Illusions of Grandeur + The Archimandrite
Mana needed: {3}{U}
URW identity
Commander legal
The 2 combo pieces
What must be in place
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.
How to execute it
- Cast Illusions of Grandeur by paying {3}{U}.
- Illusions of Grandeur enters the battlefield, causing you to gain twenty life.
- The Archimandrite triggers, giving Advisors, Monks, and Artificers you control +20/+0 until end of turn.
- Deal combat damage to an opponent using The Archimandrite.
- The opponent loses the game due to being dealt twenty-one or more damage by your commander.
What the combo produces
- Target opponent loses the game