Color Identity: U, R, W

Prerequisites

  1.  
    The Archimandrite
    The Archimandrite
    on the battlefield.
  2.  
    Illusions of Grandeur
    Illusions of Grandeur
    in hand.
  3. The Archimandrite
    The Archimandrite
    is your commander, does not have summoning sickness and cannot be blocked by an opponent.
  4. The Archimandrite
    The Archimandrite
    has a power of one or greater.
  5. ({3} magic symbol)  ({U} magic symbol)   available.

Steps

  1. Cast
    Illusions of Grandeur
    Illusions of Grandeur
    by paying ({3} magic symbol)  ({U} magic symbol)  .
  2. Illusions of Grandeur
    Illusions of Grandeur
    enters the battlefield, causing you to gain twenty life.
  3. The Archimandrite
    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
    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 617 decks according to EDHREC.
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