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

  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.

What the combo produces