Tag: combo

  • Combo Decks 101: How to Build and Play Combos in MTG

    Combo Decks 101: How to Build and Play Combos in MTG

    There is nothing quite like it. You untap, draw your card, and realize you have every piece. Your opponents are tapped out. The table has no idea what is about to happen. You play your cards in sequence, the interaction resolves, and just like that — the game is over.

    That rush is why combo decks exist. They are the most thrilling archetype in Magic: The Gathering, built around specific card interactions that create overwhelming advantage or end the game on the spot. Whether you are assembling a two-card instant win in Commander or chaining spells together for a lethal Storm count in Modern, combo decks reward creativity, patience, and precise deckbuilding.

    In our guide to MTG deck types, we introduced the three pillars of Magic strategy: aggro, control, and combo. This article goes deep on the third pillar. If you have ever wanted to build a combo deck that actually works — one that fires consistently and does not fold to a single piece of removal — this is your guide.

    What Is a Combo Deck?

    A combo deck revolves around a specific combination of cards that, when assembled together, produce an effect far greater than the sum of their parts. That effect might be infinite damage, infinite mana, drawing your entire library, or simply a game-winning board state that your opponents cannot answer.

    Unlike aggro decks that win through sustained pressure or control decks that grind opponents out of resources, combo decks aim to assemble their win condition and end the game in a decisive moment. Every card in the deck is chosen to either be part of the combo, find the combo, or keep you alive long enough to execute it.

    Mark Rosewater’s classic player psychographic profiles describe the “Johnny/Jenny” player as someone who finds joy in discovering creative card interactions and proving that their unique combinations work. If you have ever looked at two cards and thought, “Wait, these go infinite together” — you are a combo player at heart.

    But here is the thing that separates good combo decks from bad ones: a combo deck is not just the combo itself. It is the entire shell built around it — the card draw, the tutors, the protection, and the backup plan. A combo that needs four specific cards to function is a pipe dream. A combo that needs two cards, with eight ways to find each piece, is a strategy.

    Types of Combos

    Not all combos are created equal. Understanding the different categories will help you evaluate which combos are worth building around and which are better left as thought experiments.

    Infinite Damage

    These combos deal unlimited damage to all opponents, ending the game immediately. They are the most straightforward win conditions in Magic.

    • Thassa’s Oracle + Demonic Consultation — Cast Demonic Consultation naming a card not in your deck, exiling your entire library. Then cast Thassa’s Oracle with an empty library to win the game. This two-card combo costs only three mana total and is one of the most efficient win conditions ever printed. It dominates competitive Commander (cEDH) for good reason.
    • Heliod, Sun-Crowned + Walking Ballista — Walking Ballista enters with at least two +1/+1 counters. Remove a counter to deal one damage. Heliod’s lifelink trigger gains you one life, which puts a +1/+1 counter back on Ballista. Repeat for infinite damage. This combo saw heavy play in Pioneer before Walking Ballista was eventually banned from the format.
    • Kiki-Jiki, Mirror Breaker + Zealous Conscripts — Kiki-Jiki copies Zealous Conscripts, which untaps Kiki-Jiki when it enters the battlefield. Repeat to make infinite hasty copies and attack for lethal. This combo has been a Modern and Commander staple for over a decade.

    Infinite Mana

    Generating unlimited mana lets you fuel enormous spells, activate abilities endlessly, or dump your deck onto the battlefield.

    • Dramatic Reversal + Isochron Scepter — Imprint Dramatic Reversal on Isochron Scepter. With mana rocks producing at least three total mana, activate the Scepter to untap all nonland permanents (including the rocks and the Scepter itself). This generates infinite mana and infinite untaps. A Commander powerhouse that slots into virtually any blue deck.
    • Food Chain + Prossh, Skyraider of Kher — Cast Prossh from the command zone to create Kobold tokens. Sacrifice Prossh to Food Chain to generate mana that can only be spent on creature spells. Recast Prossh from the command zone (commander tax included, paid by Food Chain mana), making even more tokens each time. Infinite tokens, infinite mana, infinite enters-the-battlefield triggers.
    • Basalt Monolith + Rings of Brighthearth — Tap Basalt Monolith for three colorless mana. Pay three to untap it, then pay two to copy the untap ability with Rings of Brighthearth. The copy resolves first, untapping Monolith. Tap it again for three mana before the original untap resolves. Net one colorless mana each loop. Infinite colorless mana with two artifacts.

    Instant Win Conditions

    Some combos bypass the damage step entirely and simply declare that you win.

    • Thassa’s Oracle + Tainted Pact (in a singleton deck) — Tainted Pact exiles cards from the top of your library one at a time. In a deck with all unique card names (like Commander), you can exile your entire library. Then Thassa’s Oracle’s enter-the-battlefield trigger checks your devotion to blue against your library size — zero cards left means you win.
    • Laboratory Maniac + any “draw your deck” engine — An older but still functional approach. Empty your library, then draw a card with Laboratory Maniac in play to win the game instead of losing.

    Value Engines

    Not every combo wins the game instantly. Some create such an enormous advantage that victory becomes inevitable, even if it takes a few more turns.

    • Earthcraft + Squirrel Nest — Enchant a basic land with Squirrel Nest. Tap the land to make a Squirrel token. Tap the Squirrel with Earthcraft to untap the enchanted land. Repeat for infinite Squirrel tokens. You still need to wait a turn to attack (unless you have haste), but a million squirrels tends to get the job done.
    • Sensei’s Divining Top + Bolas’s Citadel + Aetherflux Reservoir — Tap Sensei’s Divining Top to draw a card, putting Top on top of your library. Cast it from the top for one life using Bolas’s Citadel. Each cast triggers Aetherflux Reservoir, gaining you increasing amounts of life. Loop until you have 50+ life, then pay 50 life to blast an opponent with Aetherflux Reservoir.

    Building Around Your Combo

    Discovering a cool combo is the easy part. Building a deck that consistently assembles it, protects it, and survives long enough to execute it — that is where real deckbuilding skill comes in.

    Keep It Simple: The 2-Card Rule

    Our original 2009 deckbuilding guide put it bluntly: stick to combos that use only two to three pieces. If you go any higher, you risk inconsistency. That advice has only become more relevant as the game has gotten faster and interaction has gotten better.

    A 2-card combo with 4 copies of each piece in a 60-card deck gives you reasonable odds of drawing both halves by the mid-game. A 4-card combo is nearly impossible to assemble naturally. In Commander, where you only run single copies, the math shifts — which is why tutors become essential.

    Tutors: Finding Your Pieces

    Tutors are cards that search your library for specific cards, and they are the backbone of any consistent combo deck. The best combo decks treat tutors as additional copies of their combo pieces.

    Black tutors are the gold standard:
    Demonic Tutor — Two mana, find anything. The best tutor ever printed.
    Vampiric Tutor — One mana at instant speed, puts it on top of your library. The speed makes up for not putting the card directly in hand.
    Imperial Seal — Vampiric Tutor’s sorcery-speed cousin.

    Other colors have options too:
    Enlightened Tutor (white) — Finds artifacts and enchantments at instant speed.
    Mystical Tutor (blue) — Finds instants and sorceries.
    Worldly Tutor (green) — Finds creatures.
    Gamble (red) — Finds anything but forces a random discard. High risk, high reward, and very on-brand for red.

    Card Selection: Digging for Answers

    Beyond tutors, card draw and card selection help you see more of your deck, increasing the odds of finding your pieces naturally.

    • Brainstorm — The most powerful card selection spell in Magic. See three fresh cards and put back two you don’t need.
    • Ponder and Preordain — One-mana cantrips that smooth your draws and set up your next turns.
    • Sylvan Library — In green decks, seeing three cards per draw step is invaluable for a combo player willing to pay some life.

    The goal is redundancy. You want multiple paths to your combo. If your primary tutor gets countered, you need a backup. If one combo piece gets exiled, you want an alternative line.

    The Backup Plan

    This was true in 2009 and it is true now: a combo deck that can only win through its combo is a fragile deck. There should always be a Plan B.

    The best combo decks are built so that their non-combo cards are still functional on their own. A control shell that happens to contain a combo finish is far more resilient than an all-in combo deck that folds the moment a key piece is removed. This is the difference between combo-control and all-in combo:

    • Combo-control plays a normal control game — answering threats, drawing cards, managing the board — and eventually transitions into its combo finish when the coast is clear. Think of decks like Splinter Twin in old Modern: it played a solid tempo-control game and threatened the combo at any moment, forcing opponents to respect both angles.
    • All-in combo dedicates almost every card slot to finding and executing the combo as quickly as possible. These decks are glass cannons — devastatingly fast but extremely vulnerable to disruption. Storm decks often fall into this category.

    For casual and Commander play, combo-control is almost always the better approach. It makes for more interactive, more enjoyable games — and it gives you a fighting chance when things do not go according to plan.

    Protecting Your Combo

    Assembling your combo is only half the battle. Resolving it against opponents who are trying to stop you is the other half.

    Hold Up Protection

    The worst feeling in combo Magic is tapping out to go for the win, only to have your key spell countered. Smart combo players wait until they have both their combo pieces and protection in hand before going for it.

    • Free counterspells like Force of Will, Fierce Guardianship, and Pact of Negation protect your combo without requiring you to hold up mana.
    • Cheap interaction like Dispel, Swan Song, or Flusterstorm is perfect for combo turns where every mana counts.
    • Silence effects like Silence, Orim’s Chant, or Grand Abolisher can proactively shut down opponents’ responses before you even start.

    Read the Table

    In multiplayer Commander, timing is everything. Going for your combo when the blue player has five mana open and cards in hand is asking to get countered. Wait for the right moment:

    • Go for it when opponents are tapped out after their own turns.
    • Bait out counterspells with less critical threats before committing to the combo.
    • Pay attention to how many cards opponents have in hand — empty hands mean less interaction.
    • If possible, assemble your combo at instant speed during an end step before your turn.

    Redundancy as Protection

    Sometimes the best protection is simply having multiple ways to win. If your Thassa’s Oracle gets exiled, can you still win with Laboratory Maniac? If your Kiki-Jiki is destroyed, does your deck have Splinter Twin or Zealous Conscripts as alternative pieces? Building overlapping combo lines means your opponents have to answer all of them, not just one.

    Combos and the Social Contract

    Here is where we need to talk about the elephant in the room — particularly for Commander players.

    Rule 0 and Infinite Combos

    Commander is a social format, and different playgroups have very different feelings about combo wins. Some tables celebrate the creativity of assembling a complex combo. Others feel that instant wins undermine the spirit of a multiplayer game where everyone should get to play.

    This is what the Commander community calls Rule 0 — the pre-game conversation where players discuss expectations, power levels, and what kind of game everyone wants to have. If you are bringing a combo deck to a new group, mention it before the game starts. A simple “my deck runs a couple of combos as win conditions, is everyone cool with that?” goes a long way.

    Fair Combos vs. Unfair Combos

    The community generally draws an informal line between combos that feel “fair” and those that feel “unfair”:

    • Fair combos require setup, are telegraphed in advance, or use enough mana that opponents have time to respond. Something like Kiki-Jiki + Zealous Conscripts costs nine mana across two turns and uses creatures that can be removed. Most players consider this reasonable.
    • Unfair combos win out of nowhere with minimal mana investment and little opportunity for interaction. Thassa’s Oracle + Demonic Consultation on turn two in a cEDH pod is considered strong but appropriate for that power level. At a casual table, it would feel deeply unsatisfying for everyone else.

    Neither type is inherently wrong — it is about matching your deck to the table. A competitive combo is perfectly fine at a competitive table. The key is communication.

    A Middle Ground

    If you love combos but want to keep things casual-friendly, consider these approaches:

    • Run combos that require three or more pieces, giving opponents more time to respond.
    • Use combos that win through combat (like creating infinite tokens that still need to attack) rather than instant “I win” effects.
    • Include the combo as one of several possible win conditions, not the deck’s sole purpose.
    • Avoid tutoring for combo pieces every single game — let the deck play out differently each time.

    Quick-Start Checklist: Building Your First Combo Deck

    Ready to build? Follow these steps:

    1. Choose your combo. Start with a proven 2-card combo that fits your format and budget.
    2. Pick your shell. Decide whether you want combo-control (safer, more interactive) or all-in combo (faster, riskier).
    3. Add tutors. Run every tutor you can afford that finds your combo pieces. Aim for 4-6 tutors in a Commander deck, or 8-12 ways to find each piece in a 60-card format.
    4. Include card draw and selection. Cantrips and draw spells increase consistency. Every card you see is another chance to find what you need.
    5. Build in protection. Free counterspells, Silence effects, or cards like Veil of Summer keep your combo safe on the critical turn.
    6. Do not forget the backup plan. Your deck should be able to function even if the combo gets disrupted. Include a secondary win condition or a control shell that can grind out value.
    7. Test and iterate. Goldfish your deck (play it solo against an imaginary opponent) to see how quickly and consistently you can assemble the combo. If it takes too long, add more tutors or card draw. If it is too fragile, add more protection.

    Frequently Asked Questions

    What is the easiest combo to build around for beginners?

    For Commander, Dramatic Reversal + Isochron Scepter is a great starting combo. Both pieces are affordable, the combo slots into any blue deck with mana rocks, and infinite mana gives you a flexible win condition rather than requiring a specific payoff card. For 60-card formats, look into creature-based combos like Heliod + Walking Ballista where the pieces are useful on their own.

    Are infinite combos legal in Commander?

    Yes, infinite combos are fully legal in Commander. There are no rules against them. However, different playgroups have different expectations about power level, so always have a Rule 0 conversation before the game.

    How many combo pieces should I run?

    Stick to 2-card combos whenever possible. For each piece, include redundant alternatives and 4-6 tutors that can find them. In a 60-card deck, run full playsets (4 copies) of each combo piece if the format allows. In Commander, compensate for the singleton restriction with more tutors and card draw.

    What is the difference between synergy and a combo?

    Synergy is when cards enhance each other to produce incremental value — like an Elf lord making all your other Elves bigger. A combo is when specific cards interact to produce a dramatic, often game-ending effect. Synergy is the foundation of every good deck. Combo is synergy taken to its logical extreme.

    How do I stop combo decks?

    Interaction is key. Counterspells, removal for key pieces, hand disruption (Thoughtseize, Duress), and stax effects that slow down searching or casting (like Rule of Law or Aven Mindcensor) are all effective against combo strategies. In Commander, politics also matter — if one player is clearly assembling a combo, the table should coordinate to stop it.


    This article is part of our Ultimate Guide to Deckbuilding series, modernized from The Casual Planeswalker’s original 2009 guide. Next up: The Basics of Casual Deckbuilding — mana curves, deck focus, and building on a budget.

    Series Navigation:
    – Part 1: Who Are You? MTG Player Types Explained
    – Part 2: Aggro Decks 101
    – Part 3: Control Decks 101
    Part 4: Combo Decks 101 (You are here)
    – Part 5: The Basics of Casual Deckbuilding


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