Some people like combos, some people don't. This isn't a place to discuss one side or another, but rather a resource of certain cards for both parties. Those people who like combos will look here for easy additions; those who don't for a caution to double check before adding any of the following accidental combo cards into their decks.
These are not the cards that you will find in your 7 card combo put together by random chance (probably), but rather those cards that no matter how hard you try invariably end up easier to break than to use legitimately, or those that simply add so much value into a combo for such low price that they invariably end up as a cog in a larger Machine. Most of them use a resource to repeatedly produce an effect, that may invariably contribute to paying off it's own disadvantage, often considered 'enablers'.
SuperSonik was able to put it into words far better than I:
You will notice that as you go through these cards you will find a common theme among them- many of these cards convert one type of resource into another.
Cards will be separated by color in the following format:
Earthcraft:1G
- Earthcraft is one of the older known combo cards, harkening back to MesaCraft decks of old, until that was replaced with the ever easier squirrel nest combo. Earthcraft uses creatures to produce mana, bypassing haste, which when paired with a number of token producers then generates more tokens, which make more mana, etc.
- What you need is some form of creature production for a cost of mana, and a way of making that cost be payable by a basic land.
- Examples of common combos: Squirrel Nest | Sacred Mesa + enchant land/mana flare | Sliver Queen + Heartstone
Cards that are tagged, but do not have a description up are part of the 'work in progress.'
white is one of the colors I play the least, so this may take a while to fill up in comparison to other colors. If someone wants to help me write up some of the white combos, I would appreciate it. Enduring Renewal
Intruder Alarm:2U
- Creatures entering the battlefield untap other creatures, freeing up abilities that can generate more resources such as cards (archivist) or mana (priest of titania) which can get more creatures. Or, for easier use, combine with any creature that taps to create a creature token, including Kiki-Jiki, mirror breaker, Splinter Twin, Voice of the Woods, the list goes on.
- Example Combos: I just gave them.
Mind Over Matter: 2UUUU
- Pitch card to untap a permanent, which usually nets you more cards. Typically used as a free infinite draw engine, can also be used aggressively with cards such as Temple Bell. Add an Eldrazi God or other reshuffle effect, and you can easily really go infinite, if you have a draw engine that draws more than one card at a time, such as Arcanis the omnipotent, you can also generate infinite mana. Since you draw your deck, you also get every other combo piece you need or want.
- Example Combos: Temple Bell or anything that says t: draw a card.
mischievous quanar:4U/3UU+1UU
- The ability to copy spells for an exceedingly hefty cost of mana, naturally, any spell that gives more mana than it costs to copy will yield infinite mana since you can continuously respond to the original (See also, Reiterate).
- Common Combos: Early Harvest | Rude Awakening
Palinchron: 5UU
- The god of the urza saga untap lands for free spells series, Palinchron is equivalent in cost to his cousin, the Great Whale, except that instead of 1 power, he gained flying and [i]the ability to bounce himself[/c] for only 4 mana more. So long as you can scrunch the cost of playing him and bouncing him into 7 lands, either by boosting mana enough, or reducing costs enough, or copying, you get infinite mana.
- Example Combos: any mana flare effect | Minion Reflector/Riku of Two Reflections
Bloodghast:1B
- This is an example of one of those guys that can be played fairly easily, but as you play you learn that he can be extremely synergistic with many other cards. Returning a creature to play, for free, can give quite a lot of fodder for other combos. He is a cog, and a very good one. From the slightly less broken use with Perilous Forays to only pull every single land out of your deck, to abuse with a Recurring Nightmare type of effect to loop with Azusa, Lost but Seeking to infinitely recur, our friendly vampire has tons of synergy. I actually heartily recomend him for any EDH deck that runs black, just be aware that he may do more than you think at first glance.
- Common Combos: Perilous Forays | Azusa, Lost but Seeking | Hell's Caretaker
Hell's Caretaker:3B
- Oh where to start! A Recurring Nightmare on a stick with more restrictions, but less cost. Find a way to untap him and have repeated ETB abuse.
- Common Combos: Intruder Alarm | Thornbite Staff
Necrotic Ooze:2BB
- Entire threads could be dedicated to the combos that work on this guy, being able to steal the abilities of any creature at no cost has given this guy more power than Captain Planet.
- Devoted Druid + Morsel hoarder | any t:add mana + Simic Ragworm | any t + untap ability.
Recurring Nightmare:2B
- You kill a creature, to return a creature to play. If this isn't a self fulfilling loop, I don't know what is. Since Bouncing the Recurring Nightmare is part of the cost of the ability, you can drop it and crack it with very little fear of interruption. Abuses ETB and LTB abilities like nobodies business.
- Common Combos: Kokusho, the Evening Star
Aluren:2GG
- Playing creatures for free is great, especially when the creatures can replenish themselves with cards in your hand. Creatures that recur, either naturally or with help from a cloudstone curio, or draw cards suddenly become very attractive for storm counts, or drawing the entire deck. Part of a popular Recylce elf deck.
- Example Combos: cavern harpy/horned kavu + storm | Recycle + cheap creatures/recurring creatures.
Dual Nature:4GG
- Dual Nature seems innocent enough at first, providing free creature copies, and destroying those copies when the original leaves, seeming to only double the effect of any creature played, however any creature that plays with exiling and returning a creature wreck havoc with this card. Faceless Butcher alone permanently exiles all of your opponents creatures. Any Championing creature can make inifinite use of any ETB ability.
- Common Combos: faceless butcher | wormfang drake + any ETB creature.
- How: Drake ETB and triggers, Dual nature triggers. Put DN on the bottom. Drake champions your ETB creature. DN resolves and puts in a copy of the drake. The ETB creature is released. DN kills the copied drake. Drake is released. Repeat.
Earthcraft:1G
- Earthcraft is one of the older known combo cards, harkening back to MesaCraft decks of old, until that was replaced with the ever easier squirrel nest combo. Earthcraft uses creatures to produce mana, bypassing haste, which when paired with a number of token producers then generates more tokens, which make more mana, etc.
- What you need is some form of creature production for a cost of mana, and a way of making that cost be payable by a basic land.
- Example combos: Squirrel Nest | Sacred Mesa + enchant land/mana flare | Sliver Queen + Heartstone
Hermit Druid:1G
- While not technically infinite, this innoculous druid has been abused in more combos than necessary due to his ability to dump the entire library into the graveyard, earning his very own deck centered around using him, then casting a dread return for an instant win.
Mana Reflection:4GG
- Mana Flare effects are nothing new to combo's generating a massive advantage at low cost. Mana Reflection takes it a step further though, by boosting all [i]permanents[/i] you control, allowing for many mana producing artifacts or creatures to go far beyond typical limitations. It also doubles the mana, rather than adding 1, so even lands like gaea's cradle can get a rather large boost.
- Example combos: grim monolith | basalt monolith
Melira, Sylvok Outcast:1G
- Her ability to negate -1/-1 counters allows for infinite shenaniganry with persist creatures in the presence of a sac outlet.
Cloudstone Curio:3
- Free bounce for re-use of any ETB ability, Couldstone Curio was the lynchpin of several old warp world deck with Fists of Ironwood. Today, use it with any mana production ability to keep looping stuff.
- Common Combos: haste + tap for lots of mana creature + etb effect of choice | Koth of the Hammer + Chandra Nalaar [i]THAT'S RIGHT, I WENT THERE![/i]
This list has been begun, I will fill out descriptions over time and add more cards as time continues. Green is currently the only color with full descriptions.
Good includes on all of those, Ill get right to it on adding them. If you want to help out with descriptions too, that'd be super awesome =D
Do you guys feel that Thopter Foundry or Sword of the Meek is the more abusable of the two cards in the combo? Or should both be included?
The Foundry also combo's with Myr Retriever/junk diver shenanigans, while the meek sword combo's with Krark Clan Ironworks (which will get it's own entry) and token producers.
Aggravated Assault side of the combo wins over the bear umbra effects, as the aggravated assault can be used for infinite mana by animating lands, on top of the infinite attack combo.
I don't think Karmic Guide and 'lark really fit your criteria. They're involved in a very powerful combo, but it's fairly intricate and unlikely to show up accidentally when you put your deck together. I don't know that I would include them here, as I see them (mostly Guide) used more often as non-combo recursion than as combo pieces.
There's a similar argument for Rings of Brighthearth. While it is part of an infinite mana combo, I've seen it used just as often for utility as I've seen it used as a combo piece.
For Foundry/Sword, I'd include Sword if you wanted either half. Foundry can be a way to dodge theft/exile or get some last use out of a dying artifact. Sword pretty much only ever sees use as a combo piece. That said, I don't know that you need either piece if your focus is on infinite combos; without another piece making infinite mana, it doesn't go infinite. I can see the reasoning for including it, but I'd change your first post to reflect that not everything listed is infinite.
I may be crazy or in an abnormal group on a couple of these, but I thought I'd chime in.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Caged Sun/Gauntlet of Power: Squeezing extra drops of precious mana out of your lands opens you up to silly plays, whether you mean to or not. Palinchron is a repeat offender in this
I don't think Karmic Guide and 'lark really fit your criteria. They're involved in a very powerful combo, but it's fairly intricate and unlikely to show up accidentally when you put your deck together. I don't know that I would include them here, as I see them (mostly Guide) used more often as non-combo recursion than as combo pieces.
There's a similar argument for Rings of Brighthearth. While it is part of an infinite mana combo, I've seen it used just as often for utility as I've seen it used as a combo piece.
For Foundry/Sword, I'd include Sword if you wanted either half. Foundry can be a way to dodge theft/exile or get some last use out of a dying artifact. Sword pretty much only ever sees use as a combo piece. That said, I don't know that you need either piece if your focus is on infinite combos; without another piece making infinite mana, it doesn't go infinite. I can see the reasoning for including it, but I'd change your first post to reflect that not everything listed is infinite.
I may be crazy or in an abnormal group on a couple of these, but I thought I'd chime in.
I'll fix the post, since a few of them may not be 'infinite' of themselves.
As far as Lark/Guide, I can probably remove them. Thing is, I don't know much of white combos of themselves. I am rather familiar with all of the token producers that get used in them, but thats not the piece that causes abuse, its the one that is abused.
Rings though, can be part of several combo's. Using mana, to double abilites, which usually lead to utapping whatever generated the mana, is a pretty simple loop. While the Monoliths (again) are the sommonly broken piece, the same can be done with a sufficient mana artifact, and Voltaic Key, or a suffiecient land and Deserted Temple, or a creature and awaytountapacreature.
In how many ways can you go infinite with Mana Reflection? If it's just the mana artifacts, I think they are the bigger offender. I see Reflection being used a lot do simply do huge finite stuff.
I wrote that up quickly, you are right that there are few evident ways of comboing directly with Mana Reflection, although I do believe there are a few creature combos that are enabled with the reflection as well, none come to the top of my head, so I may pull the reflection (I run it in one of my decks as well) but history has taught us in magic that almost anything that say "double" can usually be broken. Except Boon Reflection.
The color Blue. Not 100% sure what you are looking for here, just enablers or the whole combo?
Power Artifact there is no use for this outside of infinite mana combos. If there is nobody uses it for that.
I would like to know the whole combo, if I'm missing one, but the entries are for enablers that really serve little purpose other than comboing out.
I feel a little guilty under black as well. I know there are combo cards in there, but I rarely use them so they don't jump out at me. I'll post on Recurring Nightmare for completeness, even though its banned in EDH; but I'm drawing a few blanks after that. Bloodghast is actually quite a nice little fellow, and doesn't break anything on his own; but his ability to come back for free just screams for easy abuse (pairs rather well with perilous forays as well).
I don't think that Melira works how you are saying it works with Persist creatures. They don't come back and then have a -1/-1 counter placed on them, they ETB with the counter already on them. Melira cannot prevent that from happening, if I understand Persist correctly. Someone please correct me if I am wrong.
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"I will flay the skin from your flesh and the flesh from your bones and scrape your bones dry. And still you will not have suffered enough." -Greven il-Vec, to Gerrard
I don't think that Melira works how you are saying it works with Persist creatures. They don't come back and then have a -1/-1 counter placed on them, they ETB with the counter already on them. Melira cannot prevent that from happening, if I understand Persist correctly. Someone please correct me if I am wrong.
Quote from Comp Rules »
112.6h An object's ability that states counters can't be placed on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
Persist creatures enter with the -1/-1 counter, but Melira still affects that.
EDIT: You can also look on the ruling of tatterkite with persist, for further consideration.
You will notice that as you go through these cards you will find a common theme among them- many of these cards convert one type of resource into another. I won't name examples because in many cases it's pretty obvious.
I feel like Tooth and Nail belongs here because it's used to set up combos players build into their decks without even realizing it. It may not just go off on its own and it does require a little bit of interactivity but I'd certainly call it a "repeat offender" with regards to setting up infinites, no matter what deck it's in.
I don't think that Melira works how you are saying it works with Persist creatures. They don't come back and then have a -1/-1 counter placed on them, they ETB with the counter already on them. Melira cannot prevent that from happening, if I understand Persist correctly. Someone please correct me if I am wrong.
If this is the case, then the Melira/Kitchen Finks/Murderous Recap Modern decks have severe issues!
You will notice that as you go through these cards you will find a common theme among them- many of these cards convert one type of resource into another. I won't name examples because in many cases it's pretty obvious.
I feel like Tooth and Nail belongs here because it's used to set up combos players build into their decks without even realizing it. It may not just go off on its own and it does require a little bit of interactivity but I'd certainly call it a "repeat offender" with regards to setting up infinites, no matter what deck it's in.
That's exactly it. In fact, you put it into words far better than I did. I'm going to use it.
These are not the cards that you will find in your 7 card combo put together by random chance (probably), but rather those cards that no matter how hard you try invariably end up easier to break than to use legitimately, or those that simply add so much value into a combo for such low price that they invariably end up as a cog in a larger Machine. Most of them use a resource to repeatedly produce an effect, that may invariably contribute to paying off it's own disadvantage, often considered 'enablers'.
SuperSonik was able to put it into words far better than I:
Cards will be separated by color in the following format:
Cards that are tagged, but do not have a description up are part of the 'work in progress.'
Enduring Renewal
- Used in combos that generate extra mana from creatures ETB to re-use combo pieces.
- Example combos: Cloud of Faeries + land that taps for 2 or more mana. | Quirion Sentinel + Aluren | shrieking drake
- Creatures entering the battlefield untap other creatures, freeing up abilities that can generate more resources such as cards (archivist) or mana (priest of titania) which can get more creatures. Or, for easier use, combine with any creature that taps to create a creature token, including Kiki-Jiki, mirror breaker, Splinter Twin, Voice of the Woods, the list goes on.
- Example Combos: I just gave them.
- Pitch card to untap a permanent, which usually nets you more cards. Typically used as a free infinite draw engine, can also be used aggressively with cards such as Temple Bell. Add an Eldrazi God or other reshuffle effect, and you can easily really go infinite, if you have a draw engine that draws more than one card at a time, such as Arcanis the omnipotent, you can also generate infinite mana. Since you draw your deck, you also get every other combo piece you need or want.
- Example Combos: Temple Bell or anything that says t: draw a card.
- The ability to copy spells for an exceedingly hefty cost of mana, naturally, any spell that gives more mana than it costs to copy will yield infinite mana since you can continuously respond to the original (See also, Reiterate).
- Common Combos: Early Harvest | Rude Awakening
- The god of the urza saga untap lands for free spells series, Palinchron is equivalent in cost to his cousin, the Great Whale, except that instead of 1 power, he gained flying and [i]the ability to bounce himself[/c] for only 4 mana more. So long as you can scrunch the cost of playing him and bouncing him into 7 lands, either by boosting mana enough, or reducing costs enough, or copying, you get infinite mana.
- Example Combos: any mana flare effect | Minion Reflector/Riku of Two Reflections
- This is an example of one of those guys that can be played fairly easily, but as you play you learn that he can be extremely synergistic with many other cards. Returning a creature to play, for free, can give quite a lot of fodder for other combos. He is a cog, and a very good one. From the slightly less broken use with Perilous Forays to only pull every single land out of your deck, to abuse with a Recurring Nightmare type of effect to loop with Azusa, Lost but Seeking to infinitely recur, our friendly vampire has tons of synergy. I actually heartily recomend him for any EDH deck that runs black, just be aware that he may do more than you think at first glance.
- Common Combos: Perilous Forays | Azusa, Lost but Seeking | Hell's Caretaker
- Oh where to start! A Recurring Nightmare on a stick with more restrictions, but less cost. Find a way to untap him and have repeated ETB abuse.
- Common Combos: Intruder Alarm | Thornbite Staff
- Entire threads could be dedicated to the combos that work on this guy, being able to steal the abilities of any creature at no cost has given this guy more power than Captain Planet.
- Devoted Druid + Morsel hoarder | any t:add mana + Simic Ragworm | any t + untap ability.
- You kill a creature, to return a creature to play. If this isn't a self fulfilling loop, I don't know what is. Since Bouncing the Recurring Nightmare is part of the cost of the ability, you can drop it and crack it with very little fear of interruption. Abuses ETB and LTB abilities like nobodies business.
- Common Combos: Kokusho, the Evening Star
- Playing creatures for free is great, especially when the creatures can replenish themselves with cards in your hand. Creatures that recur, either naturally or with help from a cloudstone curio, or draw cards suddenly become very attractive for storm counts, or drawing the entire deck. Part of a popular Recylce elf deck.
- Example Combos: cavern harpy/horned kavu + storm | Recycle + cheap creatures/recurring creatures.
- Most well known for her crucible tricks, bouncing her in and out of play resets her land dropping capabilities, allowing her some scary interactions with cards like Strands of Night.
- Common Combos: Crucible of Worlds | Strands of Nights
- An innocent mana elf with the ability to produce extra mana, this poor druids ability to untap has gotten him into a lot of trouble. Any effect to pump toughness, such as Coat of Arms allows him to produce mana to make more creatures, which further pump him up. Any creature that steals abilities, such as Experiment Kraj or Nectrotic Ooze take it to a further level of stupidity.
- Coat of Arms + Presence of Gond | Necrotic Ooze + Morselhoarder| Experiment Kraj
- Dual Nature seems innocent enough at first, providing free creature copies, and destroying those copies when the original leaves, seeming to only double the effect of any creature played, however any creature that plays with exiling and returning a creature wreck havoc with this card. Faceless Butcher alone permanently exiles all of your opponents creatures. Any Championing creature can make inifinite use of any ETB ability.
- Common Combos: faceless butcher | wormfang drake + any ETB creature.
- How: Drake ETB and triggers, Dual nature triggers. Put DN on the bottom. Drake champions your ETB creature. DN resolves and puts in a copy of the drake. The ETB creature is released. DN kills the copied drake. Drake is released. Repeat.
- Earthcraft is one of the older known combo cards, harkening back to MesaCraft decks of old, until that was replaced with the ever easier squirrel nest combo. Earthcraft uses creatures to produce mana, bypassing haste, which when paired with a number of token producers then generates more tokens, which make more mana, etc.
- What you need is some form of creature production for a cost of mana, and a way of making that cost be payable by a basic land.
- Example combos: Squirrel Nest | Sacred Mesa + enchant land/mana flare | Sliver Queen + Heartstone
- While not technically infinite, this innoculous druid has been abused in more combos than necessary due to his ability to dump the entire library into the graveyard, earning his very own deck centered around using him, then casting a dread return for an instant win.
- Mana Flare effects are nothing new to combo's generating a massive advantage at low cost. Mana Reflection takes it a step further though, by boosting all [i]permanents[/i] you control, allowing for many mana producing artifacts or creatures to go far beyond typical limitations. It also doubles the mana, rather than adding 1, so even lands like gaea's cradle can get a rather large boost.
- Example combos: grim monolith | basalt monolith
- Her ability to negate -1/-1 counters allows for infinite shenaniganry with persist creatures in the presence of a sac outlet.
- Free bounce for re-use of any ETB ability, Couldstone Curio was the lynchpin of several old warp world deck with Fists of Ironwood. Today, use it with any mana production ability to keep looping stuff.
- Common Combos: haste + tap for lots of mana creature + etb effect of choice | Koth of the Hammer + Chandra Nalaar [i]THAT'S RIGHT, I WENT THERE![/i]
This list has been begun, I will fill out descriptions over time and add more cards as time continues. Green is currently the only color with full descriptions.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
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Standard
UWR Midrange RWU
EDH
WUB[Riddle of the Etherium Gods - Sharuum the Hegemon]BUW
- Hermit Druid: Many ways to break this in a no-basic-lands deck.
- Sharuum the Hegemon: The most notorious combo general.
- Time Sieve: Used with Thopter Assembly or Thopter Foundry + Sword of the Meek.
- Umbral Mantle - Pretty much no use other than generating infinite mana with cards like Bloom Tender or Viridian Joiner, etc. Sword of the Paruns also does this.
KAALIA SMASH!
Intet dreams of times ahead
and more
Do you guys feel that Thopter Foundry or Sword of the Meek is the more abusable of the two cards in the combo? Or should both be included?
The Foundry also combo's with Myr Retriever/junk diver shenanigans, while the meek sword combo's with Krark Clan Ironworks (which will get it's own entry) and token producers.
Aggravated Assault side of the combo wins over the bear umbra effects, as the aggravated assault can be used for infinite mana by animating lands, on top of the infinite attack combo.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
There's a similar argument for Rings of Brighthearth. While it is part of an infinite mana combo, I've seen it used just as often for utility as I've seen it used as a combo piece.
For Foundry/Sword, I'd include Sword if you wanted either half. Foundry can be a way to dodge theft/exile or get some last use out of a dying artifact. Sword pretty much only ever sees use as a combo piece. That said, I don't know that you need either piece if your focus is on infinite combos; without another piece making infinite mana, it doesn't go infinite. I can see the reasoning for including it, but I'd change your first post to reflect that not everything listed is infinite.
I may be crazy or in an abnormal group on a couple of these, but I thought I'd chime in.
Power Artifact there is no use for this outside of infinite mana combos. If there is nobody uses it for that.
Can list more when I understand what you are looking for exactly.
Grimgrin, the Corpse-Born: Another untap effect. Untap effects undoubtedly are open to abuse. In this case, with either Elemental Mastery, or Presence of Gond (both of which work wickedly well with Intruder Alarm above. Go figure
Caged Sun/Gauntlet of Power: Squeezing extra drops of precious mana out of your lands opens you up to silly plays, whether you mean to or not. Palinchron is a repeat offender in this
Would learn my licks with a bottle neck slide
I'll fix the post, since a few of them may not be 'infinite' of themselves.
As far as Lark/Guide, I can probably remove them. Thing is, I don't know much of white combos of themselves. I am rather familiar with all of the token producers that get used in them, but thats not the piece that causes abuse, its the one that is abused.
Rings though, can be part of several combo's. Using mana, to double abilites, which usually lead to utapping whatever generated the mana, is a pretty simple loop. While the Monoliths (again) are the sommonly broken piece, the same can be done with a sufficient mana artifact, and Voltaic Key, or a suffiecient land and Deserted Temple, or a creature and a way to untap a creature.
I wrote that up quickly, you are right that there are few evident ways of comboing directly with Mana Reflection, although I do believe there are a few creature combos that are enabled with the reflection as well, none come to the top of my head, so I may pull the reflection (I run it in one of my decks as well) but history has taught us in magic that almost anything that say "double" can usually be broken. Except Boon Reflection.
I would like to know the whole combo, if I'm missing one, but the entries are for enablers that really serve little purpose other than comboing out.
I feel a little guilty under black as well. I know there are combo cards in there, but I rarely use them so they don't jump out at me. I'll post on Recurring Nightmare for completeness, even though its banned in EDH; but I'm drawing a few blanks after that. Bloodghast is actually quite a nice little fellow, and doesn't break anything on his own; but his ability to come back for free just screams for easy abuse (pairs rather well with perilous forays as well).
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
EDH
GUBVorosh, the HunterGUB
BRGKarrthus, Tyrant of JundBRG
GMolimo, Maro-SorcererG
UThada Adel, AcquisitorU list soon
BEndrek Sahr, Master BreederB
Persist creatures enter with the -1/-1 counter, but Melira still affects that.
EDIT: You can also look on the ruling of tatterkite with persist, for further consideration.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
I feel like Tooth and Nail belongs here because it's used to set up combos players build into their decks without even realizing it. It may not just go off on its own and it does require a little bit of interactivity but I'd certainly call it a "repeat offender" with regards to setting up infinites, no matter what deck it's in.
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
If this is the case, then the Melira/Kitchen Finks/Murderous Recap Modern decks have severe issues!
That's exactly it. In fact, you put it into words far better than I did. I'm going to use it.
Wrote up the black cards, added Hell's Caretaker, Azusa, Thornbite Staff (no write up yet), Devoted Druid, Necrotic Ooze.
Wrote up Cloudstone Curio with the all so devastating Koth combo!
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek