COMBO 1:
Manamorphose
The
Manamorphose
combo needs at least three mana to start it, so the earliest it can go off is turn 3. As with all these combos,
Training Grounds
reduces the cost of Izzet Guildmage's abilities to or .
-
Cast Manamorphose, holding priority, then copy it for with Izzet Guildmage's ability.
-
Let the copy resolve, creating and another desired color. Remember to draw a card.
-
Once again, hold priority when you get to the original Manamorphose. Copy it again for , and repeat the process. (note that you can copy copies of a spell, which could make the process a lot faster on MTGO)
This nets you 1 mana of any color and also draws you a card, finding your win condition. However, beware of overdrawing. You can only make as much mana as you have cards in your deck.
COMBO 2:
Lava Spike
+
Psychic Puppetry
This combo also needs 3 mana () to start it.
-
Cast
Lava Spike
.
-
Splice
Psychic Puppetry
onto said
Lava Spike
.
-
Copy
Lava Spike
w/ spliced
Psychic Puppetry
for with Izzet Guildmage's ability.
-
Copy resolves, 3 damage is dealt to an opponent and you untap a land of your choice. Repeat from step 3 until opponent is dead.
The advantage of this combo is that you can't mill yourself out and that it kills your opponent directly with infinite damage, however you need two cards for it while
Manamorphose
can combo on its own.
COMBO 3:
Reach Through Mists
+
Psychic Puppetry
Literally the same as Combo 2, except it costs to start and draws infinite cards instead. This combo mostly sets up for
COMBO 4:
Psychic Puppetry
+
Psychic Puppetry
Literally the same as Combo 2 and 3, except it costs and makes infinite mana (of a color your lands can produce) by untapping two lands with each copy. (You can also tap or untap all of your opponent's permanents infinitely.) This combo is most useful after drawing your deck with either Combo 3 or Combo 1.
* Note: Make sure you have enough mana available to start this combo if you use Combo 3; otherwise you'll just draw your deck and lose the next turn. Another thing you can do is use Combo 3 with 5 mana open, draw until you find a
Manamorphose
, let the original
Reach Through Mists
with the spliced
Psychic Puppetry
resolve and untap a land so you have 3 mana open again, then start from Combo 1.
ADDITIONAL COMBO 1:
Eye of Nowhere
+
Psychic Puppetry
Do I really need to say it? While not actually game-ending, if you happen to have it you can reset the opponent's board, which would likely give you enough time to win from there.
ADDITIONAL COMBO 2:
Psychic Puppetry
+
Izzet Boilerworks
This is reminiscent of Combo 1 in that it takes 3 mana to start, only needs one card, and creates infinite mana. However, it does not draw cards.
See next panel to find out how to win from here.