"Indecently, the aforementioned combo is unown to me, *chuckles at his word-play there* Would any care to explain it?"
(This is an example adapted from a tournament a few weeks ago)
I'm playing FlyTrap facing a very angry Charizard AR deck. Charizard had a troubled child hood and is hitting for 120 every turn. My only chance is to equip my Flygon with "Memory Berry" and use "Inviting Trap" to bring up his lovable Claydol. In between turns he is discarding cards due to "Wind Erosion", and I keep using "Sand Tomb" to prevent him from retreating and hoping he doesn't draw a Warp Point. Now, every time Claydol is stuck in the active position, Charizard gets angrier and angrier. After 8 turns, Claydol will be knocked out from "Sand Tomb" and Charizard will be promoted and KILL EVERYTHING IN SIGHT.
So, to prolong this horrible fiery death, you use Unown K to HEAL your opponents Claydol, effectively buying yourself 2 more turns of life and HOPEFULLY decking your opponent in the meantime for the win. And that's how I won. (His Warp Point was prized)