Combo

2 min read · Last updated March 28, 2026

A deck strategy built around assembling specific card combinations that win the game outright or create an insurmountable advantage. Combo decks sacrifice consistency and interaction for explosive, game-ending turns.

How Combo Works

Combo decks search for and assemble pieces of a winning combination — often two or three specific cards that interact to create an infinite loop or overwhelming board state. The rest of the deck supports finding those pieces through card draw, tutors, and protection.

Types of Combo

  • Infinite combo — two or more cards that loop endlessly (infinite mana, infinite damage, infinite tokens)
  • Storm combo — cast many spells in a single turn to fuel a storm payoff
  • Value combo — not technically infinite, but creates such overwhelming advantage that the game effectively ends
  • Rube Goldberg — complex chains of 3+ cards, fragile but spectacular

Combo in Commander

Commander is the premier combo format. Popular combos include Peregrine Drake + Deadeye Navigator for infinite mana, or Thassa’s Oracle + Demonic Consultation for an instant win. Browse combo pages for card-specific combinations.

Building a Combo Deck

  1. Choose your win condition combo (2-3 cards)
  2. Add 8-12 tutors and card draw spells to find pieces
  3. Include protection (counterspells, hexproof sources)
  4. Keep interaction minimal — every non-combo card slows you down

Combo vs. Other Strategies

Combo beats Control by threatening wins faster than control can lock down. Aggro beats combo by killing before pieces assemble. This creates the classic aggro > combo > control > aggro triangle.

See Also

  • Tutor — Cards and strategies that search your library for specific cards, dramatically increasing deck consistency. Named after Demonic Tutor, one of Magic’s most powerful cards. How Tutors Work A tutor lets you search your library for any card (or a specific type) and put it into your hand or onto the battlefield. This effectively means your […]
  • Win Condition — The card or strategy that actually finishes the game for your deck. Control decks might have only 2-3 win conditions (like a single powerful creature), while aggro decks treat every creature as a win condition. Also called a “wincon.” Related DecksCheeriosModernCombo off with Donatello, Mutant Mechanic in Commander!CommanderDoomsdayVintageDoomsdayLegacyLurrus BreachVintageOops All Battle of WitsModernOops! All SpellsLegacyRuby […]