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Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal


Artifact Creature — Horror

: Change a target of target spell or ability to this creature. ( may be paid for with either or 2 life.)

scottbaker91 on Zur the Enchanter Stax

3 months ago

Some of my favorite Zur Combos are: Teferi, Hero of Dominaria + Stasis // Solitary Confinement + Necropotence // Rest in Peace + Energy Field // Stasis + Azor's Elocutors // Basalt Monolith + Power Artifact // Winter Orb + Mind Over Matter

Sunder, Armageddon, Death Cloud will send your opponents back to the stone age while you fish out more enchants and punch them to death with Zur

Mana Breach, Mana Vortex, Oppression, Overburden are must have stax cards for Zur. The enchantments / creatures that keep your opponents from drawing or casting more than 1 spell per turn are really solid for stax ex: Arcane Laboratory, Spirit of the Labyrinth. Notion Thief + wheels will leave your opponent with 0 cards

Spellskite, Vanishing, Diplomatic Immunity, Steel of the Godhead, Mind Over Matter are all S tier for Zur

Approach of the Second Sun for another easy win con

Have fun crushing your opponents soul

TehGrief on Retargetting and Ward Triggers

5 months ago

I control Storvald, Frost Giant Jarl and Spellskite, my opponent casts Doom Blade on Storvald, paying the 3 mana for the ward.

If I activate Spellskite, changing the target, does the opponent have to pay the 3 mana for ward again?

Profet93 on S U P E R F R ! E N D S (Tekuthal)

5 months ago

SufferFromEDHD +1

Spellskite - Protection/politics

Cyclonic Rift - Wipe

Why Planar Portal and not Planar Bridge?

At the risk of being a dead card, Basalt Monolith to combo with rings for infinite mana and top to draw your entire deck.

Staff of the Mind Magus seems weak. Have you considered swapping it for something more impactful like High Tide?

Andramalech on Enamored Rotpriest

5 months ago

capwner I appreciate the feedback!

Phantasmal Image seems great in comparison to Artisan of Forms and you're correct, it would be wasteful of the interaction to not consider how that works in my favor.

I think between that, Spellskite, and Summoner's Pact, I'm most likely to use Image and Skite, so I'll figure out where that lands, and will consider that Growth Spiral is effectively a better use of my time than Explore would be on instant speed alone.

Please don't forget to hit this list with an upvote, I'd appreciate it!

capwner on Enamored Rotpriest

5 months ago

Interesting concept, I'm more familiar with the Gruul version of this deck that uses Ground Rift, Lava Dart, Underworld Breach, and other fun red stuff. The red part of that deck seems really necessary to get the quick combo kills that make Rotpriest worth it. But maybe the control aspect you get from blue ends up being good too. My recs are to add Spellskite, this lets you get double activations off every targeted spell and it protects your priests. I'd also consider Phantasmal Image over Artisan of Forms because Image enters as a priest, while Artisan essentially wastes a trigger in order to do its clone effect. Also since you're in Simic maybe run Growth Spiral over Explore?

Balaam__ on Oh, the HORROR! - Fling in the Ice

7 months ago

This is true. Maybe the answer was right in front of us the whole time: Spellskite. Upping it to 4x puts a decent linebacker on the field, which won’t be bolted, which will redirect the majority of pivotal mid- to late game plays to itself, and most importantly it won’t be returned to your hand when Thing in the Ice  Flip is flipped. The only play that might realistically sidestep it would be a boardwipe. It’d be a magnet for removal though so I’d definitely hang onto it until just before I felt confident in trying to go for the win.

wallisface on Ramp Halimar Mill

7 months ago

ampersand_09 to get to 9 mana by turn 5, you effectively need to be playing your land drop every turn as well as some form of ramp on those first 3-4 turns. With 19 lands you only have a 23% chance of making your land drop on each of the first 5 turns, and with only 11 ramp cards your odds of scraping the extra 4 mana put if those is even more grim. I’m not seeing how this is happening reliably at all.

I would be swapping the counters (and Coco) for mor lands and more ramo, as well as 2 more Spellskite, and maybe something like Summoner's Pact so you can more reliably get Halimar Excavator into play.

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