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The Archimandrite + Illusions of Grandeur Combo

  • Prerequisites

    What do I need to start this combo?

    • The Archimandrite on the battlefield.
    • Illusions of Grandeur in hand.
    • The Archimandrite is your commander, does not have summoning sickness and cannot be blocked by an opponent. The Archimandrite has a power of one or greater.
    • {3}{u} available
  • Steps

    How does this combo work?

    • 1
      Cast Illusions of Grandeur by paying {3}{u}.
    • 2
      Illusions of Grandeur enters the battlefield, causing you to gain twenty life.
    • 3
      The Archimandrite triggers, giving Advisors, Monks, and Artificers you control +20/+0 until end of turn.
    • 4
      Deal combat damage to an opponent using The Archimandrite.
    • 5
      The opponent loses the game due to being dealt twenty-one or more damage by your commander.
  • Results

    What do I get from this combo?

    • 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 isn't a true 2-card combo because the prerequisites are nontrivial. However, it was a close vote. Play with caution.

3

Upgraded

(no early game 2-card combos)

The community has determined this isn't a true 2-card combo in a close vote while it is an early game combo. Play with caution.

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
47%
Significant Results
73%
Early Game
67%
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