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Nuke Your Opponent For 100 DamageThe Combo: Black Panther, Most Dangerous + Dawnsire, Sunstar DreadnoughtTo execute this...
19/06/2026

Nuke Your Opponent For 100 Damage

The Combo: Black Panther, Most Dangerous + Dawnsire, Sunstar Dreadnought

To execute this lethal interaction, you need both Black Panther, Most Dangerous and Dawnsire, Sunstar Dreadnought on the battlefield under your control. Dawnsire must have at least 10 charge counters on it so its attack trigger is active. Because Dawnsire's ability can target any creature or planeswalker, you also need a way to grant Black Panther indestructible or a regeneration shield before combat so he survives the incoming blast.

When you declare an attack with Dawnsire, its ability triggers and deals 100 damage to up to one target creature or planeswalker. Point this 100 damage directly at your own Black Panther. When the damage resolves, Black Panther's triggered ability immediately triggers, allowing you to redirect that exact amount of damage to any other target, meaning you can send all 100 damage straight to your opponent's face for an instant knockout.

If you want to vary the setup, any efficient protection spell or artifact like Mithril Coat works perfectly to keep your Panther safe during the blast. The final result is an incredibly explosive finish that turns your own board into a massive damage reflecting mirror.

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One Attack Step Changes EverythingThe Combo: Killmonger, Ruthless Usurper + Mycosynth LatticeTo execute this interaction...
19/06/2026

One Attack Step Changes Everything

The Combo: Killmonger, Ruthless Usurper + Mycosynth Lattice

To execute this interaction, you need Killmonger, Ruthless Usurper and Mycosynth Lattice on the battlefield. Killmonger must be able to attack, meaning he has haste or has been under your control since the beginning of your turn to avoid summoning sickness. The defending player simply needs to control permanents, which Mycosynth Lattice automatically turns into artifacts in addition to their other types.

When you declare Killmonger as an attacking creature, his ability triggers and checks the number of artifacts the defending player controls upon resolution. Because Mycosynth Lattice makes all lands, creatures, and enchantments artifacts, this count will be massive. Crucially, Killmonger's text lacks the phrase "until end of turn," making the +1/+0 effects permanent stat increases that persist through the combat damage step and all subsequent turns. If he assigns combat damage, his Trample helps push lethal damage through to the player, while his second triggered ability forces them to sacrifice an artifact and creates a Treasure token for you.

While this two card interaction is self sufficient, you can optimize its efficiency. Giving Killmonger haste ensures you can cast him and attack immediately before your opponents can react during a main phase. Additionally, while he already possesses Trample to assign excess damage past blockers, adding unblockable traits or evasion guarantees that his newly acquired, permanent power directly reduces your opponent's life total to zero.

Since the power buff does not expire at the end of turn or when the combat phase ends, a single attack trigger forces your opponents to quickly find an immediate removal spell before a modest creature becomes an unmanageable powerhouse permanently.

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Infinite Combats With Marvel Alien InvasionThe Combo: Alien Invasion + Breath of FuryTo set up this infinite loop, you n...
19/06/2026

Infinite Combats With Marvel Alien Invasion

The Combo: Alien Invasion + Breath of Fury

To set up this infinite loop, you need both Alien Invasion and Breath of Fury on the battlefield, with Breath of Fury enchanting any creature you control that can successfully deal combat damage to an opponent. You do not need an established army or any external token generators to kickstart the engine because Alien Invasion handles the creature production completely on its own during every single combat step.

To execute the loop, move to your combat phase to trigger Alien Invasion, creating a 1/1 red Alien creature token with haste. Attack with your enchanted creature and ensure it deals combat damage to a player, which triggers Breath of Fury to untap your creatures, grant an additional combat phase, and move the Aura onto your new Alien token as the original attacker is sacrificed. When the additional combat phase begins, Alien Invasion triggers yet again to create a brand-new Alien token, allowing the currently enchanted Alien to attack, deal damage, and pass the Aura to the newest token to repeat the cycle forever.

This synergy provides an unstoppable win condition by generating infinite combat steps and an army of infinitely scaling Alien tokens to wipe out the entire table in a single turn. For variations, you can pair this combo with evasion granters or trample enablers to ensure your attacking enchanted creature always connects with an opponent's life totals.

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Magic has one of the most infamously complex rulebooks in tabletop history, and we have all had that "wait, it works how...
19/06/2026

Magic has one of the most infamously complex rulebooks in tabletop history, and we have all had that "wait, it works how?" moment. Whether you got completely tripped up by the layers system, lost a game to a bizarre stack interaction, or finally figured out a weird piece of old-school card text, these moments completely reshape how you play.

What is the single most mind-bending rules interaction that permanently changed your understanding of the game? Tell us your favorite judge-calling stories in the comments.

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Sylvan Primordial has been sitting on the Commander ban list for a long time. While a seven-mana creature that destroys ...
19/06/2026

Sylvan Primordial has been sitting on the Commander ban list for a long time.

While a seven-mana creature that destroys noncreature permanents and ramps you sounds like standard green high-end play by today's standards, its ability to warp games through blink and reanimation loops is exactly what got it locked away in the first place.

With the power level of the format constantly evolving, does this big Avatar still deserve to stay banned, or has the rest of the game finally caught up to it?

Let us know your thoughts in the comments.

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Trade Secrets is one of the most notoriously political cards on the Commander ban list. While a three-mana sorcery that ...
19/06/2026

Trade Secrets is one of the most notoriously political cards on the Commander ban list. While a three-mana sorcery that lets people draw cards sounds like standard blue fun, it quickly becomes a disaster in a multiplayer format. When two players decide to collude and repeat the process indefinitely, they end up drawing their entire decks while leaving the rest of the table completely in the dust.

Given how much the format has grown, does this card still deserve to stay banned for its game-warping collusion potential, or is it time to let players play politics with it again?

Let us know where you stand in the comments.

Drop your thoughts below 👇🏻

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Magic: The Gathering has seen some incredible card reimagining over the years, but there is always room for more. If you...
19/06/2026

Magic: The Gathering has seen some incredible card reimagining over the years, but there is always room for more. If you could choose any legendary creature to get a fresh look and a completely shifted ability, who would it be?

Drop your thoughts below 👇🏻

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Is it time to release the ultimate Eldrazi titan back into the wild, or is it still too broken for the format?Emrakul, t...
19/06/2026

Is it time to release the ultimate Eldrazi titan back into the wild, or is it still too broken for the format?

Emrakul, the Aeons Torn has been sitting on the Commander ban list for years, and for good reason. With an uncounterable cast trigger, an extra turn, protection from colored spells, and the devastating annihilator 6, this card is the definition of a game-ending threat.

Some players argue that today's fast meta and high-powered answers mean the format can finally handle it, while others dread the day this monster hits the table again.

What do you think? Should the Commander Rules Committee unban Emrakul, or keep it banned forever?

Drop your thoughts below 👇🏻

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Obliterate Opponent Lands With This LockThe Combo: Kormus Bell + Urborg, Tomb of Yawgmoth + M.O.D.O.K.This devastating t...
19/06/2026

Obliterate Opponent Lands With This Lock

The Combo: Kormus Bell + Urborg, Tomb of Yawgmoth + M.O.D.O.K.

This devastating three card combination locks your adversaries out of the game by eliminating their entire mana base instantly. By transforming all lands into vulnerable creatures and simultaneously reducing their toughness to zero, this strategy secures a ruthless one sided board state. It perfectly demonstrates how layered static abilities create game ending state based actions.

You need Kormus Bell, Urborg, Tomb of Yawgmoth, and M.O.D.O.K. on the battlefield under your control. Because this involves multiple permanents, your opponents must not have immediate removal available before the setup is complete. Urborg does not need to enter first since its static effect applies continuously to all lands entering the battlefield.

Ensure Urborg, Tomb of Yawgmoth is active to make all lands Swamps. With Kormus Bell in play, every Swamp transforms into a 1/1 creature. Finally, M.O.D.O.K. applies a static toughness reduction to all creatures your opponents control. Because your opponents' lands are now 1/1 creatures, their toughness is instantly reduced to zero. State based actions dictate that creatures with zero toughness are immediately put into their owners' graveyards, effectively wiping out their lands while yours remain entirely intact.

The aftermath is completely catastrophic for the rest of the table. Your opponents are left with zero lands to tap for mana, rendering them unable to cast spells or recover the board. This interaction guarantees immediate concessions or a completely unhindered path to victory for you. Expect massive amounts of salt from the table when you drop this flawless lock!

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Go Infinite With The Fantastic FourThe Combo: Nim Deathmantle + Ashnod's Altar + The Fantastic FourTo execute this combo...
19/06/2026

Go Infinite With The Fantastic Four

The Combo: Nim Deathmantle + Ashnod's Altar + The Fantastic Four

To execute this combo, you need Nim Deathmantle, Ashnod's Altar, and The Fantastic Four on the battlefield alongside two generic mana available.

Begin by sacrificing The Fantastic Four to Ashnod's Altar to add two colorless mana. Combine this with your two available mana to pay the four mana needed for the Nim Deathmantle trigger, returning The Fantastic Four to the battlefield. When it enters, it is treated as a brand new object under Magic rules, resetting its choices so you can select the first mode again to create a 0/4 colorless Wall creature token. Sacrifice that Wall token to the Altar to float two colorless mana. You can now sacrifice The Fantastic Four again to add another two colorless mana, bringing your total floating mana to four, and repeat the loop indefinitely. If you add a token doubler variation, you can also net infinite mana and infinite tokens.

The result is infinite enter the battlefield triggers, infinite leave the battlefield triggers, infinite death triggers, and infinite sacrifice triggers. Even on its own, pairing this engine with a payoff card like Blood Artist is an immediate win.

Drop your thoughts about this combo below 👇

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