

Welcome to my Combos section. Please note that none of the following combos were created by me.
If you have a combo you would like to appear here, please send it to me.
A Sure Thing + Black Bess
Play A Sure Thing and then play Black Bess to eliminate the other player's
entire pool! Your opponents must discard all champions whose Base Level is
greater than 0 (The Living Scroll will survive it :) and you must discard
your champions above Base Level 9.
Orcus + Headless Horseman
Play Orcus into your pool and attack with the Horseman. You must attack with
half adjusted level (but level 2 is enough to win automatically :).
Stryck or Arijani + Ego Coin + Heartwood Spear
Attack, choose a monster, and kill it immediately.
Stryck or Arijani + Ego Coin + Johydee's Mask + Any Instant Defeat Champ
Attack, choose a weak champion from the opponent's pool, then imitate Living
Scroll, King of the Elves, The Undead Htimsen or Lovely Colleen - whatever one
you need.
Orb of Green Dragonkind + Talisman of the Beast + a cool champion
Attach the orb to a champion in your pool. The attach the talisman to an
another champion, and duplicate his levels and powers!
Good cards for this combo:
Hettman Tsurin (you can pull 2 cards from the opponent)
Marco Volo
Tasslehoff Burrfoot
Another good choice is Iuz the evil: defend with him and his level is almost 20 (quite good), but if defeated, you can raze two realms or discard one realm of your opponent!
Iuz the Evil + Iuz the Evil + Johydee's Mask + Talisman of the Beast + Orb of Green Dragonkind
If you use the Parallel Universes optional rule, this can be devastating:
Put 2 Iuz into your pool, one with the talisman and the other with Johydee's
Mask. Imitate the 2nd Iuz's power with the Mask. If you lose with this
champion, you can raze 3, discard 2 and raze 1, or discard 1 and raze 2 of
your opponent's realms!
Herald of Mei Lung + Transofrmation!
Everyone has to discard their cards, and draw a new hand of five cards. Except
for you, of course. :)
A Sure Thing + Tarrasque + Elyk the Bard + Trumpet of Doom
Play A Sure Thing. Play Tarrasque, many times, so that all players realms are
razed. Then play Trumpet of Dookm and Elyk the Bard. Use the Trumpet and
choose to discard razed realms, and you can ignore it with Elyk! ALL other
player's realms are discarded, and their pool, because they have no realms...
Pellgrade the Inexorable + Spellbook
Attach the Spellbook to Pellgrade. He can then store his lightning bolt spell,
having two for the next battle, and then three for the battle after that.
Artemis Enteri + Net of Entrapment
Artemis gains five levels if no allies are played against him, and with the
Net on him, your opponent can't play allies. Hence, Artemis' special power is
even more useful.
Ancient Kalidnay + Silver Springs
Raze Ancient Kalidnay for another turn, and with Silver Springs, raze one of
your opponent's realms as well.
Iuz, Avatar of Evil + Any Dark Sun realm + Silver Springs
Raze the realm using Iuz's power and raze an opponent's realm, and the Silver
Springs lets you raze another one. Two realms for the price of one.
Age Dragon + Celestial Emperor + Elemental Swarm
Cast Age Dragon on the Emperor. Cast Elemental Swarm. You discard all cards of
23rd level or less.
Ochimo + Assassins or The Starving Artist or The Rahasia
You don't lose a champion when you lose, and your opponent gets hurt.
Orb of Power + Ring of All Seeing + Staff of Mimicry
The orb makes your champion immune. Copy the Ring of All Seeing with the
Staff, and you can remove two cards of your choice from your opponents deck
at the start of every turn.
Magical Champion + Ego Coin + The Labyrinth Map of Shuuc + Assassins or
The Starving Artist or The Rahasia
Attack and keep losing. Your ally champion is never discarded. Your opponent
gets spoils, but the spoils is all he'll have left in his hand.
Any Cleric + Assassins or The Starving Artist or The Rahasia + Rope Trick
Attack, play to lose and cast Rope Trick. You get to keep the champion and
ally.
Elyk the Bard + The Throne of the Pharaohs
When the Throne of the Pharaohs is in play, no one can play events. UNLESS
you happen to have Elyk the Bard and his awesome Legend Lore ability, which
allows his player to choose one artifact at the start of his turn to be
immune to. So everyone else sits around moping with hands full of Good
Fortunes, Caravans, etc. while you go about business as usual.
Handmine + Teapot of the Golden Tempest
Have the Handmine in your hand and the Teapot of the Golden Tempest there too.
Enter combat, and when you're losing, play the Teapot. Switch hands with your
unsuspecting opponent and watch their face recoil in fear as they see the
Handmine in your hand, thus activating it and causing their hand to be
discarded.
Talisman of the Beast + Orb of Green Dragonkind
Attach the Talisman to the champion in your pool whose powers you wish to
copy, and then attach the Orb to the copying champion.
Barab's Goblet of Dissolution + Ochimo or Drizzt Do'Urden
Placing Barab's Goblet of Dissolution on Ochimo makes Ochimo a deadly customer
able to kill off two of your winning champions for the price of one artifact
power. The Goblet may also be used with Drizzt Do'Urden, although not as
effectively.
Winged Boots + Iuz the Evil or Dr. Mordenheim
With the Winged Boots, Iuz can almost always attack somewhere, ensuring a
razed realm somewhere also because since you won't lose Iuz to the discard
pile (as long as your opponent doesn't have a flying champion that is) you
don't have to fear losing with him. Also useful is attaching the Winged Boots
to Dr. Mordenheim and then using any number of fine allies in your combat,
such as the Loup Garou or the Assassins, because if you don't win, then on
the next turn you will be able to retrieve these items using the good Dr.
Mordenheim's special ability.
Iuz the Evil + Assassins + Starving Artist + Shaqat Beetles + Mogadisho's
Horde + Vistani + Thought Eater + Feather Flight
Put Iuz the Evil into combat against a high level champion, such as one
stacked up with many magic items or artifacts or an Avatar, then play the
Assassins and the Starving Artist, and (if the champion you are facing is of
a high enough level, or keeps raising his level by card play while in the
combat round) then add these allies: Shaqat Beetles, Mogadisho's Horde, and
then the Vistani. If your opponent looks like he may be able to mess with
your allies or their nasty special abilities by his card play in the combat
round, then play the Thought Eater. After you have played your army of allies
and you are still losing (and by now your opponent will be horrified at his
mistake in trying to defeat you while simultaneously cursing the luck that
gave you all of these avenging allies at this point in time!) cast the spell
Feather Flight. When the crying at the table is over, you will have: razed a
realm (or discarded a razed one), killed any champion in play, destroyed your
opponent's holdings, reduced his champion to level 1, removed his special
power, and lowered someone's hand size down to 2 cards. Admittedly you may
not be able to get all these cards at the most fortuitous time to use them,
so save up as many as you wish when you draw them and then wait until you
have Iuz and the Feather Flight spell available.
Crossed Blades + Adventurers! or Harpers + Invisibility
Play the event Crossed Blades. Then, if it doesn't get canceled, send forward
a Spell casting hero like the Adventurers! or the Harpers to attack an
opponent's realm. When your opponent sends out his hero to defend the realm,
cast the wizard spell, Invisibility. This guarantees that you will get a
spoils of victory for destroying a realm. Remember that the card states,
"destroys the realm." Not just razed but removed from the table and placed in
the discard pile.
Yagno Petrovna or Deja Vu + Vorpal Blade or Black Bess
You can use either Yagno Petrovna or Deja Vu and use them to set your
opponent up to be on the losing side of either the Vorpal Blade, or Black
Bess. By using Yagno's power or the Deja Vu spell you can ensure that the
outcome of your choice happens to your opponent!
Intercession + Goldmoon
Once someone has used their Intercession spell, Goldmoon will be able to use
it if someone tries to play an event during your turn that you wish to
cancel.
Tenser the Archmage + Death Link
Have Tenser cast Death Link on the champion you are "aiding" when he is
losing, or looks like he may lose, to a champion you would like to see dead.
This way you don't have to risk Tenser in the combat but you stand to see
both of the champs discarded at no risk to Tenser.
Tenser the Archmage + Invisibility
If the champion you are aiding in combat is facing a hero who is defending a
realm that you would like to see discarded, cast Invisibility to help him.
Living Wall + Ego Coin + Wand of Orcus
Use the Ego Coin to attach the Wand of Orcus to the Living Wall. The Living
Wall then absorbs all champions and allies of level 6 and higher, while the
Wand of Orcus instantly slays an opposing champion of level 8 or less.
Lyr of the Mists + Ego Coin + Psychometron of Nerad + Barab;s Goblet of Dissolution + Assassins
Using the Ego Coin, connect Lyr with the Psychometron and Barab's Goblet.
Then head into a battle that you know you will lose in by at least 3 or 4
levels. Initiate Lyr's special power when you enter the battle with your
opponent, killing a champion somewhere in play. Then play the Assassins, and
as you die and are discarded you will kill the opposing champion, sending
him/her/it to the Abyss, and you will also have the choice of killing two
other champions in play courtesy of the Psychometron and the Assassins. This
brings the total of destroyed champions to four, three of whom were innocent
bystanders.
Yagno Petrovna or Deja Vu + Runes of the Future + Lady Luck
Use Yagno Petrovna or Deja Vu and set up your opponent's top card to be a
useless card with a very low last digit from his discard pile. Attach Runes
of the Future to one of your champions and discard him. Give yourself a realm
with a hefty last digit as your top card! Play Lady Luck, and when you and
your opponent draw cards, you will win and get to play a realm into your
formation.
Spellfire Citadel + Ancient Arms of the Shield Lands
This combo will only work for a deck heavy with Greyhawk realms, and it
shouldn't be used until many of your realms are razed. When these two
conditions are in effect, play the Spellfire Citadel on any realm you want,
probably a back realm or protected realm. The next step is to play the
Ancient Arms of the Shield Lands on your next phase 2. This will restore one
of your razed realms and it will take out one opponent's realm. At the end of
your turn, use the power granted to you by the Spellfire Citadel to move the
Ancient Arms of the Shield Lands to a new razed realm, rebuilding it
instantly and razing another opponent's realm. Continue this each turn until
you have unrazed all of your Greyhawk realms.
Zaknafein, The Weapons Master + Ebony Cup of Fate
Attach the Ebony Cup to Zaknafein. Once you win one round of battle with
Zaknafein, you will know that your hapless opponent does not have an artifact
in his hand, and you will be able to attack successfully two more times.
Vangerdahast + Ebony Cup of Fate
Attach the Ebony Cup Vangerdahast. When an opponent comes over to attack, you
can make sure that you won't risk losing the round if he/she actually has an
artifact within his hand.
Espionage + Storm at Sea
Play Espionage on the opponent of your choice, placing as three realms the
top cards of their deck. Then play Storm at Sea, and watch their faces cringe
in horror as they watch three precious realms sink to the discard pile.
Dark Prophecy + Wish or Mutiny
Use Wish to kill off the champion facing the champion you selected to win,
or play Mutiny, which stops all battles currently in progress, leaving no
victor.
Kirre + Winged Boots
Attach the Winged Boots to Kirre. Enter combat against a non-flyer and lose.
Activate the Winged Boots to retreat. Activate Kirre's power to draw a card
and add it to your hand.
Cat Burglar + Magical Champion
Attach the Magical Champion to the Cat Burglar. You now have a level three
Cat Burglar champion at your disposal for as long as you can keep him around.
Cat Burglar + Dr. Mordenheim + The Necklace + Spellbook + Feather Flight
Go into battle, use Cat Burglar, and lose. In your next battle, use Dr.
Mordenheim to retrieve Cat Burglar from the discard pile. Lose the battle,
and cast Feather Flight. Use the Dr. and the Burglar the next chance you get.
By this time, you will have discarded 3 cards from your opponents hand(s).
Feel free to use a Ring of All Seeing to help you discard. Just pray that
they don't have a Handmine...
Throne of the Pharaohs + Cromlin
Play Cromlin and the Throne. Now all events are negated. In Phase 3, return
the Throne to your hand, play some events, and then put the Throne onto a
different champion.
Rule Lawyer's Delight + The Event Wheel + Royal Conscription and Tax Levy + Festival or Bronze Dragons
This will stopp Phase 3 and either: all attacks against you, or all attacks,
depending on weather you play Festival or Bronze Dragons.
Edormira + Bloodstone's Spectral Steed
Edormira's states that monsters can't face her in combat, and Bloodstone's
Spectral Steed says only monsters can face her.
Mordenkainen or Cyan Bloodbane or Falx the Silver Dragon + all five Star Gems of Martek or Well of Many Worlds
If you attach all five Star Gems to the same champion, you can automatically
win, but must discard the Gems. With Cyan, Falx, or Mordenkainen, they stay
no matter what, therefore allowing you to do it over and over. This trick
also works with the Well of Many Worlds.
Brandobaris's Inversion + Everything!
This rule card is usually ignored because it is considered a double-edged
sword. All champions base level 6 or higher are reduced to level 2. This is
usually not a good thing for powerful decks, since such decks tend to have
high level champions. The following cards make the rule card extremely
effective:
+ The Midas Orb: No one of a base level 3 or lower can face the attached champion
+ Wearbear: The champion is immune to the powers of champions base level 6 or less, as well as their attached cards.
+ Nemon Hotep: The champion discards all champions base level 5 or less, win or lose.
+ Inertial Barrier: Champions base level 6 or lower can't attack the player's realms.
+ Sri Raji: Same as above, but only for one realm.
+ Bilago Lumen: The champion kills anyone equal to or lower than his adjusted level. Since he is level 5, he already has an advantage.
+ Pavlov's Bell: This magical item can reduce enemy champions by one level if
they do not attack a selected realm. They are now level one if they don't
attack.
+ Dragon Fear: Champions base level 5 or less can't even act when this event is in play.
+ Supernatural Chill: This kills all champions of base 6 or higher, unless they have something to boost their level.
Any weak Champion + Cursed Idol + King Snurre the Fire Giant
Put King Snurre into your pool. Attach the Idol to a weak champion and lose.
The idol goes to the opposing champion, and each turn that champion must
attack. If he cannot, he must raze his foremost realm. If Snurre doesn't
attack, he can order an opponent's champion not to attack. Just use Snurre
and force the champion not to attack. Your opponent must now constantly raze
his foremost realm.
A Sure Thing + Death Touch + Armor of the High King + Pelath the Bronze Dragon
A Sure Thing + Death Touch will instant kill anyone under level 10. Use the
Armor to retrieve Death Touch during each of your Phase 3's. If the Armor of
the High King is discarded, use Pelath to retrieve it.
A Sure Thing + Use Poison
This will instantly kill anyone not immune to offensive thief skills.
Any Greyhawk Realm + Assassin's Guild + Mintarn + at least 2 Thieves that you don't intend to use
This is especially useful in a one-on-one game. At any time during your turn,
send a thief to Limbo (not discard because of Mintarn) until the end of your
next turn, forcing the opposing player to send a champion to the Abyss.
Lather, Rinse, Repeat.
Any Dragon + Firedrake + Breath Weapon II or III or Intellect Devourer
You have just killed off all non-dragons.
Rand the Bowyer + Noble Djinni or Rod of Seven Parts Part 4
Rand states that only flyers can fight him, while the Djinni and the Rod
prevent flyers from fighting. This creates a situation where no one can fight
Rand. If you don't have the Rod part 4, use a Staff of Conjuring with the
Djinni to reuse him. If Rand is not available, use the Reverse Gravity spell.
The Living Wall + Nemon Hotep
Play both into your pool. In battle, Nemon discards a champion of level 5 or
less regardless of who wins, and the Wall automatically defeats champions of
level 6 or higher.
Any Champion + Comeplete Surprise + Marilith, Tanar'ri
Get into combat. Play the Tanar'ri, and when you're losing, play Complete
Surprise. Your Champion's level doubles, the Tanar'ri stops all of your
opponents events, and Complete Suprise states that only events can be used in
battle.
Iuz the Evil (1st - 3rd edition) + Black Sail of Schnai + Dark Lords
The Black Sail and the rule card ensures that Iuz (or anyone whose power
activates upon defeat) can keep coming back.
Lure of Undermountain + Tyranthraxus, The Possessing Spirit
Turn an opponent's Forgotten Realms champion into a monster and then discard
it (or have it killed) to force them to discard another non-monster champion.
Lure of Undermountain + Rod of Shapechange
Shapechange into a Forgotten Realms Monster. At the end of the combat you
must "discard the replacement champion and restore the origional". As a FR
monster has been discarded, use the Lure to discard an opponents nonmonster
champion.
Lich Conclave + Arms of the Great Kingdom + Kevin's Blade of Doom + Helm of Teleportation + a Triumvarate Realm + Tithian
Attach the Helm and Kevin's Blade to the Lich Conclave. Have the Lich
Conclave attack and teleport in Tithian, who becomes undead. The holding plus
the undead Triumvirate ally and Tithian put the Lich Conclave over 20 levels,
so Kevin's Blade of Doom automatically wins the round. Tithian was on the
winning side for a round, so he razes the realm.
Edormira + The Apple of His Eye
Select monsters and you raze two realms automatically
Goldmoon + Quill Pen of the Planes
Attached the Quill Pen to another character. When an opponent uses Creeping
Doom, don't dispel. Let it raze a realm. Then copy it and send it back. Then
have Goldmoon recast it from your opponents discard pile. 2 razed realms for
the price of one.
Tithian + Whip of Disarming + Net of Entrapment
Nobody can use allies, magical items or artifacts against him. From then on
its easy to make him win by just using a few attachments, thus razeing a
realm every turn.
Lyr of the Mists + Winged Boots
If you put them on Iuz, people are willing to lose a champion instead of
having a realm razed. So use Lyr instead, pick an opponent to be destroyed
and fall back, or carry on the attack.
Rod of Shapechange + Headless Horseman
Take a Forgotten Realms champion, change to the Horseman and win. The Rod
says that if the champion wins, he returns to the pool. This negates the
Horseman going to the discard.
Dr. Mordenhiem + Whip of Disarming + Loup Garou
Attack or defend with Mordenhiem. The whip will remove all of the opponents
magical items and prevent him from playing more. Then pull Loup Garou out of
the Discard. Only defeated by champions that Allies cannot be played against.
Night of the Eye + Crossed Blades + Ring of Human Influence
Crossed blades says only heros may attack or defend. The Ring of Human
Influence says Heros cannot defend against the wearer. Night of the Eye makes
the event permanant.
Living Scroll or Lyr of the Mists + Bribery
Attack with any champion. If the opponent defends with a cleric or hero,
bribe your own champion and replace it with the Scroll. Or you use Lyr
instead of the Living Scroll - you could kill any champion in the opponent's
pool, including any with an attached Winner's Cape or other nasty cards.
Manshoon + Raze
Attack with Manshoon, then cast Raze and raze the attacked realm (which will
give you a spoils of victory). Manshoon is not discarded if you can discard
any other card instead.
Spell Book of Drawmij + Wish
Cast a Wish during combat to kill your opponent. Any time you fight again
with this champion, you can instantly win (watch out for Spell-Turning).
Unlike the Spellbook, the attached spell does not have to be a phase 4 spell,
it only has to be played in combat.