Would there be anyway to make a list of strict 2 card win a multiplayer game combos.
It seems like the list got very long over the years with all the 3+ card combos, when the combos that you would really consider building around are the strict 2 card combos.
This would be true for basically any other format, but for most groups decks built around two-card combos tend to be a little over the top. Tree- and four-card combos are generally much more acceptable to be playing. Besides, a lot of combos with more cards play cards that are just good in general, outside of the combo, and means you will aim to play them in decks that aren't dedicated combo decks.
I'm not saying it wouldn't be a useful way to distinguish it, but it seems like it would require a lot of work and not really necessary.
Five-colour synergy: WUBRGLast Stand + Prismatic Omen = Lots and lots of lifeloss, damage to a creature, saprolings, lifegain and looting.
At the end of the day though, building a deck to compete with them or to shut them down is unlikely to end your problem. It may actually encourage them in that it may be seen as a sign that the meta is shifting in their direction, toward more competitive decks. If you want to play at a more casual level, I feel the best way to address the problem is to let them know that you find it unpleasant to play against combo. If you and your other friends have enough people to start a game without them, you could just do that; you're under no obligation to play with people if you don't enjoy it.
Have to agree with this. Even if it should work, you will be stuck mostly answering them all game and not really playing yourself.
That said, there are several cards that stop specific issues like these. Mindlock Orb and Stranglehold stops decks from tutoring, like with Zur the Enchanter. Teferi, Mage of Zhalfir shuts down counterspells, Defense Grid makes it harder. Omen Machine turns off card draw and helps fair decks while hindering the more unfair ones. Citadel of Pain makes playing counterspells and other mana-intensive instants VERY painful, and War's Toll means they will have to make a choice between instants and playing stuff on their own turn. Possibility Storm Messes with control and combo bad, and a lot of the time just shuts off large parts of those decks. Creature-based decks won't really mind though. Suppression Field also turns off a lot of combos, and Stony Silence stops a lot as well, in addition to turning off broken mana etc. Like others have pointed out, Arcane Laboratory and Rule of Law also stops a lot of combos and makes your counterspells a lot better. Spellskite is surprisingly effecte against a lot of cards, and stops most Niv-Mizzet, the Firemind combos flat. Dovescape makes it really hard to resolve any combo piece that isn't a creature, although it doesn't stop stuff like Zur. Silence will either draw out a counter or shut someone out of countering anything during your turn, and works wonders against some combos that want to cast a bunch of stuff in a turn. Uba Mask is also a rather funny card to play vs. broken decks, or very instant-heavy decks. Watch their faces when you play that thing!
Other than straight up hosers though, you should probably focus on play a lot of cheap instant removal. Swords to Plowshares and it's ilk stops so many combos very efficiently, as does Disenchant and above all, Krosan Grip. Look a split second and in general cheap interaction. You don't need to counter something to invalidate their combo.
In the end though, I strongly suggest you follow aslidsiksoraksis advice and try to solve it in a social manner rather than a deckbuilding one. If they don't respond to that, you might be playing with the wrong people. Good luck.
Learn from the Past and Mnemonic Nexus are good alternatives for graveyard hate, and the instant speed part often make these blowout cards. Will depend on your meta though, the artifact options in Relic of Progenitus, Tormod's Crypt and the like might be better, although I like to play a mix.
Recently I was looking for answers to enchantments in my Dralnu, Lich Lord control deck, and I found Aura Thief as a really good one for that. Might require some setup though, in Dralnu, Lich Lord you have to play sac outlets anyway.
I also like playing answers that can double as finishers. Mind Control effects in general are good for that sort of thing, as are Supplant Form and Æthersnatch, although the last one borders on being a counterspell.
I'm currently thinking about how it could be, though I found this comment kind of rude. At least things are being updated for the first time in a year and are aesthetically nicer.
I'm sorry, I certainly did not intend to be rude. All I meant to say was that although useful(and the work that has been put into it really shows) the list has been jumbled, with some combos that didn't actually work, some listed several times or in wrong places etc.
It is nice that someone is putting in work and improving the thread, and it is appreciated. I use this list a lot and will keep doing so. I did not mean to offend in any way, really quite the opposite.
Short version: Good work, I'm looking forward to you making this thread even better!
Also, another infinite combo with my favorite Fate Reforged card:
I've noticed there have been a few infinite combos among the synergies; is this on purpose? If the definitions on what is a combo and what is a synergy has changed, I'd like to know =)
I'm looking forward to seeing a cleaner list, a lot in this list could be much tidier.... thanks for taking it upon yourself to improve it!
URTezzeret the Seeker + Ral Zarek + Gilded Lotus + The Chain Veil = Infinite damage, mana and turns. Tezzeret untaps Lotus and Veil, Ral untaps Lotus. This makes infinite mana for the Veil. Minus Ral to win the game.
This would be true for basically any other format, but for most groups decks built around two-card combos tend to be a little over the top. Tree- and four-card combos are generally much more acceptable to be playing. Besides, a lot of combos with more cards play cards that are just good in general, outside of the combo, and means you will aim to play them in decks that aren't dedicated combo decks.
I'm not saying it wouldn't be a useful way to distinguish it, but it seems like it would require a lot of work and not really necessary.
Five-colour synergy:
WUBRG Last Stand + Prismatic Omen = Lots and lots of lifeloss, damage to a creature, saprolings, lifegain and looting.
Five-colour combo:
WUBRG Sliver Hivelord + Syphon Sliver + Psionic Sliver + Hibernation Sliver + Manaweft Sliver + Intruder Alarm = Kill the table
Yes, this is a six-card combo, but these are all cards you would play in slivers anyway. Handy extra win condition to be aware of.
Have to agree with this. Even if it should work, you will be stuck mostly answering them all game and not really playing yourself.
That said, there are several cards that stop specific issues like these. Mindlock Orb and Stranglehold stops decks from tutoring, like with Zur the Enchanter. Teferi, Mage of Zhalfir shuts down counterspells, Defense Grid makes it harder. Omen Machine turns off card draw and helps fair decks while hindering the more unfair ones. Citadel of Pain makes playing counterspells and other mana-intensive instants VERY painful, and War's Toll means they will have to make a choice between instants and playing stuff on their own turn.
Possibility Storm Messes with control and combo bad, and a lot of the time just shuts off large parts of those decks. Creature-based decks won't really mind though. Suppression Field also turns off a lot of combos, and Stony Silence stops a lot as well, in addition to turning off broken mana etc. Like others have pointed out, Arcane Laboratory and Rule of Law also stops a lot of combos and makes your counterspells a lot better. Spellskite is surprisingly effecte against a lot of cards, and stops most Niv-Mizzet, the Firemind combos flat. Dovescape makes it really hard to resolve any combo piece that isn't a creature, although it doesn't stop stuff like Zur. Silence will either draw out a counter or shut someone out of countering anything during your turn, and works wonders against some combos that want to cast a bunch of stuff in a turn. Uba Mask is also a rather funny card to play vs. broken decks, or very instant-heavy decks. Watch their faces when you play that thing!
Other than straight up hosers though, you should probably focus on play a lot of cheap instant removal. Swords to Plowshares and it's ilk stops so many combos very efficiently, as does Disenchant and above all, Krosan Grip. Look a split second and in general cheap interaction. You don't need to counter something to invalidate their combo.
In the end though, I strongly suggest you follow aslidsiksoraksis advice and try to solve it in a social manner rather than a deckbuilding one. If they don't respond to that, you might be playing with the wrong people. Good luck.
Ætherize, Ætherspouts, Evacuation, Engulf the Shore, Crush of Tentacles and Wash Out are all solid. Curse of the Swine can be both spot and mass removal. Of course, you should keep in mind the colourless options: Scour from Existence and Spine of Ish Sah are reasonable spot removal, and Oblivion Stone, Nevinyrral's Disk, All is Dust and Perilous Vault are all good sweepers.
Learn from the Past and Mnemonic Nexus are good alternatives for graveyard hate, and the instant speed part often make these blowout cards. Will depend on your meta though, the artifact options in Relic of Progenitus, Tormod's Crypt and the like might be better, although I like to play a mix.
Recently I was looking for answers to enchantments in my Dralnu, Lich Lord control deck, and I found Aura Thief as a really good one for that. Might require some setup though, in Dralnu, Lich Lord you have to play sac outlets anyway.
I also like playing answers that can double as finishers. Mind Control effects in general are good for that sort of thing, as are Supplant Form and Æthersnatch, although the last one borders on being a counterspell.
I'm sorry, I certainly did not intend to be rude. All I meant to say was that although useful(and the work that has been put into it really shows) the list has been jumbled, with some combos that didn't actually work, some listed several times or in wrong places etc.
It is nice that someone is putting in work and improving the thread, and it is appreciated. I use this list a lot and will keep doing so. I did not mean to offend in any way, really quite the opposite.
Short version: Good work, I'm looking forward to you making this thread even better!
Also, another infinite combo with my favorite Fate Reforged card:
WUR Soulfire Grand Master + Mana Geyser = Infinite R
U Wake Thrasher + Basalt Monolith/Aphetto Alchemist = Infinite/infinite Wake Thrasher
Mono-White versions of a combo I listed earlier:
W Faith's Reward/Second Sunrise + Codex Shredder + Zuran Orb = Infinite mana
W Faith's Reward/Second Sunrise + Codex Shredder + Krark-Clan Ironworks + manarocks = Infinite mana
Strong synergy:
WU Containment Priest + Mistmeadow Witch = 2WU exile target creature
UB Notion Thief + Master of the Feast
I've noticed there have been a few infinite combos among the synergies; is this on purpose? If the definitions on what is a combo and what is a synergy has changed, I'd like to know =)
I'm looking forward to seeing a cleaner list, a lot in this list could be much tidier.... thanks for taking it upon yourself to improve it!
UBG Gravecrawler + Aluren/Rooftop Storm + sac outlet.
G Mirari + Rude Awakening/Early Harvest + Regrowth + Recollect = Infinite mana and return everything from your graveyard to your hand.
WUR Jeskai Ascendancy + Vedalken Mastermind + Silver Myr + Everflowing Chalice = Infinetly pump your creatures, filter through your deck. Add another manamyr for Infinite mana.
UG Garruk Wildspeaker + Tezzeret the Seeker + Gilded Lotus/Thran Dynamo + The Chain Veil = Infinite tokens, mana and overruns.
UG Nissa, Worldwaker + The Chain Veil + Tezzeret the Seeker + manarock = Infinite mana and Nissa activations.
UR Rakka Mar + Intruder Alarm + Iron Myr = Infinite 3/1s
WUG Derevi, Empyrial Tactician + Market Festival + Dawn's Reflection + sac outlet = Infinite mana
Can also be done without High Market with another sac outlet. In that case, add etb effects for shenanigans. Also Titania, Protector of Argoth.
WU Archaeomancer/Mnemonic Wall/Scrivener + Faith's Reward/Second Sunrise + Zuran Orb + High Market + 5 or more mana in other lands that enter untapped = Infinite mana and life.
Can also be done without High Market with another sac outlet. In that case, add etb effects for shenanigans.
U Filigree Sages + Heartstone/Training Grounds/Illusionist's Bracers/Rings of Brighthearth+ Gilded Lotus = Infinite Mana.
U Master Transmuter + Freed from the Real/Pemmin's Aura + any two manarocks that make blue OR Gilded Lotus with an artifact in hand = Infinite Mana.
U Master Transmuter + Intruder Alarm + March of the Machines + any two manarocks that make blue and an artifact in hand = Infinite Mana.
U Gilded Lotus + March of the Machines + Pemmin's Aura/Freed from the Real = Infinite mana. Can also be done with Deadeye Navigator and a haste enabler.
U Aphetto Alchemist/Fatestitcher + Gilded Lotus + Pemmin's Aura/Freed from the Real = Infinite mana.
U Illusionist's Bracers + Fatestitcher + Clone = Infinite mana.
UR Tezzeret the Seeker + Ral Zarek + Gilded Lotus + The Chain Veil = Infinite damage, mana and turns. Tezzeret untaps Lotus and Veil, Ral untaps Lotus. This makes infinite mana for the Veil. Minus Ral to win the game.
WUB Ad Nauseam + Angel's Grace + Laboratory Maniac = Win. Can also use Sickening Dreams in straight WB or Firestorm If in red.
Synergy: WUB Mystical Teachings fetches both Ad Nauseam and Angel's Grace to draw the deck and kill the table with Sickening Dreams, Firestorm, Laboratory Maniac or Skirge Familiar + x-spell as a payload.