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Magister Sphinx + Archfiend of Despair 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.
    • {4}{w}{u}{b} available
  • Steps

    How does this combo work?

    • 1
      Cast Magister Sphinx by paying {4}{w}{u}{b}.
    • 2
      When 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.
    • 3
      At the beginning of your end step, Archfiend of Despair triggers, causing each opponent to lose life equal to the life they lost this turn.
    • 4
      The opponent targeted by Magister Sphinx in step 1 loses the game due to having zero or less life.
  • 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
94%
Significant Results
56%
Early Game
6.3%
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