This site works best with JavaScript enabled. Please enable JavaScript to get the best experience from this site.
I have made an actually good combo deck that often combos with something like this:
[archaeomancer] + [ghostly flicker] + 2 [sunscape familiar] + [island] + [sage's row denizen] = infinite mill.
Another way to combo is with 2 cards like [archaeomancer], a [ghostly flicker], and a card like [vitalize] with creatures like [krosan restorer], [axebane guardian], or maybe a cool mana elf deck. Just [ghostly flicker] the 2 [archaeomancer] to bring back [ghostly flicker] and [vitalize]. [Vitalize] hopefully pays for itself, [ghostly flicker] and then some. This combo gives infinite storm, etb, mana, and grave recursion of instants and sorceries. There are obviously a number of ways to win from there. You could even use a card like [village bell-ringer], [corridor monitor], or [pestermite] instead of the second [archaeomancer] and [vitalize], (the downside being just a single grave recur from trading ghostly flicker instead of infinite). [Pestermite] even gives the option of comboing with some combination enchanted lands, bounce lands, or cost 1 less abilities instead of mana creatures.
I have made a pretty cool combo deck that typically combos with something like this:
[archaeomancer] + [ghostly flicker] + [pestermite] + [sunscape familiar] + [simic growth chamber] + [fertile ground] = infinite mana, etb, storm, untap permanent, and a single grave recur of an instant or sorcery.
On the subject of having double [archaeomancer] or enchanted lands there are also a number of similar ways to combo using [snap].