Combo deck is a
Magic: The
Gathering term for a deck of (usually sixty) Magic: The
Gathering cards that aims to win the game using a relatively small
number of "killer" cards. Because of this win strategy, a common
motif among combo decks is an emphasis put on the ability to find
specific cards quickly and win as fast as possible.
Combo
history
Early combo decks generally had a one-shot strategy that
resulted in a win under most game
conditions.
Channelball
Channelball is the classic
example of early combo strategies because it deals exactly twenty
damage, the amount required to win a game, and is playable on the
first turn if the right cards are drawn in an opening hand. The
basic strategy was to drop quick mana, including Black Lotus or Mox
artifacts, cast a Channel and a Fireball, using excess mana to pump
the Fireball up one or two damage, and using Channel to fuel the
Fireball for the rest of the damage necessary to kill one's
opponent. The ensuing 20-point Fireball would kill one's opponent,
and leave the caster usually between 1-5 life. Because Channelball
was quite vulnerable to essentially fatal disruption (e.g. a
Counterspell, or retaliatory Lightning Bolt) it was superseded by
more robust, fast, and powerful combo decks.
Prosperous Bloom
(Bloom-Drain)
The first modern combo deck, it utilized
Squandered Resources to cast an early Cadaverous Bloom. Prosperity
is cast, and one's hand discarded to gain a large number of cards.
Successive Prosperities then increase your hand size dramatically.
A card is thrown to cast a Drain Life, and ten cards are thrown to
fuel the Drain for 20 points.
[644]TurboZvi
A type of blue
control/deck destruction, TurboZvi used Dream Halls and massive
card drawing to create a combo. The player would pitch a blue card
to cast a blue card drawing spell for a net gain of cards. Mana
Severance would be used to remove land cards from the deck to
improve the efficiency of card drawing, while Gaea's Blessing would
be used to cycle one's graveyand back into their deck. The win was
through destruction of the opponent's deck with cards like
Intuition or Lobotomy.
[645][646]Fruity Pebbles
Fruity
Pebbles used a card called Goblin Bombardment to deal massive
amounts of damage using a "loop", in which one play could be
repeated many times to the player's advantage. A creature that can
be played at no cost, which was printed in order to be a cheap and
expendable blocker, was combined with a card that allows dying
creatures to be automatically returned to their owner's hand. This,
combined with Goblin Bombardment's ability to "throw" creatures at
the opponent in order to deal damage, created a card combo that
could be used to win the game. This combo was stronger than
previous ones because its game pieces could be used to some effect
even outside its combo. This principle, which suggests that combo
pieces should be useful in as many contexts as possible, is a
fundamental guiding principle in the construction of contemporary
combo decks.
Reaplace (Reap-Lace Combo)
Reaplace marked
another deck-design breakthrough that is still very relevant to
today's combo decks: complexity and versatility. Whereas many other
previous combo decks relied on one card combo without which it was
dead, reap-lace players were highly innovative and built multiple
win conditions into their decks. The combo itself is considered
somewhat silly by today's standards because it involves cards that
are highly situational outside of the combo and have little synergy
unless all of the combo cards are present. However, the idea that a
combo player can win more games by his play skill than by his luck
started largely with this deck and is one of the greatest
considerations in deck design today.
Later combo
decks
Because the actual deck combos are hard to understand
without a detailed knowledge of Magic: The Gathering rules and
actual decklists vary greatly, there is no easy and encyclopedic
way to present information regarding specific combo decks. However,
for reference, here is a list of combo decks that have been
prominent in Magic: The Gathering history.
Trix/Rector
Trix/Rectal AgonyAcademy, Neo-AcademyReplenish
ComboBelcher ComboTPS (The Perfect Storm)Long.dec,
LongDeath/Death LongDragon ComboOath ComboGoblin Food
Chain/Skullclamp GoblinsTinker ComboFEB (Full English
Breakfast)Angry HermitDoomsday ComboCephalid
BreakfastLife.decBringer of the White Dawn/Mindslaver
ComboKCI (Ironworks) comboSome decks are not categorized
strictly as combo decks, but still have elements of a combo
deck.
Scrap(Featuring all 4 stations of Fifth Dawn)Psychatog
(3 or 4-color)Miracle Gro/Gro-A-TogAffinity
ComboMaskNaughtYet more combo decks have been developed and
built by many people, but are not fast enough or deadly enough to
become popular tournament decks.
ElfBallSquirrel
Nest/Earthcraft ComboSaproling Burst ComboStasis/Chronatog
ComboExternal links
The Mana Drain: Online forum features
some of Magic: The Gathering's greatest combo innovators.
Star City Games:
Features many decklists and explanations of combo decks of the
past, present, and future. The
Source: Your source for Legacy. Includes all the Tier 1 Legacy
decks, and discussion on them.