the front side of The Archimandrite
the back of a classic MtG card
the front side of Illusions of Grandeur
the back of a classic MtG card

Color Identity: U, R, W

Initial Card State

  1.  Illusions of Grandeur in hand.
  2.  The Archimandrite on the battlefield.

Notable Prerequisites

  1. The Archimandrite is your commander, does not have summoning sickness and cannot be blocked by an opponent.
  2. The Archimandrite has a power of one or greater.

Mana Needed

  1. ({3} magic symbol)  ({U} magic symbol)   available.

Steps

  1. Cast Illusions of Grandeur by paying ({3} magic symbol)  ({U} magic symbol)  .
  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

  1. Target opponent loses the game.

Metadata

  1. In 445 decks according to EDHREC.
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