The Archimandrite + Illusions of Grandeur Combo
Played with this 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.
available
Steps
How does this combo work?
- 1Cast Illusions of Grandeur by paying
.
- 2Illusions of Grandeur enters the battlefield, causing you to gain twenty life.
- 3The Archimandrite triggers, giving Advisors, Monks, and Artificers you control +20/+0 until end of turn.
- 4Deal combat damage to an opponent using The Archimandrite.
- 5The opponent loses the game due to being dealt twenty-one or more damage by your commander.
- 1
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
Significant Results
Early Game
Size
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