Infinite combos, while frowned upon at some tables, can be one of the most consistent, and affordable ways to get a win condition into your Commander deck. Sometimes it’s lame for a game to suddenly end out of nowhere, but the reality is that a lot of Commander games do abruptly end after one player gains a ton of value over the course of a turn. Whether its infinite or not, this generally creates a wall that is too difficult for the table to scale.
One thing our playgroup does to make infinite combos feel a little less like they’re coming out of nowhere is to warn the table about them. These are commonly a part of our Rule Zero conversations, but we also let people know that the cards are part of an infinite when we cast them. The surprise factor may be important for some playgroups, but knowledge gaps between players at our table is common, so we try to patch those up the best we can.
If you’re looking for a new death combo to try, here are four two-card ones that include a card that was released this year! We found all of these combos on commanderspellbook.com, and have double-checked to make sure that they work as advertised. Let’s take a look!
Deeproot Pilgrimage and Wanderwine Prophets
Wanderwine Prophets has been on a tear on the secondary market. Exploding in price thanks to being a fantastic upgrade to the Explorers of the Deep Merfolk preconstructed deck, Wanderwine Prophets also has a two-card infinite combo with a new piece of Merfolk support from the main set of The Lost Caverns of Ixalan.
Wanderwine Prophets is incredibly powerful. It can easily end a game of Magic after connecting with an opponent once. Taking an extra turn when doing so, Wanderwine Prophets will untap and have an opportunity to untap and attack again, extending one turn into a chain of them.
In order to do this, Wanderwine Prophets needs to sacrifice a Merfolk. If you run out of Merfolk to sacrifice, your chain of turns will end. This is where Deeproot Pilgrimage comes in.
When one of your Merfolks tap, Deeproot Pilgrimage creates a token. Wanderwine Prophets needs to tap to attack, which will create a Merfolk token. This token can be sacrificed to take an extra turn, and the whole process will just rinse and repeat on the next turn!
Rukarumel, Biologist and Realmbreaker, the Invasion Tree
This combo is a particularly fun one, but is technically not an infinite combo. That said, this combo can easily immediately spell death for your opponents as long as you build a win condition into your 99 that triggers from this sequence.
Rukarumel, Biologist from the Sliver Swarm Commander Masters preconstructed deck has the ability to grant all creatures you own a new creature type, regardless of where they are. This also extends to all of the creatures in your deck.
Realmbreaker, the Invasion Tree is a good ramp tool, but it also has a very flavorful payoff should you get to ten mana. This was the tool that the Phyrexians used to invade all the other planes during the events of March of the Machine. As such, Realmbreaker has the ability to put all your Praetors from your library onto the battlefield.
This means that if you use Rukarumel to turn all your creatures into Praetors, Realmbreaker, the Invasion Tree will put every single creature in your deck into play for ten mana.
Include something like Purphoros, God of the Forge and enough creatures to kill all your opponents, and you can easily end the game on the spot. Heck, at this point, your deck is your oyster. You could put together any crazy combination of cards! Similar combos can be found with Purphoros and The World Tree.
This two-card combo is also rather budget, available for less than $2 on TCGplayer. That said, the pieces needed to turn this into an instant win upon resolution likely aren’t budget friendly.
Invasion of Alara/Awaken the Maelstrom and Naru Meha, Master Wizard
Creatures that copy a spell on impact have been problematic death combo creators for quite some time. A whole Historic deck focused around the interaction of Neoform and Dualcaster Mage remained popular for quite some time, allowing the deck to create a wall of hasty creatures for just four mana.
This combo works similarly. Astute players may notice that Naru Meha, Master Wizard cannot copy a battle, but we are instead interested in the payoff that the Invasion of Alara provides when all of its counters are removed.
Awaken the Maelstrom does a ton of different things. In total, you get to draw two cards, put an artifact onto the battlefield from your hand, destroy a permanent an opponent controls, distribute three +1/+1 counters amongst creatures you control and, most importantly, create a token copy of a creature.
That’s where Naru Meha comes in. Play it while holding priority during the casting of Awaken the Maelstrom to copy it. The copy of Awaken the Maelstrom does its thing, but make sure to create a copy of Naru Meha. The legend rule applies, but it doesn’t really matter.
Naru Meha will trigger its ETB again, allowing you to copy Awaken the Maelstrom. Rinse and repeat! Do note, however, that it’s important that a copy of Awaken the Maelstrom remains unresolved on the stack for your Naru Meha to copy. Once you’ve gained all the advantage you want (and destroyed all of your opponent’s permanents, including lands), simply copy something other than Naru Meha to end the loop.
To make things even better, Invasion of Alara’s ETB effect can even help you find Naru Meha! Add in the fact that this combo costs less than $2 on the secondary market, and we’ve got a real gem on our hands!
Ob Nixilis, Captive Kingpin and Shalai and Hallar
Ob Nixilis, Captive Kingpin and Shalai and Hallar end the game as soon as you deal an exact increment of one damage to an opponent. This creates a feedback loop putting a +1/+1 counter on Ob Nixilis, which causes Shalai and Hallar to deal one damage to an opponent. This restarts the loop, giving another counter to Ob Nixilis.
This combo also exiles your entire library in the process, but that generally ends up being a liability. If a particular opponent has a way to remove a combo piece and you are not targeting them first, all they need to do is remove it. You die at your next draw step. Otherwise, an opponent can force you to draw a card once your library is exiled. In Commander, your three opponents will have a combined life total of 120, and you only have 99 cards in your deck. Considering that you’re dealing damage and exiling cards in increments of one, exiling your entire library while doing this combo is not an unrealistic feat.
Shalai and Hallar have a multitude of infinite combos with similar creatures. The Red Terror is the most infamous of these, essentially creating the same feedback loop, but in colors that allow you to include the combo in a Commander deck with Shalai and Hallar as your Commander.
Either way, these four Commander death combos include cards that were released this year, so if you’re looking to include a new win condition in your Commander decks, consider giving these a go. If you’re looking for something similar that fits a particular theme, consider giving commanderspellbook.com a gander yourself. Just note that not all the combos work as advertised, so be sure to figure out why it works before committing to it.