The best Magic: The Gathering infinite combos in Commander can allow you to completely end a game in a single moment. While they’re fun if you’re a more competitively-minded player, they’re also a good idea to keep in your back pocket because sometimes games simply go on too long, and you need the toilet.

Commander is the most popular format in Magic: the Gathering, and with good reason. It embodies creative deck building, self expression, and allowing for the game to be played in a truly unique fashion. There are thousands of different Commanders out there, but one thing that we’ll all inevitably run into are infinite combos. With the massive card pool, the ability to pull off infinite combos are very real. Here’s our pick for the 10 best infinite combos in Commander.

Best Magic: The Gathering Infinite Combos in Commander: Honorable Mentions

Our Honorable mention goes out to Knowledge Pool Knowledge Pool Knowledge Pool Imprint — When this artifact enters, each player exiles the top three cards of their library.
Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with this artifact without paying its mana cost.
and Lavinia, Azorius Renegade Lavinia, Azorius Renegade Lavinia, Azorius Renegade Each opponent can't cast noncreature spells with mana value greater than the number of lands that player controls.
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
. This combo makes it so that your opponents cannot cast any spells. As they try to cast a spell, it will get exiled under Knowledge Pool, and when they try to cast a free spell from under the Pool, Lavinia counters it. There are other cards that can combo with Knowledge Pool, such as Teferi, Time Raveler Teferi, Time Raveler Teferi, Time Raveler Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
or Teferi, Mage of Zhalfir Teferi, Mage of Zhalfir Teferi, Mage of Zhalfir Flash
Creature cards you own that aren't on the battlefield have flash.
Each opponent can cast spells only any time they could cast a sorcery.
.

10. Garth One-Eye + Deadeye Navigator + Anger

The next combo that we have involves Garth One-Eye Garth One-Eye Garth One-Eye {T}: Choose a card name that hasn't been chosen from among Disenchant, Braingeyser, Terror, Shivan Dragon, Regrowth, and Black Lotus. Create a copy of the card with the chosen name. You may cast the copy. (You still pay its costs.) , Deadeye Navigator Deadeye Navigator Deadeye Navigator Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has "{1}{U}: Exile this creature, then return it to the battlefield under your control."
and Fervor Fervor Fervor Creatures you control have haste. (They can attack and {T} as soon as they come under your control.) . Any haste enabler will do, but we picked Fervor. With all of these in play, you can activate Garth to make a Black Lotus Black Lotus Black Lotus {T}, Sacrifice this artifact: Add three mana of any one color. , and use that to blink him with Deadeye, netting you 1 mana. You can do this an infinite number of times, and then when you’ve achieved infinite mana, you can then pick Shivan Dragon[tooltips] or [tooltips]Braingeyser 3 times in a row to kill your opponents in 1 shot.

9. Demonic Consultation + Thassa’s Oracle

Next up is Demonic Consultation Demonic Consultation Demonic Consultation Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way. and Thassa’s Oracle Thassa’s Oracle Thassa’s Oracle When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.) . If you go unchallenged, you will exile your entire deck with Demonic Consultation, and then you can win the game by playing Thassa’s Oracle. You can interchange Consultation with Tainted Pact Tainted Pact Tainted Pact Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first. or Oracle with Jace, Wielder of Mysteries Jace, Wielder of Mysteries Jace, Wielder of Mysteries If you would draw a card while your library has no cards in it, you win the game instead.
+1: Target player mills two cards. Draw a card.
−8: Draw seven cards. Then if your library has no cards in it, you win the game.
or Laboratory Maniac Laboratory Maniac Laboratory Maniac If you would draw a card while your library has no cards in it, you win the game instead. to achieve the same end goal.

8. Palinchron + Yarok, the Desecrated

Number 8 on the list is Palinchron Palinchron Palinchron Flying
When this creature enters, untap up to seven lands.
{2}{U}{U}: Return this creature to its owner's hand.
and Yarok, the Desecrated Yarok, the Desecrated Yarok, the Desecrated Deathtouch, lifelink
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
. With these two, you can generate infinite mana. You’ll want Yarok in play, and when you play Palinchron, both of it’s Untap 7 lands triggers will go on the stack. In response to them you’ll float some mana, let the first resolve, and then tap your lands, and let the 2nd resolve. Then you can bounce Palinchron and repeat the process. What you do from there, we’ll leave to your imagination.

7. Karn, the Great Creator + Mycosynth Lattice

This next one might get you kicked out of your game. Karn, the Great Creator Karn, the Great Creator Karn, the Great Creator Activated abilities of artifacts your opponents control can't be activated.
+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
−2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.
and Mycosynth Lattice Mycosynth Lattice Mycosynth Lattice All permanents are artifacts in addition to their other types.
All cards that aren't on the battlefield, spells, and permanents are colorless.
Players may spend mana as though it were mana of any color.
creates a board state where your opponents cannot activate any cards, including lands. They cannot cast spells. The only way that they can get out of this is if they have enough creatures to kill you. Since it’s colorless, it can slot into any deck.

6. Sanguine Bond + Exquisite Blood

The next one here is a classic combo. Sangine Bond and Exquisite Blood plus any negative opponent life change or positive life change for you causes an infinite drain combo. You can replace Sanguine Bond with Vito, Thorn of the Dusk Rose.

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5. Deadeye Navigator + Dockside Extortionist

This next one once again uses Deadeye Navigator, but this time, we’re comboing it with Dockside Extortionist Dockside Extortionist Dockside Extortionist When this creature enters, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.") . Assuming that there’s more than 2 artifacts and enchantments on your opponent’s field, you’ll generate infinite mana via treasures. Since we’re in Izzet, there’s plenty of ways to end the game from there.

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4. Archangel of Thune + Spike Feeder

The next combo is Archangel of Thune and Spike Feeder. With these two in play, you have infinite life by removing one of the +1/+1 counters from Spike Feeder, and an infinitely large board thanks to Archangel putting counters on your team when you gain life. If you time this right and maybe combo it with a mass trample enabler, you can win the game on the spot, but it’s safe to say that this will put you in a great spot.

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3. Basalt Monolith + Kinnan, Bonder Prodigy

Number 3 on our list is Basalt Monolith Basalt Monolith Basalt Monolith This artifact doesn't untap during your untap step.
{T}: Add {C}{C}{C}.
{3}: Untap this artifact.
and Kinnan, Bonder Prodigy. With this, we can generate infinite mana by tapping Basalt Monolith for 4 mana with Kinnan, and then untapping Monolith for 3. We can eventually generate enough mana that we can play cards like Chromatic Orrery and then activate Kinnan an infinite number of times.

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2. Azami, Lady of Scrolls + Mind Over Matter

Number 2 on our list is a classic as well, Azami, Lady of Scrolls and Mind Over Matter. This classing pairing ends with you drawing your entire library. From there you can win off Laboratory Maniac or Thassa’s Oracle.

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1. Isochron Scepter + Dramatic Reversal

Our number 1 combo is Isochron Scepter Isochron Scepter Isochron Scepter Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand.
{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
and Dramatic Reversal. This is another very powerful and iconic commander combo, and with this you can do a ton of different shenanigans. With enough mana rocks, you make infinite mana, and you can activate various tap abilities of creatures or artifacts and infinite number of times. One great card to combo this with is The Chain Veil The Chain Veil The Chain Veil At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life.
{4}, {T}: For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
and various planeswalkers.

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