Theros Combos

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Posted on Sept. 24, 2013, 6:38 a.m. by j2age

Know of any Theros Combos? Post them here!I recently thought of one using any or all of the ordeals on a << lotleth troll >> turn three sacing two creats. To him and activating the ordeal.

heuertag says... #2

Ashen Rider + Gift of Immortality + sac outlet (such as Cartel Aristocrat ) seems fun(ny).

Not necessarily easy to set up, but still... Play the rider - exile. sac the rider - exile. Gift brings him back - exile. Gift comes back at end of turn. Next turn (your opponent's) sac the rider - exile. rider comes back - exile. end of turn gift comes back. etc.

September 24, 2013 7:47 a.m.

j2age says... #3

Hmm thats interesting. Getting him out wouldbbebthwbonly problen though. Also with my lotleth troll ordeal combo u throw thevwhitevordeal on him turn four swing sac ordeal and play voracious wurm as a 12/12

September 24, 2013 8:31 a.m.

shuflw says... #4

Archangel of Thune +Fathom Mage +Horizon Chimera . draw card, gain life, +1/+1 counters. repeat.

Source: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/rc/266

September 24, 2013 9:55 a.m.

harrydemon117 says... #5

Master of Cruelties + Thassa, God of the Sea + any burn spell = gg :)

September 24, 2013 10:42 a.m.

harrydemon117 says... #6

or the best one I've seen so far is Obzedat, Ghost Council + Whip of Erebos = reanimated Ghost dad that stays around permanently after triggers are stacked properly

September 24, 2013 10:45 a.m.

Khanye says... #7

ghost ride the whip they are officially naming it...

September 24, 2013 3:20 p.m.

harrydemon117 says... #8

September 24, 2013 3:38 p.m.

EnigmaEthos says... #9

add a Sanguine Bond in there and it gets ridiculous, especially if you can find an efficient way to blink merchant, hell this would work with ghost ride the whip too

September 25, 2013 2:05 a.m.

harrydemon117 says... #10

I'm starting to sense a B/W extort/drain/ghost ride the whip deck coming together lol.

How about taking it to Esper colors and making solar flare? Dimir Charm to help cycle/fill the graveyard.

That's the final straw...I"m making Solar Flare a thing again :)

September 25, 2013 8:09 a.m.

MagicalHacker says... #11

harrydemon117, dont forget to whip out an AEtherling too since it does the same thing as Obzedat, Ghost Council .

September 25, 2013 8:21 a.m.

harrydemon117 says... #12

@mstancea this is true!

September 25, 2013 8:48 a.m.

SharuumNyan says... #13

When Obzedat and Aetherling come back from exile, does the Whip's ability still apply? I figured once they came back it was like a new instance of the creature, and if that creature is killed before the next end step it will die instead (unless you pay Aetherling's cost). And, Aetherling won't have haste again when it comes back from exile.

I'm just not sure how the Whip makes Obzedat stay around permanently.

September 25, 2013 9:45 a.m.

heuertag says... #14

when it leaves the battlefield and comes back, it's treated as a new card entirely, so previous things that were affecting it such as the whip's exile at end of turn ability are no longer applicable

September 25, 2013 9:51 a.m.

SharuumNyan says... #15

Right, that's what I thought. So saying "reanimated Ghost dad that stays around permanently" just isn't true. It's a one-time thing for both of those cards, unless they die and you bring them back from the graveyard again.

September 25, 2013 9:54 a.m.

shuflw says... #16

you reanimate them with whip, then exile them with their own abilities. whip just cares about them being exiled, not the return to play. so they will both return to the battlefield in the way they normally would when their activated/triggered abilities happen. you can continue to blink out obz at the end of every turn, and you can use aetherling's blink ability the same as usual.

September 25, 2013 10:39 a.m.

harrydemon117 says... #17

@SharuumNyan:

Here's the answer I got from level 2-3 judges:

The whip only REPLACES the zone it goes to if it goes to anywhere except the exile zone. Since Obzedat, Ghost Council and AEtherling exile themselves, the whip won't replace where it goes.

So basically you wait until the trigger from the whip goes on the stack at the beginning of your end step, and activate AEtherling s exile ability so it resolves first. The whip checks where it's going, sees it's going to be exiled, and doesn't do anything else as it is already going there. IF the whip effect resolves THEN it is permanently exiled.

In the case of Obzedat, Ghost Council , you get both the whip's trigger and Ghost Dad's trigger that happen simultaneously. You (the controlling player) get to decide in which order they go on the stack. You place the whip on first, then Ghost Dad. When Ghost dad resolves, he exiles himself (again whip checking to see where he goes and sees he's going to exile so it doesn't care) and he's gone before the whip trigger resolves.

As long as you have a way to "blink" your creature into exile and have it return (like Cloudshift , Restoration Angel , etc) then you get him back at the beginning of your next upkeep (or end step in the case of AEtherling )

September 25, 2013 4:20 p.m.

j2age says... #18

Makes sense to me.

September 25, 2013 10:02 p.m.

SharuumNyan says... #19

Yeah, I understand that. It sounded like some people thought Obzedat will go into exile instead of the graveyard when it's killed after it comes back, like the whip gives it some kind of eternal protection in exile if ever it's killed.

September 25, 2013 10:12 p.m.

harrydemon117 says... #20

I probably confused everyone when I said "reanimated permanently". Sometimes people take me too literally lol

September 26, 2013 9:09 a.m.

This discussion has been closed