I finally found a way to write a normal post, so here’s part 4, Jund
The first combo will do the same thing Maelstrom Pulse does, with the bonus of giving you a 3/2 creature. (And destroying a land, if you want. But only one permanent no matter what.)
There are, of course, other advantages to this combo. With this, you can play a blue or white card in a deck with no blue or white sources. (You would probably be better off using nonbasics for that, but you can do it.) You can return anything to your hand with Master Transmuter, although you can still only take back an artifact. (While cards are in yor hand, they aren’t artifacts, they’re omly colorless) You can return a land and bring down a Darksteel collosus. (I just realised, this combo would be better off in Esper, and in Conflux. But it’s here because of Vithian Renegades, and Conflux is over, and Esper is over for Alara Reborn.)
The second combo applies to Jund, which it should. It will give you a victory very quickly if your creature survives the attck, and if not, you can try again with another creature.
With both equiptments attached to the same creature, and no tapped mana, you give a creature +4/+2 and trample, than use the rest of your mana to pay the X cost on Deamonspine Whip. If you have 3 mana, and attach this to a creature with power 0, it’s already 10 damage. But you’re obviously going to attach it to something bigger. (Unless you have a lust to attack with a Stuffy Doll…) If you attach it to a 5-power or greater creature, it’s an attack for the win. (And that’s assuming 3 mana…) If you also use Spellbreaker Behemoth, your opponent better have some countermagic or Path to Exile.
The next combo will punish your opponent for using nonbasic lands. You do not want to be on the receiving end of this if you have a large amount of nonbasics. (If you know you’re playing against a deck without nonbasics, don’t use a deck with this combo. That or put this combo on a sideboard, but it’s more of a casual combo, where there are no sideboards.)
If your opponent is running a lot of nonbasics, then that combo can just be mean. If you put it into a deck that usually has lots of little creatures it can be devastating. If you have the mana to play Wound reflection after you’ve played Mercadia’s Downfall, you could easily sneak in extra damage.
I’ll post part 5, Naya, hopefully on Thursday. (I’m busy tomorrow.) If not, I will write it by the end of Saturday.