Following up, here's the second half of Blogmic's eight-combos-by-eight-authors survey. Again, these combos are presented in no particular order:
Warp Controllers, by Zxzxi
Aliens: Void, Healer, Vacuum, Zombie
A simple concept, but also a combo that is challenging for each alien. I also like that this is a warp-themed mix that does not include Warpish.
Guess Again, by Sarry
Aliens: Ghost, Calculator, Loser, Sorcerer
The name says it all: each of these aliens can throw a spanner into the works without a second thought. One of my favorite aspects of Cosmic Encounter is that the best-laid plans can suddenly go awry after a timely play by an opponent.
Defense for Its Own Sake, by Fiddler
Aliens: Macron, Mutant, Trader, Philanthropist
This is my favorite "damned if you do" combo. Really, there's no good reason for any of these four aliens to want to play an active defensive ally role ... but, on the other hand, if no one plays any D, is the game going to be over before you know it?
Trauma for Trader, by TheDukester
Aliens: Trader, Virus, Anti-Matter, Pacifist
What the hell, I'll throw in one of my own efforts. This was the second combo I ever created, if memory serves, and it's still my favorite. I like the "alien disadvantage" theme for combos, and Trader is definitely in a pickle here. He can't give any Ns to that winged hippie, he can't unload super-low pods to Anti, and he probably shouldn't give Virus anything above an 8. Good times.