Magister Sphinx + Archfiend of Despair Combo
Played with this combo
Prerequisites
What do I need to start this combo?
- Archfiend of Despair on the battlefield.
- Magister Sphinx in hand.
- An opponent has at least twenty life.
available
Steps
How does this combo work?
- 1Cast Magister Sphinx by paying
.
- 2When Magister Sphinx enters the battlefield, it triggers, causing an opponent with at least twenty life to lose life until their life total is equal to ten.
- 3At the beginning of your end step, Archfiend of Despair triggers, causing each opponent to lose life equal to the life they lost this turn.
- 4The opponent targeted by Magister Sphinx in step 1 loses the game due to having zero or less life.
- 1
Results
What do I get from this combo?
- Significant lifeloss for target opponent
- Target opponent loses the game
Combo Metadata
Decks
Combo Rank
Commander Bracket Information
In which Commander Bracket(s) am I allowed to play this combo?
1-2
Exhibition and Core
(no 2-card combos)
The community has determined this is a true 2-card combo.
3
Upgraded
(no early game 2-card combos)
The community has determined this isn't an early game combo.
4-5
Optimized and CEDH
(all combos are allowed)
All combos are allowed.
Combo Voting
Does the community think this a true 2-card combo (both trivial prerequisites and significant results)? Do they think it can be executed before turn 6 or so?
Trivial Prerequisites
Significant Results
Early Game
Size
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