Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Memory's Journey
Instant
Target player shuffles up to three target cards from their graveyard into their library.
Flashback (You may cast this from your graveyard for this card's flashback cost. Then exile this.)
DJST0RM on
Oops, all spells (v1.1)
1 week ago
Goblin Charbelcher has been a conflicting matter for me. My general idea for this deck has been to have a turbo 5c build (turbo rog/si or rog/reyhan would be the standard, as honestly trying to build turbo without Rograkh, Son of Rohgahh is a bit iffy), so the obvious answer is that other win-cons (eg. Destroy the Evidence or Lively Dirge, etc...) would be less mana, and wins the whole game (rather than ousting a player, and making yourself global enemy #1). I tend to think that even citadel is a little better (for the reasons above) even if it needs tons of black pips, but that is much harder to say and more a matter of preference. With that said RIP effects are the true killer for this deck right now, and I don't have a super easy way to get around that in the current list (other than play faster, though that doesn't work against the leyline). Currently my easiest way to win around such effects is tutoring thoracle and hard casting it. RoL effects aren't so much as a hassle - I won't be winning in one turn, but charbelcher wasn't going to anyway. My standard coping mechanism with that is Memory's Journey which I can do on someone else's turn (or my next upkeep if I don't have mana open) to get back Reanimate -> thoracle. The two MDFCs really got the cut just because entering tapped is a big downside when (trying to) go fast. I very much see the appeal of a more staxy battlecruiser-y build (this deck definitely lacks consistency, and dies to stax).
wallisface on
U/G Mill
1 year ago
Some thoughts:
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Evolving Wilds is a really bad card - i’d recommend Prismatic Vista instead.
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you need more crabs to make this plan more reliable. Where’s the playset of Ruin Crab?
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I wouldn’t bother with Primordial Hydra, it detracts from the mill plan. Your deck’s never winning through damage.
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Memory's Journey serves no purpose and i’m not sure why it’s here.
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Jace, the Perfected Mind is miles better than Jace, Memory Adept
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Ghost Quarter isn’t great in mill because it doesn’t force your opponent to search, which means they can avoid being hit by Archive Trap. You want to be running Field of Ruin (field has the added bonus of letting you trigger your crabs again).
Megalomania on
Kenrith, The God-King
3 years ago
For starters, i’d go with less tapped lands and more ramp spells. The Battlebond and Commander Legends “duals” are good option. Basics will also be fine especially if you have Signets to help with the mana fixing.
If you want this to be more focused on combos, you can lose the big creatures and replace them with tutors, board wipes and more disruption spells. Same goes with the more goodstuff type of cards like Voidwalker and Willbreaker.
Lastly, add recursion like Eternal Witness, Timeless Witness and Memory's Journey. It will make your life a whole lot easier.
OLucas on
Budget Sultai Tormod combos
3 years ago
Added the cephalid breakfast self-mill combo with Cephalid Aristocrat, Cephalid Illusionist and Shuko. With Gaea's Blessing in the deck and Tormod, the Desecrator on the battlefield that's infinite zombies. Also added Memory's Journey as a way to shuffle Gaea's Blessing if its in the graveyard from drawing and discarding/casting.
Grafted Wargear and Lightning Greaves also serve the same function of Shuko in the combo. The greaves should definitedly be added for mtgo since it's cheap there.
legendofa on Card creation challenge
3 years ago
Destabilize
Sorcery
Target player mills six cards. Return a permanent card from your graveyard to your hand for each land card milled this way.
Overload
has always felt more self-mill to me. That's probably influenced by the original Innistrad, with stuff like Splinterfright, Boneyard Wurm, Tracker's Instincts, Memory's Journey...
Anyway, create a land card.
RambIe on
Deck challange
4 years ago
1st play test on turn 6 i was able to put together Basalt Monolith & Mesmeric Orb
milled the deck flashback Memory's Journey targeting Thassa's Oracle and A Island
then flashback Deep Analysis played the island and casted oracle
kinda lame but got the job done, i'd call it good for a 1st draft built with two different minds
nathanielhebert on
Devious Assembler -- Blue Tron Robots
4 years ago
Interesting deck idea, as I've been trying to find a home for the Self-Assembler .
While I don't own Devious Cover-Up , perhaps something like Quest for Ancient Secrets or Memory's Journey might fulfill a similar function — ah, just realized they're not common!
Hmmm, maybe a colourless Workshop Assistant in a pinch. I'll tinker away — kudos!
enpc on Top Cards From Strixhaven
4 years ago
I can see Sanctum of Eternity 's popularity getting driven up by Beledros Witherbloom . Especially if you just add an Aetherflux Reservoir .
The card I'm most excited for is actually Quandrix Command . It's a much more useful (in most scenarios) version of Memory's Journey (which forms a recursion loop with Noxious Revival ) and has a good amount of synergy with the rest of the deck (acts as temporary removal/counterspell and I run Incubation Druid ).



