite Charger’s will resolve. The rule for triggered ability with additional cost as Hellkite Charger’s points out you only need to pay this additional cost when the triggered ability resolve, not when it come into stack, and if you pay, it resolves with effect, otherwise it will be simply removed from stack. So you can pay Hellkite Charger’s triggered ability’s additional cost because your lands have already untapped by Bear Umbra’s triggered ability, thus you untap all your attacking creature and gain another combat phase. Continue this action you can get infinite combat phase and kill your opponent.

In the new set Mirrodin Besieged, there is another substitute for Bear Umbra, that is Sword of Feast and Famine. Sword of Reast and Famine can also make your lands untap when attached creature deals combat damage to a player. So it also works with Hellkite Charger, but not as good as Bear Umbra, because you must hit your opponent use that attached creature instead of just attacking with Bear Umbra enchanted creature.

It is a famous combo in Legacy when Mirrodin comes out. There are only two cards in this combo, one is Goblin Charbelcher, and another one is Mana Severance. The idea of this combo is simple, use Mana Severance remove all lands from your library, then use Goblin Charbelcher kill your opponent. Accoding to rule of mtg, if there is no land your library, the activated ability of Goblin Charbelcher will stop by force when the last card of your library is revealed, and Goblin Charbelcher will deal damage equal to the number of cards in your library. Usually it is the kill.

Notice the Mana Severace is a socery and Goblin Charbelcher is an artifact, which means this combo is easy to search from your library if you use the pure blue deck, Arcum Dagsson for example. You can use something like Mystical Tutor or Personal Tutor to find Mana Severance out and use Arcum Dagsson or Fabricate to search Goblin Charbelcher to complete the combo. That how it works in my Arcum Dagsson deck.

This is a famous combo for artifact decks. This combo consist of three card, first one is Nevinyrral’s Disk. Note in the text of Nevinyrral’s Disk, the cost to activate its ability is ‘{1} {T}’, you don’t need to sacrifice it. Although its ability will destroy itself as well, which seems same to sacrifice, there is some tricks in it. The answer is Darksteel Forge, the second part of the combo. Darksteel Forge makes all your artifact indestructible, which keeps your Nevinyrral’s Disk on board even you activate its ability. Here your combo is almost done, since you can active Nevinyrral’s ability anytime you want and destroy board infinitely. The last  segment is to make all permanents on board artifacts, which can be destroyed by Nevinyrral’s Disk. Note Mycosynth Lattice can also make all your pemanents artifacts, which will be indestructible when Darksteel Forge on board. Use Nevinyrral’s Disk to destroy all the thing your opponents every turn, it is the combo.

There is a very good way to find these three cards, it is a legendary creature, which can be the general of an EDH deck. Its name is Arcum Dagsson. In that deck, you just need to prepare three small artifact creature and activate Arcum Dagsson’s ability three times to find out all these three artifact and get the win. Something noticable is that the order of finding these three cards. Usually I will find Nevinyrral’s Disk first, because it enters the battlefield tapped. Then I will find Darksteel Forge, which can protect Disk and if someone remove your Disk, you can still activate its ability to bury the board. Last one, of course, will be Mycosynth Lattice.

It is a pure enchantment combo, which means the combo consist only by enchantment. The most important card of this combo is Humility, which is a very very powerful card not only in format EDH but also in format Legacy. Humility says that all creature loses all abilities and is a 1/1 creature, which means all creatures on board become useless, no matter how big the creature is and how strong the creature’s ability is. It is a killer of almost all creature deck. Something is noticeable is that the triggered ability when the creature enter the battlefield also become invalid, because when it enters the battlefield, it has already become 1/1 and lost all ability, so the triggered ability is also lost. This makes Humility hard to destroy for creature decks, since the most usual way to destroy an enchantment for a creature deck is to use the triggered ability when creature enter the battlefield.

The second piece of this combo is Dovescape, which counters all non-creature spell and put that many 1/1 tokens into play that is equal to its mana cost. Thus, all creature player cast will turn into 1/1 creature anyway. (creature spell will also be 1/1 because of humility).

The last thing you need is to kill these 1/1 creatures, Night of Souls’ Betrayal will help you to do that. All creatures will be 0/0 after -1/-1, so they will go to graveyard afterward. Here this combo is almost done, since all spells player cast will turn into 1/1 creature and go to graveyard immediately because the Night of Souls’ Betrayal.

You may have the question, I also can’t any spells, how can I win the game. Don’t worry your man land will help you win the game. Man land are lands that can turn into a creature. According to the rule of mtg, rewrite creature’s power or toughness is belong the 4th layer of the deciding creature’s  power toughness. Both the Humility’s second ability and man land’s becoming creature ability are all the instance of rewriting creature’s power or toughness. So the one come into play later will go into effect, which means the power and toughness of the man land is not 1/1, it has its the original power and toughness and will not killed by Night of Souls’ Betrayal.

In fact, there is another way to win the game, which I suggest. There is a card called  Enduring Ideal which can let you search library for enchatment card and put it into play every turn. The ability Epic is an interesting ability, which represents a spell ability and  a delayed triggered ability. The spell ability is if the spell resolves, your can’t cast spell in the rest of game and the delayed triggered ability is at each beginning of your upkeep, copy this spell except for its epic ability. Note that the delayed treggered ability is a copy of spell which isn’t casted, so it will not be countered by Dovescape. In most of cases, you cast Enduring Ideal you win the game because you can use it to find Humility first, Dovescape second and Night of Souls’ Betrayal third which form the combo. Then you can just find an enchantment that can turn into a creature and win the game.

This is a really good combo which only need one card (Enduring Ideal). But in the other hand, you need to wait three turns to find all of three enchantments, during which your opponent may destroy one of the enchantment and thus beat you down (note you can’t cast any spells after you cast Enduring Ideal).

Knowledge Pool is a pretty new card which is just printed in new set in February 1st. It is a very interesting card, which has the text that “Imprint – When Knowledge Pool enters the battlefield, each player exiles the top three cards of his or her library. Whenever a player casts a spell from his or her hand, that player exiles it. If the player does, he or she may cast another nonland card exiled with Knowledge Pool without paying that card’s mana cost.” Note there will be infinite cards imprinted by Knowledge Pool because when a player cast a spell, that spell will be exiled by knowledge pool which means that card can be used when second triggered ability of knowledge pool is triggered.

Since Knowledge Pool’s ability is too strange (in fact, no card before has the ability like that), it is hard to see what card compose a good combo with the Knowledge Pool. Some wisdoms just discovered some good comboes with it two days ago. One of them is using Arcane Laboratory/Rule of LawBoth of these card restrict the number of spell one player can cast to 1, so when a player cast a first spell, it will be exiled by Knowledge Pool and that player can cast another spell from Knowledge Pool, but, unfortunately, it is the second spell that player cast, so he can’t use it. Thus no player can cast any spell again, the board is locked.

The combo above has its weakness, that is you also can’t cast any spells. In fact, there is a better combo with Knowledge Pool that only locks your opponents. That card is Teferi, Mage of Zhalfir. According to the rule of mtg, when a player use the second ability of Knowledge Pool to cast a spell without paying its mana cost, the time you can cast it is as instance, no matter it is in which phase it is. That it, although you are in your main phase, the time you can cast it is still as instance, not sorcery. Since Teferi, Mage of Zhalfir can prevent your opponents from using spell in instance time, spells your opponents used from second ability of Knowledge Pool can’t be casted, and any spell they cast from hand is exiled by Knowledge Pool, that is their spells can’t resolve anyway. With Terefi, Mage of Zhalfir and Knowledge Pool, you can lock your opponent from casting spell infinitely, that is always the win for the game.

 

Sun Titan is a mystic rare which is printed in core set M11 last year. It is not a good card in format type 2, because there is no card in type 2 can cooperate with it. Nevertheless, it is really a powerful card in format EDH. The ability of Sun Titan is broken that you can take back any permanent card with converted mana three or less from your graveyard onto the battlefield when it enters the battle field or attacks every turn In fact, there is no card that can bring back a permanent from graveyard every turn before (note it is not only creature card). This strong ability results in many ok comboes working with Sun Titan, and here I will introduce the most workable one in EDH.

There is a card called Angelic Renewal from set Weatherlight which form a really good combo for Sun Titan. When both Sun Titan and Angelic Renewal are on battlefield, if Sun Titan will go to your graveyard, you can sacrifice Angelic Renewal to bring Sun Titan back. Note there is no key word ‘instead’ on text of Angelic Renewal, so Sun Titan enters the battlefield again, where the triggered ability will trigger again. Since Angelic Renewal is already in your graveyard, you can take it back using Sun Titan’s triggered ability. Then you will find both Sun Titan and Angelic Renewal are on battlefield again and none of them is destroyed.

This combo can’t kill your opponents at once, it can only protect your Sun Titan and your Angelic Renewal. The only thing you need is one card that can sacrifice your Sun Titan and produce some effects on your opponents. There are two cards work pretty good with this combo. One is Altar of Dementia. Use your Altar of Dementia sacrifice Sun Titan to mill cards from your opponent’s library and sacrifice Angelic Renewal take Sun Titan back and take back Angelic Renewal using Sun Titan’s ability, then sacrifice Sun Titan for Altar of Dementia again……. This will produce an infinite mill on your opponent’s library, until there is no card in your opponent’s library, which will result in a lose when your opponent need to draw a card in his next turn.

The other card works good with this combo is Goblin Bombardment. Use the similar way as Alter of Dementia, you can kill your opponent immediately. Note that Goblin Bombardment is a red card, which means you can only use it in red decks, whereas Alter of Dementia is an artifact that you can use in any deck you want.