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"The Thin Red Line":

The Fine Line Between Synergy and Combo

Introduction.

 

Welcome ladies and gentlemen to another episode of Tryhard Academy where it’s always better to Get Good rather than Get Wrecked.

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On our last episode (episode 4), we discussed the Ad Nauseam Fishbowl archetype for cEDH. And in the process of discussing this archetype and deck, questions were brought up around the Academy relating to what the nature of this deck is. In specific, the question asked dealt with whether the deck really was a combo deck, or if it was just good synergy.

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In this episode, we’re putting that question to rest by discussing what synergy is and what combo is, as well as the difference between the two.

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A. Etymology, By Definition: Synergy and Combo Defined.

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This article asks two simple questions: When does synergy become combo? And more importantly, what is the difference?

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To answer that, let's refer first to MTG Salvation's wiki page for what a combo is, or at least how it's defined there...

 

http://wiki.mtgsalvation.com/article/Slang


1. Combo
Short for 'combination', combo can refer to a variety of concepts:


1a. Card combination: Any combination of 2 or more cards which produces a beneficial effect, designed to gain an advantage over the opponent.


1b. Combo deck: A deck or archetype which uses a combo as its victory condition. The deck is designed entirely for the purpose of setting up and protecting the combo.
 

2. Synergy
 

Synergy refers to the small, positive interactions of individual cards in a deck. A synergistic deck is one where every card benefits from every other card in some way or fashion. Even a deck full of seemingly bad cards can be a good deck if it showcases potent synergy. Tribal decks, such as Goblin or Elf decks, rely on synergy to win games.

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For the purpose of this discussion, the concept of the Combo Deck will not be talked about here. Only the concept of a card combination. (We’re saving that for another time.)

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B. The Qualifier.

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From play experience here at the Academy, here's the qualifier for when Synergy becomes Combo:


Any interaction of 2 or more cards (usually no more than 3), that, by their interaction, causes an unfair upset balance in the game balance (or game state), if/when allowed to resolve and/or and remain on the field. Often times, combos win you the game, or cause the game to come to a crashing halt with a player in a severe advantage.


This distinction is important because there are methods that allow for cards to be cheated out into play, such as Tooth and Nail, Reanimate, Unburial Rites, Chord of Calling, Elvish Piper, etc.

One of many well-known combo interactions includes the interaction known as "Primus Armageddon". This interaction includes Woodfall Primus, Melira Sylvok Outcast, and a sacrifice outlet. This is a great example of a combo because the interaction has the capacity to cripple all opponents. Depending on the sac outlet used, and the permanents on the field at the time of resolution (Darksteel Citadel, I am looking at you), you can also "go infinite", or perform this interaction any number of times to reach a desired effect.

But not all combos are destructive by nature; some are disruptive, and not all have to "win" you the game. This is another important distinction, in the author's opinion. For example, consider the following:

Immortal Coil + Platinum Angel + Bojuka Bog/Tormod's Crypt/etc.

This interaction, when properly executed, has the capacity to cause the game to end in an intentional draw due to an infinite loop of state based triggers.This combo disrupts the game balance, because, you caused it as the player, and if pulling this off, are probably doing this to prevent yourself from losing the game for whatever reason.

Is this interaction table-friendly? No. But can it save you from being killed? Yes, by taking everyone else with you.

 

Another way to do the same thing, in White, is what we call the "O-Ring Sandwich": 3 Oblivion Rings, with no other non-land permanents to target other than each other.

Synergies are not always Combos, but Combos are usually derived from Synergies, that can also become an engine as well for other interactions. An example:

Prime Speaker Zegana + Deadeye Navigator

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The net result here is at flash speed, you draw at a minimum of six cards for the cost of 1U (one generic mana plus one blue mana). This is really good synergy that can be considered a combo because of the hideous card advantage that results from the interaction. The player to player balance ratio becomes upset in this regard.

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C. Conclusion.

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In summation, we believe here that Synergy does not have the capacity to win the game by itself, but can set you up nicely to be put into that position. Esper "Solar Flare" decks and RDW (Red Deck Wins) decks (all respect due to Paul Sligh), when they were type 2 legal, are great examples of synergy working at it's best.

(For the purpose of context, for those who are unfamiliar with the above, RDW may be best understood as an 'mono red aggro rush', where as 'Solar Flare' hopes to cheat creatures onto the field by dumping creatures from your deck into your graveyard, then reanimating them.)

More importantly, synergy relies on board state in order to be successfully executed.


Combos on the other hand, don't per se care about the board state, or the rest of your deck (or anyone else's deck) most of the time, and can win on their own most of the time, depending on whomever does or doesn't have an answer to stop the interaction.


That’s all the time time we have for this episode. As always, if you have "a response to my response", feel free to leave your comments and questions in the comments section.

 

And as always, it’s better to Get Good rather than Get Wrecked.

P.S.: Freaky Deeky, Rump Shaker, and Zealous Groupie FTW.   (Kiki-Jiki, Mirror Breaker + Zealous Conscripts)

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References:

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http://wiki.mtgsalvation.com/article/Slang MTG Salvation Wiki Page.


http://essentialmagic.com/EM2/Doc.aspx?hDocID=322 (first posting of this article)

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