Documente Academic
Documente Profesional
Documente Cultură
51
-1
-1
(Lightning)
193
AB
209
AB
193
AB
186
AB
use the Pirate Ship to deal 2 damage each turn instead of just 1!
.121
149
AB
use the Elves to produce two green mana each turn instead of just one!
.261
235
BC
35
CD
(ForceofNature/COP Green)
avoid paying upkeep on the Force of Nature and instead use the Circle to prevent
the Force's upkeep damage!
.122
132
(Invisibility/Juggernaut)
40
BC
(Lure/Cockatrice)
destroy all of your opponent's untapped flying creatures by attacking with the C
ockatrice!
.201
40
BC
(Regeneration/Cockatrice)
destroy your opponent's creatures and allow the Cockatrice to survive any lethal
damage dealt to it!
.152
244
BC
(Lure/Thicket Basilisk)
destroy all of your opponent's untapped creatures by attacking with the Basilisk
!
.152
391
BC
(Lure/Abu Jafar)
destroy all of your opponent's untapped creatures by attacking with Abu Jafar!
.413
259
(El-Hajjaj/Unholy Strength)
get even more life when you attack or block with El-Hajjaj!
.413
462
AB
(El-Hajjaj/Unstable Mutation)
get even more life when you attack or block with El-Hajjaj!
.413
112
(El-Hajjaj/Holy Strength)
get even more life when you attack or block with El-Hajjaj!
.133
125
BC
(Jump/Ironroot Treefolk)
"bush-whack" your opponent's flying creatures as they attack...or maybe that's "
tree-whack".
.452
145
AB
destroy your own Rukh Egg and get a Rukh into the game faster.
.452
210
BC
(Rukh Egg/Sacrifice)
get four black mana for another spell and a Rukh at the same time!
.3
485
discard your Colossus into the graveyard and animate an 8/9 creature with trampl
e for a casting cost of only two mana!
.395
471
CD
just let time go by as your opponent's life goes down and you don't go below one
life!
.161
205
AB
(Mesa Pegasus/Righteousness)
swiftly pummel even the likes of a Lord of the Pit out of the sky!
.228
175
BC
(SleightofMind/Northern Paladin)
destroy any color of cards in play, which makes your Paladin even more feared by
your opponents!
.152
551
AB
(Lure/Abomination)
destroy all of your opponent's untapped Green and White creatures by attacking w
ith your Abomination.
.551
228
BC
(Abomination/Sleight of Mind)
021
AB
(Amrou Kithkin/Blessing)
have an inflatable creature that cannot be blocked by creatures with power great
er than 2!
.563
614
(Amrou/Divine Transformation)
113
BC
surprise your opponent with your little 1/1 creature suddenly howling more damag
e to them than they originally expected!
.293
153
change the Mob to grow larger when your opponents have land other than Swamps.
.2
396
CD
have an 8/8 attacking artifact creature that can also choose to deal 4 damage to
any target for the cost of 8 mana.
.2
393
have a 10/10 artifact creature that can also help you draw cards.
.2
208
AB
have a 4/4 artifact "Prodigal Sorcerer" that cannot be quickly killed with a Lig
htning Bolt.
.393
803
CD
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!
.3
295
CD
animate a 5/1 non-summon sick creature with trample into play till the end of tu
rn!
.3
242
AB
(Animate dead/Terror)
409
AC
choose your opponent's coolest creature in play, destroy it, then animate it to
your side to use against him.
.3
321
BC
(Animate Dead/Fissure)
642
CD
not only allow a wall to attack and deal an extra point of damage, but also band
with other creatures!
.3
66
BC
make your opponents discard creatures, then animate them before their eyes.
.3
117
BC
943
BC
make your opponents discard creatures, then animate them on your side.
.5
AB
(Ankh of Mishra/Armagedon)
destroy all lands in play (when you have an advantage), then make your opponent
take 2 damage for putting new land into play.
.300
208
AB
create a "Prodigal Apprentice" by tapping the apprentice for the 3 mana to activ
ate the Rod and dealing 1 damage to any target.
.300
42
(Apprentice Wizard/Conservator)
tap the apprentice for the 3 mana to activate your Conservator and prevent the l
oss of up to 2 life, just like that.
.300
66
BC
tap the apprentice for the 3 mana to activate your Scepter (during your turn) an
d make your opponent discard a card of their choice.
.6
63
AB
(Armagedon/Dingus Egg)
destroy all land in play, and the Dingus Egg will deal 2 damage per land lost to
its owner.
.6
852
AB
destroy all land in play and still have white mana available to you through the
battery.
.6
765
CD
destroy all land in play and still have red mana available to you through the ba
ttery.
.6
584
CD
destroy all land in play and still have blue mana available to you using the bat
tery.
.6
580
CD
destroy all land in play and still have black mana available to you via the batt
ery.
.6
662
CD
destroy all land in play and still have green mana available to you through the
battery.
.294
33
remove 2 target non-artifact creatures from the game and prevent the ashes from
112
CD
give any of your creatures a +3 power with no net effect on its toughness.
.457
111
give +2 power to any of your creatures and inflate its toughness using white man
a.
.575
794
CD
(Backfire/Spirit Link)
have your opponent's creatures deal damage to their owner and give you life as t
hey do.
.8
228
AB
(Bad Moon/Sleight)
710
AB
(Balance/Land Tax)
get your bonus lands from Land Tax, Balance to reduce your opponents lands, then
place yours to get the advantage!
.10
63
BC
(Balance/Dingus Egg)
force your opponents to sacrifice land down to the number you have in play and t
ake two damage for each!
.295
198
AB
152
CD
(Battering Ram/Lure)
589
AB
make a 0/1 creature (inflatable with generic mana) unblockable until the end of
turn!
.532
589
AB
make a 0/1 creature (inflatable with generic mana) unblockable until the end of
turn!
.72
698
AB
make a 0/1 creature (inflatable with green mana) unblockable until the end of tu
rn!
.532
698
AB
make a 0/1 creature (inflatable with green mana) unblockable until the end of tu
rn!
.72
93
AB
make a 0/1 creature (inflatable with black mana) unblockable until the end of tu
rn!
.532
93
AB
make a 0/1 creature (inflatable with black mana) unblockable until the end of tu
rn!
.49
72
AB
make a 1/3 creature (inflatable with generic mana) unblockable until the end of
turn!
.532
492
AB
make a 1/3 creature (inflatable with generic mana) unblockable until the end of
turn!
.67
72
AB
make a 2/3 creature (inflatable with red mana) unblockable until the end of turn
!
.532
67
AB
make a 2/3 creature (inflatable with red mana) unblockable until the end of turn
!
.371
72
CD
allow the Murk Dwellers to attack unblocked and gain a +2/+0 until the end of tu
rn.
.532
371
CD
allow the Murk Dwellers to attack unblocked and gain a +2/+0 until the end of tu
rn.
.939
72
CD
allow the Marsh Viper to attack unblocked and give your opponent 2 poison counte
rs.
.532
939
CD
allow the Marsh Viper to attack unblocked and give your opponent 2 poison counte
rs.
.72
742
CD
allow the Pit Scorpion to attack unblocked and give your opponent 1 poison count
er.
.742
532
CD
allow the Pit Scorpion to attack unblocked and give your opponent 1 poison count
er.
.72
444
CD
allow the Naf's Asp to attack unblocked and make your opponents pay or take extr
a damage.
.532
444
CD
allow the Naf's Asp to attack unblocked and make your opponents pay or take extr
a damage.
.72
415
AB
allow the Erg Raiders to attack unblocked, thus preventing you from taking 2 dam
age by not attacking with them.
.532
415
AB
allow the Erg Raiders to attack unblocked, thus preventing you from taking 2 dam
age by not attacking with them.
.72
117
AB
allow the Hypnotic Specter to safely attack unblocked, forcing your opponent to
discard a card at random.
.117
532
allow the Hypnotic Specter to safely attack unblocked, forcing your opponent to
discard a card at random.
.399
85
have the maiden fly over blockers and breathe extra fire damage at your opponent
s.
.15
201
BC
(Bird O Paridise/Regeneration)
keep a valued mana source alive, considering that your opponents would like to p
ut it on the endangered species list.
.15
121
produce 2 mana of any color in one turn. If you have 2 Instill Energies on the B
ird, it's better than a Black Lotus.
.16
259
kill virtually any creature with a toughness of 4 or below without even a scratc
h on the Knight (because of its first strike ability)!
.18
535
BC
162
BC
not only get rid of your opponent's cards, but also make them take damage for ev
ery card fewer than 3 in their hand.
.21
72
(Blessing/Dwarven Warrior)
make creatures with power of 2 or less unblockable and inflatable. That can be a
scary thought!
.21
181
AB
(Blessing/Personal Incarnation)
keep your Personal Incarnation from going to the graveyard and taking half your
remaining life by making it harder to kill!
.21
192
(Blessing/Power Surge)
prevent yourself from taking damage from Power Surge by tapping your lands befor
e upkeep and pumping up your Blessing!
.582
63
AB
(Blight/dingus Egg)
destroy your opponents' land and make them take 2 points of damage for losing it
!
.63
236
AB
destroy your opponents' land and make them take 2 points of damage for losing it
!
.63
321
(Dingus Egg/Fissure)
destroy your opponents' land and make them take 2 points of damage for losing it
!
.583
295
CD
have a 10/1 creature with trample that can attack the turn it comes into play.
.583
145
BC
kill a creature with up to 7 toughness for just 2 red and one generic mana.
.583
14
CD
(Blood lust/Berserk)
just imagine a blood-lusty, berserk, trampling, 10/1 Scrib Sprites! Who cares if
it dies at the end of the turn?
.97
14
AB
(Giant Growth/Berserk)
add +3/+3 to a creature, then double its strength and give it trample until the
end of turn for just 2 green mana.
.23
749
CD
protect Psionic Entity from damaging itself and freely deal 2 damage to other ta
rgets without the worry of killing it.
.583
336
have a 5/1 flying creature until end of turn for just an extra 2 mana.
.24
77
turn your opponents' lands into swamps, allowing your Bog Wraith to attack unblo
ckable!
.719
77
AB
turn your opponents' lands to swamps, allowing your Lost Soul to attack unblocka
ble!
.400
481
BC
prevent the 5 damage from the Bottle if the coin flip does not go your way.
.303
179
BC
(Brainwash/Paralyze)
make your opponent pay a total of 7 generic mana to untap and attack with a crea
ture.
.930
121
36
AB
(Brothers of Fire/Cop:Red)
protect yourself from receiving damage from Brothers of Fire while you deal dama
ge to your targets.
.26
153
AB
(Burrowing/Magical Hack)
153
CD
give your creatures any landwalk you choose, through the Cave People effect.
.30
84
AB
(Channel/Fireball)
kill your opponents off early by channeling your life into generic mana to power
up your fireball.
.30
65
AB
(Channel/Disintegrate)
live on the edge of death by channeling your life into generic mana to power up
your Disintegrate and blow your opponent away.
.36
32
CD
(COP Red/Chaoslace)
turn one of your opponents' creatures or spells into a red source and prevent al
l damage from it with your circle!
.36
75
AB
(COP Red/Earthquake)
prevent damage done to you by Earthquake with your circle and watch your opponen
t and all non-flying creatures take damage!
.34
245
AB
(COP Blue/Thoughtlace)
turn one of your opponent's creatures or spells into a blue source and prevent a
ll damage from it with your circle!
.33
59
AB
(COP Black/Deathlace)
turn one of your opponent's creatures or spells into a black source and prevent
all damage from it with your circle!
.37
196
AB
(COP White/Purelace)
turn one of your opponent's creatures or spells into a white source and prevent
all damage from it with your circle!
.35
143
AB
(COP Green/Lifelace)
turn one of your opponent's creatures or spells into a green source and prevent
all damage from it with your circle!
.35
116
CD
(COP Green/Hurracane)
prevent damage done to you by the Hurricane with your circle and watch your oppo
nent and all flying creatures take damage!
.481
471
CD
prevent damage done to you by Armageddon Clock with your circle and watch your o
pponents life tick away each turn!
.484
121
CD
untap your avian right after you buy back any lost counters on it and still use
it that turn.
.38
121
CD
untap your beast right after you buy back any lost counters on it and still use
it that turn.
.645
40
BC
(Gaseous Form/Cockatrice)
destroy your opponent's creatures by blocking with the Cockatrice and keeping it
from taking damage during combat!
.485
121
AB
628
CD
153
AB
(Conversion/Hack)
make all of any one land type into plains or all mountains into another type of
land.
.486
72
CD
make a small creature unblockable, then give it +2/+2 for every activation of th
e Coral Helm.
.486
BC
use the Coral Helm to make a creature +2/+2, then animate any creature card you
discard.
.486
114
AB
use the Howling Mine to keep your hand full of cards to use with the Coral Helm.
.486
BC
use the Ancestral Recall to fill your hand with three cards to use with the Cora
l Helm.
.486
25
ABC
use the Braingeyser to refill your hand with cards to use with the Coral Helm!
.50
242
AB
(Creature Bond/Terror)
use Terror to kill your opponent's largest non-black creature, and the bond to m
ake him take damage, too.
.604
121
AB
512
CD
(Crumble/Onulet)
228
AB
(Crusade/Slight)
228
AB
(Crystal Rod/Slight)
244
ABC
save the Thicket Basilisk from the graveyard even as it sends your opponent's cr
eatures there.
.69
195
CD
gain all of your opponent's mana with the Drain Power and cause 2 damage, too.
.70
152
AB
(Drudge Skeletons/Lure)
Lure all of your opponent's creatures to block the Skeletons and then regenerate
it.
.75
123
(Earthquake/Iron Star)
deal damage to all non-flying creatures, but take 1 less damage by gaining a lif
e with the star.
.75
101
AB
deal damage to all non-flying creatures, but not to the Goblin Balloon Brigade,
which can be made to fly.
.413
794
CD
(El-hajjaj/Spirit Link)
.413
113
AB
use the howl on El-Hajjaj to make him act like a Fireball and a Stream of Life c
ombined.
.620
281
AB
make the Elder Land Wurm able to block both creatures with and without flying so
you can attack with it sooner.
.622
BC
make Elven Riders bigger than most flyers that can block them with the Aspect of
Wolf.
.628
930
use Eternal Warrior on the Brass Man so that it can attack without you having to
pay to untap it.
.628
159
AB
(Eternal Warrior/Meekstone)
attack with any large creature and not have to worry about the Meekstone's effec
t.
.417
204
CD
make your opponent take damage from his own attack and reverse the damage so tha
t you also gain life.
.86
228
BC
(Flashfire/Slight)
use Sleight of Mind on the Flashfire to destroy any type of land you choose.
.935
756
CD
(Flood/Rajan Spirit)
use the Radjan Spirit to make any flying creature subject to being tapped by the
Flood.
.88
40
CD
(Fog/Cockatrice)
use the Fog to prevent the Cockatrice from taking damage as it destroys everythi
ng it blocks.
.93
81
AB
(Frozen Shade/Fear)
462
CD
watch any creature slowly die and not be able to damage you in response.
.649
159
AB
(Giant Strength/Meekstone)
cast Giant Strength on a tapped creature to keep it tapped with the Meekstone.
.100
228
AB
(Gloom/Slight of Mind)
make players of any single color pay 3 more mana to cast and use their cards.
.102
101
AB
163
153
CD
make the Goblin Rock Sled trample though any terrain using the Magical Hack.
.114
18
put more cards in your opponent's hand and make them take damage from the Black
Vise.
.114
503
BC
put more cards in your hand with the Howling Mine and gain life from the Ivory T
ower.
.113
794
AB
157
CD
get mana from the Mana Vault, then put it back in your hand (to avoid paying to
untap it).
.117
81
(Hypnotic Spectre/Fear)
488
AB
make your opponentS discard down to four cards in hand, then force them to disca
rd the more with the Spectre.
.117
66
BC
36
(Orcish Artillery/COP:Red)
deal 2 points of damage to a creature or player and use the circle to prevent da
mage to yourself.
.514
85
(Ornithopter/Firebreathing)
113
deal surprise damage after your opponent doesn't block the Ornithopter.
.179
209
AB
(Paralyze/Royal Assassin)
.181
240
CD
prevent your Personal Incarnation from going to the graveyard and gain 6 life.
.182
19
AB
(Pestilence/Black Ward)
keep your Pestilence in play by using the Black Ward on one of your creatures.
.33
182
AB
(COP Black/Pestilence)
81
AB
(Pit Scorpion/Fear)
781
AB
(Pit Scorpion/Seeker)
582
AB
(Power Sink/Blight)
use Power Sink to make your opponent lose the spell he was casting and the land
with Blight on it too!
.191
195
AB
use Power Sink to make your opponent lose the spell he was casting and take 2 da
mage, too!
.192
698
AB
use the surge to force your opponent to use all his mana, but you have a reserve
for green mana in the bees.
.192
589
AB
use the surge to force your opponent to use all his mana, but you can safely dum
p your mana into the ants
.192
270
AB
use the surge to force your opponent to use all his mana, but you can dump your
red mana into the wall.
.192
224
AB
use the surge to force your opponent to use all his mana, but you can dump your
red mana into the dragon.
.943
66
CD
look at your opponent's hand, make him discard a creature, then use your scepter
to make him discard again, all in one turn.
.749
111
safely deal 2 damage to any target without Psionic Entity killing itself off in
the process.
.749
112
safely deal 2 damage to any target without Psionic Entity killing itself off in
the process.
.195
69
AB
tap all your opponent's lands and make him take damage from the Psychic Venom -plus you can use the mana to boot!
.209
935
(Royal Assassin/Flood)
tap a creature with Flood, then quickly destroy it with your assassin.
.209
699
AB
(Royal Assassin/Kismet)
tap your opponent's creatures as they come into play, then quickly destroy them
with your assassin.
.214
291
184
allow your serpent to attack by changing one of your opponent's lands to an Isla
nd.
.220
460
BC
prime your opponent's creatures for feeding by making them 0/2 when they block o
r are blocked by your Sengir Vampire.
.220
152
BC
(Sengir Vampire/Lure)
make your opponent's creatures block your vampire and watch it get a +1/+1 for e
very creature it kills.
.221
159
AB
(Serra Angel/Meekstone)
attack with the Serra Angel and not worry about the Meekstone, while your oppone
nt worries.
.221
28
AB
(Serra Angel/Castle)
have a Serra Angel that can block bigger creatures, even if it attacked the turn
before.
.221
233
AB
(Serra Angel/Statsis)
attack with the Serra Angel during every turn the Stasis is in force.
.221
229
AB
(Serra Angel/Smoke)
attack with the Serra Angel as much as you like and not worry about having to un
tap it.
.222
153
AB
(Shanodin Dryads/Hack)
462
AB
make the Shapeshifter a 10/3 creature, then use its ability to alter its power a
nd toughness to keep itself alive.
.525
112
AB
259
AB
AB
649
AB
201
AB
(Simulacrum/Regeneration)
allow any one of your creatures to regenerate, then use the Simulacrum to transf
er damage to that creature.
.458
803
AB
(Sinbad/Sylvan Library)
always arrange for a land to be at the top of you library, so Sinbad can give it
to you.
.227
227
AB
(Siren's Call/Piety)
force your opponent to attack, knowing that Piety makes you blockers tougher; th
en you counterattack!
.227
227
AB
(Siren's Call/Righteousness)
force your opponent to attack and use Righteousness to kill off his biggest crea
ture with one of your smallest.
.227
227
AB
(Siren's Call/Smoke)
force your opponent to attack, then keep all but one of these creatures from unt
apping next turn.
.227
159
AB
(Siren's Call/Meekstone)
force your opponent to attack and keep all of his largest creatures tapped using
the Meekstone.
.231
290
AB
kill all the creatures in play and gain life for each creature going to the grav
eyard.
.233
710
AB
(Statsis/Land Tax)
use Land Tax to put land into your hand so that you have land to put into play t
o pay the Stasis.
.235
583
AB
(Stone Giant/Bloodlust)
make the Stone Giant throw creatures that are usually too tough to throw, and th
ey deal more damage in the bargain.
.63
528
AB
get rid of one of your opponent's most important lands, and each of you take 2 p
oints of damage.
.238
45
AB
(Sunglasses of Urza/Conversion)
stop your opponent from using his mountains for red mana, while you can now use
your plains for red or white mana.
.803
507
AB
(Syvan Library/Millstone)
use the Sylvan Library to see which cards are coming up and remove any two cards
you don't want.
.810
99
AB
use Urza's Glasses to see if you want to use the Tempest Efreet to take a card.
.534
AB
(Tetravus/Animate Dead)
make several flyers by removing all of the Tetravus's counters, letting the pare
nt die and animating it back into play!
.244
201
AB
(Thicket Baskalisk/Regeneration)
keep the Thicket Basilisk in play even if a creature that blocks it could kill i
t as it dies.
.244
645
AB
block with the basilisk and destroy any creature without the basilisk being dama
ged.
.538
AB
(Triskelion/Animate Dead)
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)
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 h
urt him.
.831
AB
make the Aspect of Wolf more powerful by using the Untamed Wilds to play an addi
tional forest.
.383
371
AB
(Venum/Murk Dwellers)
attack with the Murk Dwellers and force your opponent to lose a creature if he w
ants to block them.
.267
AB
AB
AB
use the Wall of Fire as an inflatable 0/5 attacker, like a weaker Shivan Dragon.
.273
AB
AB
281
AB
(Wall of Stone/Web)
645
AB
(Wanderlust/Gaseous Form)
make your opponent take damage from Wanderlust, but not be able to get the creat
ure 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 oppone
nt is playing.
.283
228
AB
(White Knight/Slight)
give the White Knight protection from at least one of the colors your opponent i
s playing.
.16
228
AB
(Black Knight/Slight)
give the Black Knight protection from at least one of the colors your opponent i
s 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 re
generate it.
.287
69
AB
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 tap
ped.
.547
393
AB
use the Xenic Poltergeist to make the Aladdin's Lamp a 10/10 creature.
.547
396
AB
use the Xenic Poltergeist to make the Aladdin's Ring an 8/8 creature.
.547
227
AB
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 t
urn before.
.550
233
AB
(Yotian Solider/Statsis)
attack with the Yotian Solider as much as you like and it remains untapped and u
naffected by Stasis.
.550
229
AB
(Yotian Solider/Smoke)
attack with the Yotian Solider as much as you like and it remains untapped and u
naffected by Smoke.
.859
28
AB
(Zephur Falcon/Castle)
have a Zephyr Falcon that block bigger creatures, even if it attacked the turn b
efore.
.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