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The 10 Best Magic: the Gathering Infinite Combos in Commander

Alan Gadbois
5 min read
The 10 Best Magic: the Gathering Infinite Combos in Commander

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 PoolKnowledge PoolKnowledge PoolImprint — 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 RenegadeLavinia, Azorius RenegadeLavinia, Azorius RenegadeEach 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 or Teferi, Mage of ZhalfirTeferi, Mage of ZhalfirTeferi, Mage of ZhalfirFlash
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-EyeGarth One-EyeGarth 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 NavigatorDeadeye NavigatorDeadeye NavigatorSoulbond (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 FervorFervorFervorCreatures 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, 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 and Thassa’s Oracle. 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 or Oracle with Jace, Wielder of Mysteries or Laboratory Maniac to achieve the same end goal.

8. Palinchron + Yarok, the Desecrated

Number 8 on the list is Palinchron and Yarok, the DesecratedYarok, the DesecratedYarok, the DesecratedDeathtouch, 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 and Mycosynth LatticeMycosynth LatticeMycosynth LatticeAll 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 BondSangine BondSangine BondWhenever you gain life, target opponent loses that much life. 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 ExtortionistDockside ExtortionistDockside ExtortionistWhen 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 ThuneArchangel of ThuneArchangel of ThuneFlying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever you gain life, put a +1/+1 counter on each creature you control.
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 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 OrreryChromatic OrreryChromatic OrreryYou may spend mana as though it were mana of any color.
{T}: Add {C}{C}{C}{C}{C}.
{5}, {T}: Draw a card for each color among permanents you control.
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 ScrollsAzami, Lady of ScrollsAzami, Lady of ScrollsTap an untapped Wizard you control: Draw a card. 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 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 VeilThe Chain VeilThe Chain VeilAt 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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Alan Gadbois
Written by Alan Gadbois

Dedicated Magic: The Gathering writer covering competitive tournament metas, Commander deck tech, and card spoilers.

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