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- .51 -1 A (Crusade) ... Singles: "With this card you can..."
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- give all your white creatures extra power and toughness.
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- .145 -1 A (Lightning)
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- deal 3 damage to any creature or your opponent.
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- .94 193 AB (Fungusaur/Prodigal) ... Combos: "With these cards you can..."
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- damage your own Fungusaur to make it grow each turn!
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- .121 209 AB (Instill Energy/Royal Assassin)
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- kill two tapped creatures each turn instead of just one!
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- .121 193 AB (Instill Energy/Prodigal Sorcerer)
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- use the Sorcerer to deal 2 damage each turn instead of just 1!
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- .121 186 AB (Instill Energy/Pirate Ship)
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- use the Pirate Ship to deal 2 damage each turn instead of just 1!
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- .121 149 AB (Instill Energy/Llanowar Elves)
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- use the Elves to produce two green mana each turn instead of just one!
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- .261 235 BC (Uthden Troll/Stone Giant)
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- throw the troll at your opponent over...and over...and over...
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- .89 35 CD (ForceofNature/COP Green)
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- avoid paying upkeep on the Force of Nature and instead use the Circle to prevent the Force's upkeep damage!
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- .122 132 B (Invisibility/Juggernaut)
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- make the Juggernaut completely unblockable!
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- .152 40 BC (Lure/Cockatrice)
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- destroy all of your opponent's untapped flying creatures by attacking with the Cockatrice!
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- .201 40 BC (Regeneration/Cockatrice)
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- destroy your opponent's creatures and allow the Cockatrice to survive any lethal damage dealt to it!
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- .152 244 BC (Lure/Thicket Basilisk)
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- destroy all of your opponent's untapped creatures by attacking with the Basilisk!
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- .152 391 BC (Lure/Abu Jafar)
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- destroy all of your opponent's untapped creatures by attacking with Abu Jafar!
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- .413 259 A (El-Hajjaj/Unholy Strength)
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- get even more life when you attack or block with El-Hajjaj!
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- .413 462 AB (El-Hajjaj/Unstable Mutation)
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- get even more life when you attack or block with El-Hajjaj!
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- .413 112 A (El-Hajjaj/Holy Strength)
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- get even more life when you attack or block with El-Hajjaj!
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- .133 125 BC (Jump/Ironroot Treefolk)
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- "bush-whack" your opponent's flying creatures as they attack...or maybe that's "tree-whack".
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- .452 145 AB (Rukh Egg/Lightning Bolt)
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- destroy your own Rukh Egg and get a Rukh into the game faster.
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- .452 210 BC (Rukh Egg/Sacrifice)
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- get four black mana for another spell and a Rukh at the same time!
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- .3 485 A (Animate Dead/Colossus of Sardia)
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- discard your Colossus into the graveyard and animate an 8/9 creature with trample for a casting cost of only two mana!
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- .395 471 CD (Ali from Cairo/Armageddon Clock)
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- just let time go by as your opponent's life goes down and you don't go below one life!
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- .161 205 AB (Mesa Pegasus/Righteousness)
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- swiftly pummel even the likes of a Lord of the Pit out of the sky!
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- .228 175 BC (SleightofMind/Northern Paladin)
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- destroy any color of cards in play, which makes your Paladin even more feared by your opponents!
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- .152 551 AB (Lure/Abomination)
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- destroy all of your opponent's untapped Green and White creatures by attacking with your Abomination.
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- .551 228 BC (Abomination/Sleight of Mind)
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- destroy creatures of any color blocking or blocked by Abomination!
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- .563 021 AB (Amrou Kithkin/Blessing)
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- have an inflatable creature that cannot be blocked by creatures with power greater than 2!
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- .563 614 A (Amrou/Divine Transformation)
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- have a 4/4 creature only blockable by creatures with a power of 2 or less!
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- .563 113 BC (Amrou/Howl from Beyond)
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- surprise your opponent with your little 1/1 creature suddenly howling more damage to them than they originally expected!
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- .293 153 C (Angry Mob/Magical Hack)
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- change the Mob to grow larger when your opponents have land other than Swamps.
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- .2 396 CD (Animate Artifact/Aladdin's Ring)
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- have an 8/8 attacking artifact creature that can also choose to deal 4 damage to any target for the cost of 8 mana.
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- .2 393 A (Animate Artifact/Aladdins Lamp)
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- have a 10/10 artifact creature that can also help you draw cards.
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- .2 208 AB (Animate Artifact/Rod of Ruin)
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- have a 4/4 artifact "Prodigal Sorcerer" that cannot be quickly killed with a Lightning Bolt.
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- .393 803 CD (Aladin's Lamp/Sylvan Library)
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- have a wider selection of cards at your draw phase and choose to keep more than one card for the cost of 4 life per card!
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- .3 295 CD (Animate dead/Ball lightning)
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- animate a 5/1 non-summon sick creature with trample into play till the end of turn!
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- .3 242 AB (Animate dead/Terror)
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- bury one of your opponent's nonblack or nonartifact creatures, then animate it into play on your side.
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- .3 409 AC (Animate Dead/Desert Twister)
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- choose your opponent's coolest creature in play, destroy it, then animate it to your side to use against him.
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- .3 321 BC (Animate Dead/Fissure)
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- bury a target creature of your opponent's, then animate it to your side!
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- .4 642 CD (Animate Wall/Fortified Area)
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- not only allow a wall to attack and deal an extra point of damage, but also band with other creatures!
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- .3 66 BC (Animate Dead/Disrupting Scepter)
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- make your opponents discard creatures, then animate them before their eyes.
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- .3 117 BC (Animate Dead/Hypnotic Spector)
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- make your opponents discard creatures, then animate them.
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- .3 943 BC (Animate Dead/Rag Man)
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- make your opponents discard creatures, then animate them on your side.
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- .5 6 AB (Ankh of Mishra/Armagedon)
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- destroy all lands in play (when you have an advantage), then make your opponent take 2 damage for putting new land into play.
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- .300 208 AB (Apprentice Wizard/Rod of Ruin)
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- create a "Prodigal Apprentice" by tapping the apprentice for the 3 mana to activate the Rod and dealing 1 damage to any target.
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- .300 42 A (Apprentice Wizard/Conservator)
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- tap the apprentice for the 3 mana to activate your Conservator and prevent the loss of up to 2 life, just like that.
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- .300 66 BC (Apprentice Wizard/Disrupting Scepter)
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- tap the apprentice for the 3 mana to activate your Scepter (during your turn) and make your opponent discard a card of their choice.
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- .6 63 AB (Armagedon/Dingus Egg)
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- destroy all land in play, and the Dingus Egg will deal 2 damage per land lost to its owner.
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- .6 852 AB (Armagedon/White Mana Battery)
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- destroy all land in play and still have white mana available to you through the battery.
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- .6 765 CD (Armagedon/RED Mana Battery)
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- destroy all land in play and still have red mana available to you through the battery.
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- .6 584 CD (Armagedon/Blue Mana Battery)
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- destroy all land in play and still have blue mana available to you using the battery.
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- .6 580 CD (Armagedon/Black Mana Battery)
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- destroy all land in play and still have black mana available to you via the battery.
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- .6 662 CD (Armagedon/Green Mana Battery)
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- destroy all land in play and still have green mana available to you through the battery.
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- .294 33 C (Ashes to Ashes/COP: Black)
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- remove 2 target non-artifact creatures from the game and prevent the ashes from burning you for 5 damage.
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- .457 112 CD (Ashnod's Battle Gear/Holy Strenght)
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- give any of your creatures a +3 power with no net effect on its toughness.
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- .457 111 C (Ashnod's Battle Gear/Holy Armor)
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- give +2 power to any of your creatures and inflate its toughness using white mana.
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- .575 794 CD (Backfire/Spirit Link)
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- have your opponent's creatures deal damage to their owner and give you life as they do.
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- .8 228 AB (Bad Moon/Sleight)
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- give +1/+1 to creatures of any color you choose!
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- .10 710 AB (Balance/Land Tax)
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- get your bonus lands from Land Tax, Balance to reduce your opponents lands, then place yours to get the advantage!
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- .10 63 BC (Balance/Dingus Egg)
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- force your opponents to sacrifice land down to the number you have in play and take two damage for each!
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- .295 198 AB (Ball Lightning/Raise Dead)
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- trample your opponents for 6 damage several turns in a row.
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- .478 152 CD (Battering Ram/Lure)
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- destroy all your opponent's walls by attacking with Battering Ram!
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- .72 589 AB (Dwarven Warriors/Carrion Ants)
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- make a 0/1 creature (inflatable with generic mana) unblockable until the end of turn!
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- .532 589 AB (Tawnos's Wand/Carrion Ants)
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- make a 0/1 creature (inflatable with generic mana) unblockable until the end of turn!
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- .72 698 AB (Dwarven Warriors/Killer Bees)
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- make a 0/1 creature (inflatable with green mana) unblockable until the end of turn!
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- .532 698 AB (Tawnos's Wand/Killer Bees)
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- make a 0/1 creature (inflatable with green mana) unblockable until the end of turn!
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- .72 93 AB (Dwarven Warriors/Frozen Shade)
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- make a 0/1 creature (inflatable with black mana) unblockable until the end of turn!
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- .532 93 AB (Tawnos's Wand/Frozen Shade)
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- make a 0/1 creature (inflatable with black mana) unblockable until the end of turn!
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- .49 72 AB (Dragon Engine/Dwarven Warriors)
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- make a 1/3 creature (inflatable with generic mana) unblockable until the end of turn!
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- .532 492 AB (Tawnos's Wand/Dragon Engine)
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- make a 1/3 creature (inflatable with generic mana) unblockable until the end of turn!
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- .67 72 AB (Dragon Whelp/Dwarven Warriors)
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- make a 2/3 creature (inflatable with red mana) unblockable until the end of turn!
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- .532 67 AB (Tawnos's Wand/Dragon Whelp)
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- make a 2/3 creature (inflatable with red mana) unblockable until the end of turn!
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- .371 72 CD (Murk Dwellers/Dwarven Warriors)
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- allow the Murk Dwellers to attack unblocked and gain a +2/+0 until the end of turn.
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- .532 371 CD (Tawnos's Wand/Murk Dwellers)
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- allow the Murk Dwellers to attack unblocked and gain a +2/+0 until the end of turn.
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- .939 72 CD (Marsh Viper/Dwarven Warriors)
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- allow the Marsh Viper to attack unblocked and give your opponent 2 poison counters.
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- .532 939 CD (Tawnos's Wand/Marsh Viper)
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- allow the Marsh Viper to attack unblocked and give your opponent 2 poison counters.
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- .72 742 CD (Dwarven Warriors/Pit Scorpion)
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- allow the Pit Scorpion to attack unblocked and give your opponent 1 poison counter.
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- .742 532 CD (Pit Scorpion/Tawnos's Wand)
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- allow the Pit Scorpion to attack unblocked and give your opponent 1 poison counter.
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- .72 444 CD (Dwarven Warriors/Nafs Asp)
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- allow the Naf's Asp to attack unblocked and make your opponents pay or take extra damage.
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- .532 444 CD (Tawnos's Weaponry/Nafs Asp)
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- allow the Naf's Asp to attack unblocked and make your opponents pay or take extra damage.
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- .72 415 AB (Dwarven Warriors/Erg Raiders)
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- allow the Erg Raiders to attack unblocked, thus preventing you from taking 2 damage by not attacking with them.
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- .532 415 AB (Tawnos's Wand/Erg Raiders)
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- allow the Erg Raiders to attack unblocked, thus preventing you from taking 2 damage by not attacking with them.
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- .72 117 AB (Dwarven Warriors/Hypnotic Specter)
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- allow the Hypnotic Specter to safely attack unblocked, forcing your opponent to discard a card at random.
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- .117 532 C (Hypnotic Specter/Tawnos's Wand)
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- allow the Hypnotic Specter to safely attack unblocked, forcing your opponent to discard a card at random.
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- .399 85 A (Bird Maiden/Fire Breathing)
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- have the maiden fly over blockers and breathe extra fire damage at your opponents.
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- .15 201 BC (Bird O Paridise/Regeneration)
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- keep a valued mana source alive, considering that your opponents would like to put it on the endangered species list.
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- .15 121 B (Bird O Paridise/instill energy)
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- produce 2 mana of any color in one turn. If you have 2 Instill Energies on the Bird, it's better than a Black Lotus.
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- .16 259 A (Black Knight/Unholy Strength)
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- kill virtually any creature with a toughness of 4 or below without even a scratch on the Knight (because of its first strike ability)!
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- .18 535 BC (Black Vise/The Rack)
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- force your opponent to keep exactly 3 or 4 cards in hand or take damage!
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- .535 162 BC (The Rack/Mind Twist)
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- not only get rid of your opponent's cards, but also make them take damage for every card fewer than 3 in their hand.
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- .21 72 C (Blessing/Dwarven Warrior)
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- make creatures with power of 2 or less unblockable and inflatable. That can be a scary thought!
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- .21 181 AB (Blessing/Personal Incarnation)
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- keep your Personal Incarnation from going to the graveyard and taking half your remaining life by making it harder to kill!
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- .21 192 C (Blessing/Power Surge)
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- prevent yourself from taking damage from Power Surge by tapping your lands before upkeep and pumping up your Blessing!
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- .582 63 AB (Blight/dingus Egg)
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- destroy your opponents' land and make them take 2 points of damage for losing it!
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- .63 236 AB (Dingus Egg/Stone Rain)
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- destroy your opponents' land and make them take 2 points of damage for losing it!
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- .63 321 C (Dingus Egg/Fissure)
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- destroy your opponents' land and make them take 2 points of damage for losing it!
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- .583 295 CD (Blood lust/Ball Lightning)
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- have a 10/1 creature with trample that can attack the turn it comes into play.
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- .583 145 BC (Blood lust/Lightning Bolt)
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- kill a creature with up to 7 toughness for just 2 red and one generic mana.
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- .583 14 CD (Blood lust/Berserk)
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- just imagine a blood-lusty, berserk, trampling, 10/1 Scrib Sprites! Who cares if it dies at the end of the turn?
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- .97 14 AB (Giant Growth/Berserk)
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- add +3/+3 to a creature, then double its strength and give it trample until the end of turn for just 2 green mana.
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- .23 749 CD (Blue Ward/Psionic Entity)
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- protect Psionic Entity from damaging itself and freely deal 2 damage to other targets without the worry of killing it.
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- .583 336 A (Blood lust/Bog Imp)
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- have a 5/1 flying creature until end of turn for just an extra 2 mana.
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- .24 77 A (Bog Wraith/Evil Presence)
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- turn your opponents' lands into swamps, allowing your Bog Wraith to attack unblockable!
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- .719 77 AB (Lost Soul/Evil Presence)
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- turn your opponents' lands to swamps, allowing your Lost Soul to attack unblockable!
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- .400 481 BC (Bottle of Suleiman/COP: Artifact)
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- prevent the 5 damage from the Bottle if the coin flip does not go your way.
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- .303 179 BC (Brainwash/Paralyze)
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- make your opponent pay a total of 7 generic mana to untap and attack with a creature.
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- .930 121 A (Brass Man/Instill Energy)
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- untap Brass Man without paying the upkeep cost.
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- .304 36 AB (Brothers of Fire/Cop:Red)
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- protect yourself from receiving damage from Brothers of Fire while you deal damage to your targets.
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- .26 153 AB (Burrowing/Magical Hack)
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- give a creature any landwalk you choose.
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- .306 153 CD (Cave People/Magical Hack)
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- give your creatures any landwalk you choose, through the Cave People effect.
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- .30 84 AB (Channel/Fireball)
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- kill your opponents off early by channeling your life into generic mana to power up your fireball.
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- .30 65 AB (Channel/Disintegrate)
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- live on the edge of death by channeling your life into generic mana to power up your Disintegrate and blow your opponent away.
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- .36 32 CD (COP Red/Chaoslace)
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- turn one of your opponents' creatures or spells into a red source and prevent all damage from it with your circle!
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- .36 75 AB (COP Red/Earthquake)
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- prevent damage done to you by Earthquake with your circle and watch your opponent and all non-flying creatures take damage!
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- .34 245 AB (COP Blue/Thoughtlace)
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- turn one of your opponent's creatures or spells into a blue source and prevent all damage from it with your circle!
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- .33 59 AB (COP Black/Deathlace)
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- turn one of your opponent's creatures or spells into a black source and prevent all damage from it with your circle!
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- .37 196 AB (COP White/Purelace)
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- turn one of your opponent's creatures or spells into a white source and prevent all damage from it with your circle!
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- .35 143 AB (COP Green/Lifelace)
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- turn one of your opponent's creatures or spells into a green source and prevent all damage from it with your circle!
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- .35 116 CD (COP Green/Hurracane)
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- prevent damage done to you by the Hurricane with your circle and watch your opponent and all flying creatures take damage!
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- .481 471 CD (COP Artifacts/Armageddon Clock)
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- prevent damage done to you by Armageddon Clock with your circle and watch your opponents life tick away each turn!
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- .484 121 CD (Clockwork Avian/Instill Energy)
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- untap your avian right after you buy back any lost counters on it and still use it that turn.
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- .38 121 CD (Clockwork Beast/Instill Energy)
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- untap your beast right after you buy back any lost counters on it and still use it that turn.
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- .645 40 BC (Gaseous Form/Cockatrice)
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- destroy your opponent's creatures by blocking with the Cockatrice and keeping it from taking damage during combat!
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- .485 121 AB (Colossus of Sardia/Instill Energy)
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- untap the Colossus for free!
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- .485 628 CD (Colossus of Sardia/Eternal Warrior)
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- attack with the Colossus without tapping it!
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- .45 153 AB (Conversion/Hack)
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- make all of any one land type into plains or all mountains into another type of land.
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- .486 72 CD (Coral Helm/Dwarven Warriors)
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- make a small creature unblockable, then give it +2/+2 for every activation of the Coral Helm.
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- .486 3 BC (Coral Helm/Animate Dead)
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- use the Coral Helm to make a creature +2/+2, then animate any creature card you discard.
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- .486 114 AB (Coral Helm/Howling Mine)
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- use the Howling Mine to keep your hand full of cards to use with the Coral Helm.
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- .486 1 BC (Coral Helm/Ancestral Recall)
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- use the Ancestral Recall to fill your hand with three cards to use with the Coral Helm.
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- .486 25 ABC (Coral Helm/Brain Geiser)
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- use the Braingeyser to refill your hand with cards to use with the Coral Helm!
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- .50 242 AB (Creature Bond/Terror)
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- use Terror to kill your opponent's largest non-black creature, and the bond to make him take damage, too.
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- .604 121 AB (Crimson Manicore/Instill Energy)
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- deal 2 damage to a flying creature involved in combat.
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- .487 512 CD (Crumble/Onulet)
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- gain 5 life by using Crumble on your Onulet.
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- .51 228 AB (Crusade/Slight)
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- give all creatures of any color you choose +1/+1.
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- .52 228 AB (Crystal Rod/Slight)
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- gain life from spells of any color you choose.
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- .57 244 ABC (Death Ward/Thicket Baskalisk)
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- save the Thicket Basilisk from the graveyard even as it sends your opponent's creatures there.
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- .69 195 CD (Drain Power/Psychic Venum)
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- gain all of your opponent's mana with the Drain Power and cause 2 damage, too.
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- .70 152 AB (Drudge Skeletons/Lure)
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- Lure all of your opponent's creatures to block the Skeletons and then regenerate it.
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- .75 123 A (Earthquake/Iron Star)
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- deal damage to all non-flying creatures, but take 1 less damage by gaining a life with the star.
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- .75 101 AB (Earthquake/Goblin Ballon Brigade)
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- deal damage to all non-flying creatures, but not to the Goblin Balloon Brigade, which can be made to fly.
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- .413 794 CD (El-hajjaj/Spirit Link)
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- gain twice as much life as El-Hajjaj deals damage.
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- .413 113 AB (El-hajjij/Howl from Beyond)
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- use the howl on El-Hajjaj to make him act like a Fireball and a Stream of Life combined.
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- .620 281 AB (Elder Land Wurm/Web)
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- make the Elder Land Wurm able to block both creatures with and without flying so you can attack with it sooner.
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- .622 7 BC (Elven Riders/Aspect Of Wolf)
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- make Elven Riders bigger than most flyers that can block them with the Aspect of Wolf.
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- .628 930 A (Eternal Warrior/Brass Man)
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- use Eternal Warrior on the Brass Man so that it can attack without you having to pay to untap it.
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- .628 159 AB (Eternal Warrior/Meekstone)
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- attack with any large creature and not have to worry about the Meekstone's effect.
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- .417 204 CD (Eye For an Eye/Reverse Damage)
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- make your opponent take damage from his own attack and reverse the damage so that you also gain life.
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- .86 228 BC (Flashfire/Slight)
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- use Sleight of Mind on the Flashfire to destroy any type of land you choose.
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- .935 756 CD (Flood/Rajan Spirit)
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- use the Radjan Spirit to make any flying creature subject to being tapped by the Flood.
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- .88 40 CD (Fog/Cockatrice)
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- use the Fog to prevent the Cockatrice from taking damage as it destroys everything it blocks.
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- .93 81 AB (Frozen Shade/Fear)
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- attack for a lot of damage and make blocking unlikely.
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- .645 462 CD (Gaseous Form/Unstable Mutation)
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- watch any creature slowly die and not be able to damage you in response.
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- .649 159 AB (Giant Strength/Meekstone)
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- cast Giant Strength on a tapped creature to keep it tapped with the Meekstone.
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- .100 228 AB (Gloom/Slight of Mind)
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- make players of any single color pay 3 more mana to cast and use their cards.
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- .102 101 AB (Goblin King/Goblin Balloon Brigade)
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- make the Goblin Balloon Brigade +1/+1 and give it mountainwalk.
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- .102 163 A (Goblin King/Mons Goblin Raiders)
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- give the Mons Goblin Raiders +1/+1 and mountainwalk.
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- .937 153 CD (Goblin Rock Sled/Magical Hack)
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- make the Goblin Rock Sled trample though any terrain using the Magical Hack.
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- .114 18 A (Howling Mine/Black Vice)
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- put more cards in your opponent's hand and make them take damage from the Black Vise.
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- .114 503 BC (Howling Mine/Ivory Tower)
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- put more cards in your hand with the Howling Mine and gain life from the Ivory Tower.
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- .113 794 AB (Howl From Beyond/Spirit Link)
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- make a creature act like a Fireball and a Stream of Life combined.
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- .502 157 CD (Hurkyl's Recall/Mana Vault)
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- get mana from the Mana Vault, then put it back in your hand (to avoid paying to untap it).
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- .117 81 A (Hypnotic Spectre/Fear)
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- make the Spectre virtually unblockable.
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- .117 488 AB (Hypnotic Spectre/Cursed Rack)
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- make your opponentS discard down to four cards in hand, then force them to discard the more with the Spectre.
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- .117 66 BC (Hypnotic Spectre/Disrupting Scepter)
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- make your opponent discard two cards each turn.
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- .177 36 C (Orcish Artillery/COP:Red)
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- deal 2 points of damage to a creature or player and use the circle to prevent damage to yourself.
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- .514 85 A (Ornithopter/Firebreathing)
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- have a flying, inflatable artifact creature for 1 red mana.
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- .514 113 A (Ornithopter/Howl From Beyond)
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- deal surprise damage after your opponent doesn't block the Ornithopter.
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- .179 209 AB (Paralyze/Royal Assassin)
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- tap your Royal Assassin's intended victim with Paralyze.
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- .181 240 CD (Personal Incarnation/Swords To Plowshares)
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- prevent your Personal Incarnation from going to the graveyard and gain 6 life.
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- .182 19 AB (Pestilence/Black Ward)
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- keep your Pestilence in play by using the Black Ward on one of your creatures.
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- .33 182 AB (COP Black/Pestilence)
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- prevent the damage to yourself from Pestilence with your circle!
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- .742 81 AB (Pit Scorpion/Fear)
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- make your Pit Scorpion difficult to block.
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- .742 781 AB (Pit Scorpion/Seeker)
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- make your Pit Scorpion difficult to block.
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- .191 582 AB (Power Sink/Blight)
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- use Power Sink to make your opponent lose the spell he was casting and the land with Blight on it too!
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- .191 195 AB (Power Sink/Psychic Venum)
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- use Power Sink to make your opponent lose the spell he was casting and take 2 damage, too!
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- .192 698 AB (Power Surge/Killer Bees)
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- use the surge to force your opponent to use all his mana, but you have a reserve for green mana in the bees.
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- .192 589 AB (Power Surge/Carrion Ants)
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- use the surge to force your opponent to use all his mana, but you can safely dump your mana into the ants
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- .192 270 AB (Power Surge/Wall of Fire)
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- use the surge to force your opponent to use all his mana, but you can dump your red mana into the wall.
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- .192 224 AB (Power Surge/Shivan Dragon)
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- use the surge to force your opponent to use all his mana, but you can dump your red mana into the dragon.
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- .943 66 CD (Rag Man/Disrupting Scepter)
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- look at your opponent's hand, make him discard a creature, then use your scepter to make him discard again, all in one turn.
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- .749 111 A (Psionic Entity/Holy Armor)
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- safely deal 2 damage to any target without Psionic Entity killing itself off in the process.
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- .749 112 A (Psionic Entity/Holy Srtength)
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- safely deal 2 damage to any target without Psionic Entity killing itself off in the process.
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- .195 69 AB (Psychic Venum/Drain Power)
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- tap all your opponent's lands and make him take damage from the Psychic Venom -- plus you can use the mana to boot!
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- .209 935 C (Royal Assassin/Flood)
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- tap a creature with Flood, then quickly destroy it with your assassin.
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- .209 699 AB (Royal Assassin/Kismet)
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- tap your opponent's creatures as they come into play, then quickly destroy them with your assassin.
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- .214 291 A (Scathe Zombies/Zombie Master)
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- give your Scathe Zombies swampwalk and regeneration.
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- .218 184 A (Sea Serpent/Phantasmal Terrain)
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- allow your serpent to attack by changing one of your opponent's lands to an Island.
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- .220 460 BC (Sengir Vampire/Sorceress Queen)
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- prime your opponent's creatures for feeding by making them 0/2 when they block or are blocked by your Sengir Vampire.
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- .220 152 BC (Sengir Vampire/Lure)
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- make your opponent's creatures block your vampire and watch it get a +1/+1 for every creature it kills.
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- .221 159 AB (Serra Angel/Meekstone)
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- attack with the Serra Angel and not worry about the Meekstone, while your opponent worries.
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- .221 28 AB (Serra Angel/Castle)
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- have a Serra Angel that can block bigger creatures, even if it attacked the turn before.
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- .221 233 AB (Serra Angel/Statsis)
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- attack with the Serra Angel during every turn the Stasis is in force.
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- .221 229 AB (Serra Angel/Smoke)
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- attack with the Serra Angel as much as you like and not worry about having to untap it.
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- .222 153 AB (Shanodin Dryads/Hack)
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- make the Shanodin Dryads have any landwalk you choose.
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- .525 462 AB (Shape Shifter/Unstable Mutation)
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- make the Shapeshifter a 10/3 creature, then use its ability to alter its power and toughness to keep itself alive.
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- .525 112 AB (Shape Shifter/Holy Strength)
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- make the Shapeshifter an 8/2 creature.
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- .525 259 AB (Shape Shifter/Unholy Strength)
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- make the Shapeshifter a 9/1 creature.
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- .525 7 AB (Shape Shifter/Aspect of Wolf)
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- use all of the Shapeshifter's 7 points for power.
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- .525 649 AB (Shape Shifter/Giant Strength)
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- make the Shapeshifter a 9/2 creature.
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- .225 201 AB (Simulacrum/Regeneration)
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- allow any one of your creatures to regenerate, then use the Simulacrum to transfer damage to that creature.
-
- .458 803 AB (Sinbad/Sylvan Library)
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- always arrange for a land to be at the top of you library, so Sinbad can give it to you.
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- .227 227 AB (Siren's Call/Piety)
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- force your opponent to attack, knowing that Piety makes you blockers tougher; then you counterattack!
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- .227 227 AB (Siren's Call/Righteousness)
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- force your opponent to attack and use Righteousness to kill off his biggest creature with one of your smallest.
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- .227 227 AB (Siren's Call/Smoke)
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- force your opponent to attack, then keep all but one of these creatures from untapping next turn.
-
- .227 159 AB (Siren's Call/Meekstone)
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- force your opponent to attack and keep all of his largest creatures tapped using the Meekstone.
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- .231 290 AB (Soul Net/Wraith of God)
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- kill all the creatures in play and gain life for each creature going to the graveyard.
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- .233 710 AB (Statsis/Land Tax)
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- use Land Tax to put land into your hand so that you have land to put into play to pay the Stasis.
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- .235 583 AB (Stone Giant/Bloodlust)
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- make the Stone Giant throw creatures that are usually too tough to throw, and they deal more damage in the bargain.
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- .63 528 AB (Dingus Egg/Strip Mine)
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- get rid of one of your opponent's most important lands, and each of you take 2 points of damage.
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- .238 45 AB (Sunglasses of Urza/Conversion)
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- stop your opponent from using his mountains for red mana, while you can now use your plains for red or white mana.
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- .803 507 AB (Syvan Library/Millstone)
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- use the Sylvan Library to see which cards are coming up and remove any two cards you don't want.
-
- .810 99 AB (Tempest Efreet/Glasses of Urza)
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- use Urza's Glasses to see if you want to use the Tempest Efreet to take a card.
-
- .534 3 AB (Tetravus/Animate Dead)
-
- make several flyers by removing all of the Tetravus's counters, letting the parent die and animating it back into play!
-
- .244 201 AB (Thicket Baskalisk/Regeneration)
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- keep the Thicket Basilisk in play even if a creature that blocks it could kill it as it dies.
-
- .244 645 AB (Thicket Baskalisk/Gaseous Form)
-
- block with the basilisk and destroy any creature without the basilisk being damaged.
-
- .538 3 AB (Triskelion/Animate Dead)
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- use the Triskelion's counters before it dies, then use the Animate Dead to bring it back with its counters restored.
-
- .253 153 AB (Tsunami/Hack)
-
- destroy all of any single type of land you choose.
-
- .256 195 AB (Twittle/Psychic Venum)
-
- make your opponent take 2 points of damage by tapping the venomed land.
-
- .382 152 AB (Uncle Istavan/Lure)
-
- force all of your opponent's creatures to block Uncle Istvan, since they can't hurt him.
-
- .831 7 AB (Untaimed Wilds/Aspect of Wolf)
-
- make the Aspect of Wolf more powerful by using the Untamed Wilds to play an additional forest.
-
- .383 371 AB (Venum/Murk Dwellers)
-
- attack with the Murk Dwellers and force your opponent to lose a creature if he wants to block them.
-
- .267 4 AB (Wall of Air/Animate Wall)
-
- use the Wall of Air as a 1/5 flying attacker.
-
- .841 4 AB (Wall of Dust/Animate Wall)
-
- use the Wall of Dust as a 1/4 attacker.
-
- .270 4 AB (Wall of Fire/Animate Wall)
-
- use the Wall of Fire as an inflatable 0/5 attacker, like a weaker Shivan Dragon.
-
- .273 4 AB (Wall of Swords/Animate Wall)
-
- use the Wall of Swords as a 3/5 flying attacker.
-
- .274 4 AB (Wall of Water/Animate Wall)
-
- use the Wall of Water as an inflatable 0/5 attacker.
-
- .272 281 AB (Wall of Stone/Web)
-
- have a 0/10 wall that can block creatures with flying.
-
- .276 645 AB (Wanderlust/Gaseous Form)
-
- make your opponent take damage from Wanderlust, but not be able to get the creature killed in combat.
-
- .281 244 AB (Web/Thicket Basilisk)
-
- destroy any one creature that attacks you, even if it has flying; also, you give a +0/+2 to your basilisk.
-
- .851 228 AB (Whirling Dervish/Slight)
-
- give the Whirling Dervish protection from at least one of the colors your opponent is playing.
-
- .283 228 AB (White Knight/Slight)
-
- give the White Knight protection from at least one of the colors your opponent is playing.
-
- .16 228 AB (Black Knight/Slight)
-
- give the Black Knight protection from at least one of the colors your opponent is playing.
-
- .286 225 AB (Will-O-Wisp/Simulacrum)
-
- make the Will-o-Wisp take all of the damage you have taken this turn and then regenerate it.
-
- .287 69 AB (Winter Orb/Drain Power)
-
- tap all of your opponent's lands, keep them tapped, and gain all of his mana in the bargain.
-
- .388 159 AB (Word of Binding/Meekstone)
-
- tap all of your opponent's creatures with power greater than 2 and keep them tapped.
-
- .547 393 AB (Xenic Poltergeist/Aladdin's Lamp)
-
- use the Xenic Poltergeist to make the Aladdin's Lamp a 10/10 creature.
-
- .547 396 AB (Xenic Poltergeist/Aladdin's Ring)
-
- use the Xenic Poltergeist to make the Aladdin's Ring an 8/8 creature.
-
- .547 227 AB (Xenic Poltergeist/Siren's Call)
-
- make an opponent's artifact a creature and force it to attack so you can kill it.
-
- .550 28 AB (Yotian Solider/Castle)
-
- have a Yotian Solider that can block bigger creatures, even if it attacked the turn before.
-
- .550 233 AB (Yotian Solider/Statsis)
-
- attack with the Yotian Solider as much as you like and it remains untapped and unaffected by Stasis.
-
- .550 229 AB (Yotian Solider/Smoke)
-
- attack with the Yotian Solider as much as you like and it remains untapped and unaffected by Smoke.
-
- .859 28 AB (Zephur Falcon/Castle)
-
- have a Zephyr Falcon that block bigger creatures, even if it attacked the turn before.
-
- .859 233 AB (Zephur Falcon/Statsis)
-
- attack with the Zephyr Falcon as much as you like and not worry about the Stasis affecting it.
-
- .859 229 AB (Zephur Falcon/Smoke)
-
- attack with the Zephyr Falcon as much as you like and not worry about the Smoke affecting it.
-
- .291 214 AB (Zombie Master/Scathe Zombie)
-
- give the Scathe Zombie swampwalk and regeneration.
-