Initial Card State
- Illusions of Grandeur in hand.
- The Archimandrite on the battlefield.
Notable Prerequisites
- 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.
Mana Needed
- ({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.
Bracket Tag
This combo has been estimated to be Spicy (Bracket 3-4+).