The Archimandrite
Illusions of Grandeur
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. | |
Steps
How does this combo work?
1 | Cast Illusions of Grandeur by paying |
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
454
DECKS
0.05%
OF 829538 ELIGIBLE DECKS
Rank 5598
MOST PLAYED OF 43877 COMBOS
{ } 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.
3
Upgraded
(no early game 2-card combos)
The community has determined this isn't a true 2-card 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 early game?
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