If you have been playing Magic for any length of time, it has probably happened to you before. The game is progressing at a leisurely pace until suddenly the person across the table from you (who has until now been quietly sculpting their hand) throws down a series of cards and declares “I win”. Combos take many shapes and forms in Magic but the result is usually the same; without an answer to the combo, the player wins the game. Combos are a strong win condition simply because they can steal the game in a single turn, unlike creatures which may take a full turn-cycle to be able to become relevant threats. Commander has access to some of the most extravagant combos in all of Magic, both because of its deep card pool and because of the higher starting life total. Here are some of the most common types of combos:

 

  • Infinite mana:There are several combos in Magic which will generate infinite mana. Common ones include endlessly tapping and untapping mana-generating permanents like Grim Monolith with Power Artifact attached or Bloom Tender enchanted with Freed From the Real. Personally, I believe infinite mana combos are the weakest of the infinite loops one can achieve. Why? Because infinite mana alone does nothing to affect the board state. Once the next step or phase of the game rolls around, all that hard-earned mana disappears. Infinite mana requires another card to be effective such as Stroke of Genius to make your opponent draw their entire library and lose or even something like Fireball. This simply means that the combo takes more pieces to be effective and the more moving parts involved in a combo, the harder it is to pull off consistently.
  • Infinite creatures:As with all combos, there are several ways to achieve infinite creatures. Typically a player is able to create an infinitely large amount of tokens through relatively simple interactions. Kiki-Jiki, Mirror Breaker is perhaps king of this kind of combo as it only requires another card like Pestermite to untap Kiki-Jiki, create an infinite loop and pump out a virtually endless supply of Hasty Pestermites. This combo is more resilient because it is hard to interrupt once it gets going. If someone tries to kill Kiki-Jiki or Pestermite, the controller of the combo can simply trigger the combo in response. Kiki-Jiki is perhaps the strongest of the infinite token generating loops simply because the army of creatures he creates has haste. If we were to create an arbitrarily large amount of tokens without haste, our opponent can simply respond with a wrath effect like Supreme Verdict on their turn and all our hard work is for naught.
  • Infinite Life: Melira, Sylvok Outcast is perhaps my favorite enabler for an infinite life combo. Kitchen Finks, Melira plus a free sacrifice outlet such as Ashnod’s Altar will enable an infinite loop whereby the Finks can return from the grave again and again, granting us 2 life points with each trip. As with any infinite loop, it is worth noting that the controller of the combo cannot simply say “I have infinite life”. The rules of the game state that we must name a specific value at which point we cease triggering the combo. In a 60 card game of Magic, gaining upwards of a billion life points is typically enough to win us the game. Our opponent simply does not have enough resources to do a billion damage before we can reduce their life to zero. In EDH this is also back-breaking but because we only need to deal 21 points of damage from a particular commander to stop another player, the most determined of players could theoretically still win. “Infinite” life is probably my second favorite combo as it grants us a supremely strong fort to hide behind if the other players at the table still want to continue duking it out.
  • Infinite Damage:Easily the most powerful infinite loop as it guarantees us a game win in most cases. My favorite infinite damage combo involves Prossh, Skyraider of Kher, Purphoros, God of the Forge and Food Chain. Prossh and his tokens are sacrificed over and over to Food Chain which gives us enough mana to re-cast Prossh and all those creatures entering the battlefield cause Purphoros to dish out as much damage as we please. I favor this combo simply because it nets a win no matter how many people are sitting at the table.

So what does a deck that is trying to go infinite look like? This week’s decklist is of the Junk (G/W/B) persuasion with Ghave, Guru of Spores at the helm.

Creatures: 26

Avacyn’s Pilgrim

 

Deathrite Shaman

 

Viscera Seer

 

Birds of Paradise

 

Cartel Aristocrat

 

Melira, Sylvok Outcast

 

Sylvan Caryatid

 

Blood Artist

 

Eternal Witness

 

Knight of the Reliquary

 

Varolz, the Scar-Striped

 

Champion of Lambholt

 

Kitchen Finks

 

Corpsejack Menace

 

Lumberknot

 

Erebos, God of the Dead

 

Sublime Archangel

 

Blood Baron of Vizkopa

 

Mikaeus, the Unhallowed

 

Requiem Angel

 

Avenger of Zendikar

 

Sheoldred, Whispering One

 

Elesh Norn, Grand Cenobite

 

Woodfall Primus

 

Ashen Rider

 

Protean Hydra

 

Instants/Sorceries: 20

 

Path to Exile

 

Swords to Plowshares

 

Abrupt Decay

 

Exhume

 

Cultivate

 

Mortify

 

Putrefy

 

Day of Judgment

 

Diabolic Tutor

 

Jarad’s Orders

 

Skyshroud Claim

 

Unburial Rites

 

Obzedat’s Aid

 

Increasing Ambition

 

Merciless Eviction

 

Phyrexian Rebirth

 

Tooth and Nail

 

Exsanguinate

 

Black Sun’s Zenith

 

Gaze of Granite

 

Enchantments: 12

 

Hunting Grounds

 

Gift of Immortality

 

Beastmaster Ascension

 

Necromancy

 

Foster

 

Parallel Lives

 

Grave Pact

 

Doubling Season

 

Cathars’ Crusade

 

Primal Vigor

 

Death’s Presence

 

Deadbridge Chant

 

Artifacts: 7

 

Skullclamp

 

Sol Ring

 

Scroll Rack

 

Nim Deathmantle

 

Illusionist’s Bracers

 

Ashnod’s Altar

 

Birthing Pod

 

Lands: 34

 

Temple Garden

 

Overgrown Tomb

 

Godless Shrine

 

Temple of Silence

 

Temple of Plenty

 

Opal Palace

 

Rupture Spire

 

Transguild Promenade

 

Temple of the False God

 

Golgari Guildgate

 

Selesnya Guildgate

 

Orzhov Guildgate

 

Golgari Rot Farm

 

Orzhov Basillica

 

Selesnya Sanctuary

 

Gavony Township

 

Vault of the Archangel

 

Rogue’s Passage

 

Evolving Wilds

 

Terramorphic Expanse

 

Forest x6

 

Swamp x5

 

Plains x3

 

The Good:

Ghave is a swiss-army knife of a commander. While the deck certainly leans toward combos, we have so many different lines of play that the deck is rarely boring and certainly never linear. Sometimes we go for the infinite combo, sometimes it’s a swarm of tokens with Elesh Norn/ Beastmaster Ascension pumping them up or maybe we stack a few Doubling Season-esque enchantments and swing in with a huge Ghave all loaded up with counters. Even if we can’t make all the combo pieces come together in a single, glorious move there is still enough synergy between the cards to make strong plays.

 

The Bad:

Even though Ghave and Melira are the heart of this deck’s combos, the deck cannot generate infinite mana without Ashnod’s Altar. This isn’t a huge deterrent though as casting a game-winning Exsanguinate is probably my least favorite way to win and there are a multitude of other ways to close the game in our favor. I have seen many other Ghave lists that include Phyrexian Altar as a back-up plan in case Ashnod’s Altar gets exiled.

 

Key Cards:

The simplest combos in this deck are based around Melira. As previously mentioned, Melira +Sac outlet + Kitchen Finks= “infinite” life. Replace the Finks with Woodfall Primus and we can infinitely destroy all of our opponent’s lands at instant speed which is generally aggravating enough to make any opponent concede. If we put Ashnod’s Altar in the place of our Sac outlet, we net infinite mana which can be used on a few different spells but mainly we want to cast Exsaguinate for a game win. Viscera Seer lets us cycle through our library an arbitrary number of times. Since the core of most of our combos involve sacrificing, Cartel Aristocrat and Varrolz are simply there as more free sac outlets. Adding Blood Artist to this infinite loop will let us drain our opponents down to 0.

 

Ghave’s combos are a little more complicated because he needs a colorless mana to activate either of his abilities. Therefore he requires a little more effort. Ashnod’s Altar is generally the center of the Ghave combos since it allows us to pay for his ability with the tokens he creates. We pay 1 colorless mana, remove a counter from Ghave to make a token, Sac the token to the Altar and now we have 2 colorless mana floating. Adding Cathars’ Crusade to the equation means that the counter on Ghave is replaced whenever one of his Saproling tokens enters the battlefield. With this configuration we can make infinite colorless mana. Death’s Presence gives us some redundancy in place of Cathars’ Crusade. We can also use Nim Deathmantle and Ashnod’s Altar to take all the counters off of Ghave, make 5 colorless mana with the Altar and trigger the Deathmantle’s ability to bring Ghave back from the grave over and over while netting 1 colorless mana each time. Mikaeus, the Unhallowed gives Ghave Undying so that he comes back from the grave every time he loses all his counters and dies as a state-based action for having 0 toughness. Gift of Immortality will give us a similar effect but will not create an infinite loop. This infinite cycling of tokens and counters is the basis for Ghave’s combos. Now all we need is to plug some additional cards into this loop.

 

If we plug Doubling Season or Parallel Lives into the aforementioned loop, we can now create an army of tokens as well. What do we do with so many tokens? Beastmaster Ascension is a fine place to start although I prefer to have Sublime Archangel on the field so we can create an arbitrary number of Exalted triggers. Including Champion of Lambholt in our aforementioned loop means that not only will she become infinitely large but also make our army of tokens unblockable. Lumberknot is the poor-man’s version of Champion but sometimes it’s nice to have another place for the +1/+1 counters to stack up. Grave Pact lets us keep the board clear of creatures while we work and even if it’s not an infinite combo, it sure is a fine soft-lock on the board-state.

 

Even if we lose pieces of our various combos, Junk colors handle reanimator very well. The combination of Deadbridge Chant and Hunting Grounds, while definitely not a game-winning combo, still creates a fun board-state and allows us to easily recur missing pieces. Foster is something I’m testing as another means of seeding the graveyard in case the plan shifts from “combo out” to beatdown. Skullclamp is one of our main card drawing engines and Scroll Rack shines in this deck as a way to dig for our combo pieces with ease. Birthing Pod makes it easier to tutor for them as well and having access to Ghave’s tokens lets us begin our Pod chain at 0 so we can find creatures like Birds of Paradise or Viscera Seer.

 

Obviously this is just the tip of the combo iceberg. I hope to see you all down at Nu Games on Thursday nights at 6 pm for Commander. Bring your best combos!