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Brewer's Minute: 10 Commander Combos - White


Hey everyone! It's time for another Brewer's Minute! This week, we're going to revisit one of the most popular topics on Brewer's Minute—combos—except this time, we have a twist. Instead of talking about Modern or Standard, we're going to talk about combos for Commander! While all of these combos are legal for casual Legacy play as well, the big reason we're discussing these combos is because they are legal in mono-white (and any color combination with white) decks in Commander. So, if you're looking for something spicy to slot into your white-based Commander decks, we've got some ideas for you!

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#10: Rest in Peace + Helm of Obedience

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Helm of Obedience is an odd card. When you activate it, it mills the opponent until a certain number of cards are put into the opponent's graveyard. The trick here is that Rest in Peace creates a replacement effect where all cards go to exile instead of the graveyard, which means for just a single mana, Helm of Obedience exiles the opponent's entire library, causing them to lose when they draw a card at the start of their next turn!

#9: Sun Titan + Angelic Renewal or Gift of Immortality + Sac Outlet

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Both Angelic Renewal and Gift of Immortality create an infinite loop with Sun Titan with the help of a sacrifice outlet. We can sacrifice the enchantment, sacrifice the Sun Titan to get back the enchantment with Sun Titan's enters-the-battlefield trigger, and then repeat the process over and over again. The end result is that we have infinite enters- and leaves-the-battlefield triggers, and if the sacrifice outlet is Ashnod's Altar, we get infinite mana as well!

#8: Outriders en-Kor (or any Kor) + Task Force + Miran, the Moaning Well or Animal Boneyard or Worthy Cause

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The trick here is to use Outrider en-Kor (or any Kor with a free activated ability) to target Task Force over and over again, which gives us a creature with infinite (or arbitrarily large) toughness. Then, we can use an effect like Animal Boneyard, Worthy Cause, or Miren, the Moaning Well to sacrifice the Task Force to gain infinite life!

#7: Stormfront Riders + Cryptic Gateway + A Soldier

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Stormfront Riders is a really powerful card that doesn't really see much play in Commander. Even apart from comboing off, being able to repeatedly bounce creatures with enters-the-battlefield abilities is sweet. As for the combo itself, if we have Cryptic Gateway and any Solider on the battlefield, we can continually put Stormfront Riders into play with the artifact, bouncing itself and one Soldier token to make two Soldier tokens, with the end result being an infinite number of 1/1 Soldier tokens!

#6: Auriok Salvagers + Lion's Eye Diamond

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Auriok Salvagers with Lion's Eye Diamond is an old Legacy / Vintage trick. While the combo leaves us without a hand (so make sure to have a plan for winning while handless), it also gives us infinite mana. We can play and sacrifice Lion's Eye Diamond to add three mana and then use Auriok Salvagers to return Lion's Eye Diamond to our hand for just two mana, which means we are netting one mana every time we run through the loop. For the first bunch of loops, we need to add white to keep activating Auriok Salvagers, but eventually we'll have enough white mana floating that we can add other colors of mana with Lion's Eye Diamond, if we need to!

#5: Opalescence + Parallax Wave

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With a Opalescence on the battlefield, if we play a Parallax Wave it's not just an enchantment but also a creature, meaning we can exile it to its own ability, which opens up all kinds of tricks. First, if we stack our triggers properly, we can exile all of our opponent's creatures (and enchantments, which are now creatures) forever (the trick is to let the "when Parallax Wave leaves play" trigger resolve first and then the "exile creature" triggers). We can also loop our own creatures' enters-the-battlefield triggers an infinite number of times by exiling them to Parallax Wave and then exiling Parallax Wave to itself, which returns it to the battlefield!

#4: Stuffy Doll + Guilty Conscience

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Stuffy Doll with Guilty Conscience (which I didn't realize was a card until I started researching for this video) is pretty simple. If we get a Guilty Conscience on a Stuffy Doll, all we need to do is tap Stuffy Doll to ping itself for one damage, and we start a damage loop that kills our opponent, with Stuffy Doll damaging itself until the opponent dies!

#3: Words of Worship + Well of Lost Dreams

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This combo is less infinite than many of the other combos we've been talking about but may be even more important, since it gives mono-white commander decks a unique and repeatable source of card draw. With a Well of Lost Dreams and Words of Worship on the battlefield, whenever we would draw a card, we can pay six mana (one to activate Words of Worship to gain five life and another five for Well of Lost Dreams) and draw five cards. While this might not sound all that impressive, it's a ton of card advantage for a mono-white deck!

#2: Reveillark + Karmic Guide + Triskelion + Sac Outlet

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Just Karmic Guide and Reveillark by themselves (with a sac outlet) generate infinite enters- and leaves-the-battlefield triggers, since whenever one dies, it can return the other from the graveyard to the battlefield so we can repeat the process. Things get really fun when we throw Triskelion into the mix. Since Reveillark can reanimate two creatures (with power two or less) rather than one, the plan is to use Reveillark to reanimate Karmic Guide (to get back Reveillark) and Triskelion, use Triskelion to ping someone (or something) for three damage, sacrifice our Karmic Guide, and then sacrifice our Reveillark to get back Karmic Guide and Triskelion to do it again! The end result is we kill everyone at the table (and all of the creatures as well, if the situation calls for it) one damage at a time.

#1: Stony Silence + Mycosynth Lattice

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Just when it looked like we'd get through a countdown without trying to lock people out of playing Magic, we wrap up our list with Stony Silence and Mycosynth Lattice. The main benefit of this combo is that it locks down all of the mana on the battlefield, since tapping a land is an activated ability. With a Mycosynth Lattice on the battlefield, all lands are artifacts, and with Stony Silence, their abilities can't be activated. The lock actually stops all activated abilities though, which means creatures, planeswalkers, artifacts—everything! The challenge here is figuring out how to win because you won't be able to tap your lands for mana either, but if you're looking to make your playgroup hate you with a mono-white deck, Stony Silence and Mycosynth Lattice should get the job done.

Conclusion

Anyway, that's all for today. Do you use any of these combos? What other mono-white combos are floating around? Let me know in the comments! As always, leave your thoughts, ideas, opinions, and suggestions, and you can reach me on Twitter @SaffronOlive or at SaffronOlive@MTGGoldfish.com.



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