Magister Sphinx
Archfiend of Despair
Prerequisites
What do I need to start this combo?
| Archfiend of Despair on the battlefield. | |
| Magister Sphinx in hand. | |
| An opponent has at least twenty life. | |
Steps
How does this combo work?
1 | Cast Magister Sphinx by paying |
2 | When Magister Sphinx enters the battlefield, it triggers, causing an opponent with at least twenty life to lose life until their life total is equal to ten. |
3 | At the beginning of your end step, Archfiend of Despair triggers, causing each opponent to lose life equal to the life they lost this turn. |
4 | The opponent targeted by Magister Sphinx in step 1 loses the game due to having zero or less life. |
Results
What do I get from this combo?
| Near-infinite lifeloss for target opponent | |
| Target opponent loses the game |
Combo Metadata
485
DECKS
0.04%
OF 1268602 ELIGIBLE DECKS
Rank 7274
MOST PLAYED OF 67111 COMBOS
{ } Commander Bracket Information
In which Commander Bracket(s) am I allowed to play this combo?
1-2
Exhibition and Core
(no 2-card combos)
The community has determined this is a true 2-card combo.
3
Upgraded
(no early game 2-card combos)
The community has determined this isn't an early game combo.
4-5
Optimized and CEDH
(all combos are allowed)
All combos are allowed.
Combo Voting
Does the community think this a true 2-card combo (both trivial prerequisites and significant results)? Do they think it can be executed before turn 6 or so?
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