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The Archimandrite | Illusions of Grandeur
Color Identity: U, R, W
Cards
The Archimandrite
Illusions of Grandeur
Prerequisites
Illusions of Grandeur
in hand.
The Archimandrite
on the battlefield.
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} magic symbol)
({U} magic symbol)
available.
Steps
Cast
Illusions of Grandeur
by paying
({3} magic symbol)
({U} magic symbol)
.
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.
Results
Target opponent loses the game.
Metadata
In 700 decks according to EDHREC.