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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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal



Shock deals 2 damage to any target (creature, player or planeswalker).

Caerwyn on The Reserved List is a …

4 days ago

Your analysis on a number of points is extremely questionable.

“Not only did this ensure that there was always something to invest in and collect”

This is the initial argument for why the RL was created - they did not know if the game was going to be seen mostly for its collectable nature (like baseball cards) or for the actual game (like nothing else on the market at the time), and the RL is a case of them hedging their bets, sacrificing the game side of things to attract collectors.

It can be debated whether that was necessary at the time of the RLs formation. However, it should be noted that the high price of non-RL Alpha cards, unique printings like Judge Foils and Kaladesh Masterpieces, etc. all show that there are plenty of ways to appeal to collectors outside of the RL.

“gave developers incentive to design new card pieces that could emulate (to a lesser extent) those powerful and sought after effects”

Developers do not need the RL to do this - and they do it all the time on non-RL cards for any number of reasons (see Lightning Bolt and Shock). From the designer’s point of view, the RL actually creates a problem that otherwise might not exist. Say you want to print something similar to a good RL card (let’s remember, a large number of RL cards are unplayable garbage), suddenly you run into an issue where you could take a good card folks are running 4 copied of and make those decks far more powerful by allowing them to run 8 copies of a spell with a similar function.

Overall, that actually reduces design space by removing the designer’s freedom to simply say “this old card is perfect, let’s use that” and forcing them into a position where they have to make unnecessarily complex and avoidable design calculations.

“Thus, ensuring a form of reprint equity that set designers can cash in on to make sure a product sells well and gives WotC the funds to continue to invest in new card development.”

This is just a bad argument. “Rather than let Wizards cash in on actual reprint equity, isn’t it great they can try to cash in on an inferior form of reprint equity?”

Being able to tap into actual reprint equity - including some of the most valuable (though out of reach) reprint equity in the game - would be far better for “giv[ing] Wizards the funds to continue to invest in new card development.”

“If a Reserved List reprint product were produced it would be so egregiously priced that it would make Magic 30th look tame.”

Wizards recently reprinted a couple cards with values higher than most RL cards (Imperial Seal, for example, was something like $800.00 prior to its reprint). The money to be made with Magic is in getting the most number of people to buy product at the highest possible price - that is why they do print to demand, and will reprint sets that sell out (Magic 30 is fundamentally different - it was designed to be a single run so they wanted to milk that one run for all it was worth).

Most importantly, they want to be able to sell boxes to LGSes for things like Draft Night—-and want the products priced such that the game stores are going to purchase large numbers with the expectation they’ll be able to keep demand going for quite a while.

That places limitations on how high a reprint set can go, even one with a few valuable chase cards. After all, it isn’t like they would just release a “oops, all RL” product - they would do a slow rollout and spread the reprint equity over numerous sets.

Every point you make about not seeing the data supporting that the majority dislikes the RL

Magic’s Mark Rosewater has acknowledged before that the majority of players dislike the reserve list, while also acknowledging it does appeal to some, such as collectors. It also is important to note that Wizards’ staff do not talk about the RL often, and, when they do, they often stay on script in a way which de facto indicates they do not like it either.


Overall, I think the evidence shows that Wizards dislikes the RL as much as players seems to—-it ties their hands, cuts into their profits, upsets their players, and means they have to write off entire formats (Vintage, Legacy, high tiers of cEDH) as “something we can’t really cater to”.

From players to designers to management, the overwhelming position seems to be that no one wants the RL - I expect the only reason it is still in the game is because Wizards’ lawyers are saying removing it presents an unacceptable risk.

PhyrexianPraetor on 【Emotional】▷ RANT ◁ WOTC's GREED has RUINED MAGIC!

1 month ago

As someone who has played mtg since Lorwyn made it’s debut (2007), I have one thing to say. As a home-brewer I don’t mind new cards, I actually like newly printed cards and neat concepts. What I don’t like is when they print new cards that essentially amount to legalized cheating and cards that embody the very reasons why previous problem cards and strategies got banned in the first place.

With that being said, I have recently gotten back into mtg after almost a year of selling my collection due to War, MH1 and MH2 and only play modern with my friends. For quite a few years I was able to successfully bring BW Devotion to Modern FNM and come 1st, 2nd or 3rd quite consistently. All of the other players brought decks like Grixis Shadow, UW Control, Grishoal Brand/Reanimator, Tron, Affinity, Death & Taxes, Naya Zoo, Burn, Mill, Storm, Ad Nauseam, Dredge, Humans, Merfolk, Spirits, Vampires, Zombies, BR Demons, Infect, UR Thing in the Ice, Izzet Drakes and various other decks. There was a high degree of variation among modern players in my area and you were able to perform in a decent manner with a home-brew.

With the introduction of War of the Spark, Modern Horizons and Modern Horizons 2 a lot of those players either quit, started playing edh only or started playing one of the four strategies that were the best in my area (UW Control due to Teferi, Time Raveler, Jund due to Ragavan, Nimble Pilferer, Archon Reanimator Decks and four/five colour Omnath Decks). With three sets and many standard cards that were ridiculous, WOTC had caused modern to become a format of four separate strategies (after some bannings of course), effectively making it a rotating format and accomplished in contradicting their previous reasons for banning cards in the past by doing so.

For years, cards would get banned due to over-representation of certain decks (Splinter Twin as an example) or how certain strategies got too strong (Infect as another example). Now WOTC prints cards that are way too pushed and are nearly impossible to stop and don’t do anything about them.

If a ban were to happen I would like to see one or two of the below cards banned.

1) Teferi, Time Raveler is a card that literally turns a game of mtg into Hearthstone and prevents the opponent from interacting in any way, shape or form. By far this card embodies my concept of “legalized cheating” the most.

2) Ragavan, Nimble Pilferer isn’t bad when you can answer it. When you can’t, it effectively turns into a 1 mana card that is a combination of Sink hole and Shock. I have rarely seen a player use it’s ability to cast the cards it takes off the top of the deck and usually have seen it hit lands off the tops of said decks. It does too much for a 1 mana card, just like Deathrite Shaman.

3) Omnath, Locus of Creation or Wrenn and Six both generate way too much card advantage for so little investment. All you have to do is play fetch-lands and you will win the game in a matter of turns. One or both have to go. I put these two together due to seeing them both played along side each other more often than not.

4) Mishra's Bauble has always been a card that has attracted the attention of WOTC with possible bannings. Similarly as Ragavan, it does too much for little to no cost and it also contributes to certain strategies in a big way at literally no cost, not to mention that it replaces itself.

5) Expressive Iteration generates too much card advantage. In a way it kind of reminds me of Faithless Looting. Not in the way of abusing graveyard strategies, but drawing a lot for very little cost. EI effectively reads “scry 3 and draw 2”, last time a card did something similar to this, it got banned. The card I am referring to is Preordain. A card that generated way too much card advantage for 1 mana by setting up your next two draws, one of which was immediately drawn after scrying and was one of the cards that lead to Storm being way too consistent in the format.

6) Ovalchase Daredevil isn’t a particularly busted card, but it makes decks that use The Underworld Cookbook way to consistent. Discarding a card to activate an ability is supposed to COST YOU A CARD!!!, not generate card advantage for effectively nothing in exchange. Disagree with me? Storm had received the most bannings in modern’s history due to being “too consistent”, so why does another deck get to have the same level of consistency and not get a second look? Sure, it’s not the most dominant strategy, but neither was Storm and it still got banned into oblivion.

lespaul977 on mono red burn needs help

1 month ago

Hi RockIV! I know there are a lot of mono-red burn decks that don’t run many creatures so I don’t think you’re off-base for only running 11. There are some cards that might be fun to add, like Thermo-Alchemist and Guttersnipe, but I don’t thing you’re “wrong” by any means. I run a few more creatures in my Stomp. Burn. Destroy. V2.0 deck (which isn’t the best example of a competitive deck), but that’s just what I prefer. Play what is fun for you.

As far as other solid creatures go, you’ve already got Monastery Swiftspear, which is a great 1-drop, but Ghitu Lavarunner and Soul-Scar Mage are also good 1-drop options if you do decide to add some more creatures.

It looks like you have a lot of cool burn cards in your deck, but a lot of them cost 2. I think it might be a good idea to take a look at Shock (as well as similar cards like Play with Fire) and Skewer the Critics, and other cards you can get out for 1 mana. Also, I’ve had good luck with Light Up the Stage in my burn deck as a nice way to get some card advantage.

Best of luck on the build! I have a lot of fun with burn decks, and I’m sure you will too.

RockIV on mono red burn needs help

1 month ago

Rocks Monored burn

hi there, i made this red deck time ago with actually not very much experience about monoreds.

so i have the doubt , should i add more creatures?

i have Spark Elemental Hellspark Elemental, this two creatures to add to the deck. I have seen alot of decks with them, but i dont know what cards should i replace. Will the deck be better with more creatures? maybe i have to take out Viashino Pyromancer and Skullcrack.

should i add cards like Shock, Thunderbolt or Grim Lavamancer ? i know that there are alot of more cards that i should get like Eidolon of the Great Revel Skewer the Critics

i may add Browbeat, for some card draws

ty very much for reading :D

wallisface on Blue/black mill

1 month ago

Some thoughts:

  • It looks like you're currently trying to do 3 different things here: mill your opponent out, combo-off, and deal them 20 damage. This is just going to weaken your overall gameplan because whichever way to try to win, only half of the cards you draw are going to help with that. I would suggest you reorganize the deck to be entirely-focused on the mill plan, entirely focused on the Duskmantle Guildmage combo, or entirely focused on the beatdown plan.

If you're wanting to build a Mill Deck:

  • There are no creatures at all worth running except for Hedron Crab and Ruin Crab. Nothing else is even remotely worth the effort of running, because nothing else really helps with the goal of milling your opponent.

  • Also something to be aware of, is that you need any card that is milling to get at least 8 cards from your opponents deck (try to compare mill spells as burn spell, except you need to do 53 damage instead of 20 - so the same way that burn can never justify running Shock, mill can never justify running Tome Scour). Any less than this, and you just end up empty-handed with your opponent still alive. So I would suggest ditching Mind Grind, Tome Scour, Traumatize, both the planeswalkers, and your artifacts. I would also say to get rid of Fraying Sanity because that card is just bad. Instead look to add things like Fractured Sanity, Maddening Cacophony and Archive Trap.

  • You'll want a decent amount of interaction in the form of Surgical Extraction and Fatal Push, as well as Drown in the Loch. Crypt Incursion is also great to keep yourself alive longer

  • An example deck of how this looks here

If you're wanting to build a Combo Deck:

  • you'll want to up your copies of Mindcrank to a full playset. You also want ways to fetch both your combo pieces in the way of cards like Dimir Infiltrator and Muddle the Mixture, as well as draw spells like Consider or Serum Visions.

  • Duskmantle Guildmage is the only real creature you need to run, though its worth also considering Spellskite as a way to protect your combo pieces, and Vendilion Clique as either a way to fix your own hand, or mess with your opponents.

  • Your other cards should mainly be focused on ensuring your opponent can't disrupt what you're doing. Spell Pierce and Counterspell will be great here, as well as proactive cards like Inquisition of Kozilek. Because you only really want to slow your opponent down, stuff like Vapor Snag can be decent too (note this card can also start the combo triggering once you have the pieces in play).

  • A budget dechtech example with description, list & video this deck here

If you're wanting to build a Creature-beatdown Deck:

  • You probably don't want to be doing much milling at all, or at least you don't want to be running any cards that only mill. The most practical route to go down is probably using Rogues, with cards like Thieves' Guild Enforcer and Soaring Thought-Thief.

  • A budget dechtech example with description, list & video this deck here

DeeLight on Grinding with Yuriko

2 months ago

Hello SP3CTR3_chelts, I do not see what you mean with that about the heartless summoning havengul lich perilous myr combo. It is only limited by how much nana you have to spend in order to revive and kill the myr over and over, assuming you have heartless summoning out giving it -1/-1. This loop thus turns your every 1 of any mana into a sort of Shock.

wallisface on Mighty Mighty Minotaurs

2 months ago

Some general tips if you’re trying to make this more competitive:

  • you’re currently running waay too many cards as 1-ofs and 2-ofs. That will lead to consistency issues and make the deck quite messy to pilot. I’d recommend aiming to be mainly running playsets.

  • Aim to get down to 60 cards. 79 is a lot over that, and will lead to more consistency issues, as well as an overall weaker deck. The easiest way to strengthen a deck is to make sure it’s just 60 cards.

  • Ditch the high-mana cards. Modern decks find it really hard to justify playing anything over 4 mana, and I think your deck falls under that same category - i’d suggest ditching everything costing 5-or-more mana.

  • A bunch of these cards are strictly-worse versions of cards. For example, there’s no point playing Shock when Lightning Bolt exists. I’d suggest aiming for

wakawakawaka on Interactive poison (home ver.)

4 months ago

if you're trying to win through poison, searing blood is strictly worse than Shock.

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