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High Score

High Score

Enchantment$0.77

If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead. At the beginning of your end step, draw a card if you control a creature with the greatest power among creatures on the battlefield.

Legal in Commander

Is

Does

Combos 20

  • High Score + Vigor + Walking Ballista

    • Infinite +1/+1 counters on creatures you control
    • Infinite damage

    991 decks on Commander Spellbook

    How it works

    Before you start

    Walking Ballista has a +1/+1 counter on it.

    Steps

    Activate Walking Ballista by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor. Activate Walking Ballista by removing a +1/+1 counter on it, dealing 1 damage to any target. Repeat.

    Commander Spellbook ↗
  • High Score + Gatta and Luzzu + Walking Ballista

    • Infinite +1/+1 counters on a creature
    • Infinite damage

    Mana needed: 551 decks on Commander Spellbook

    How it works

    Steps

    Cast Gatta and Luzzu by paying {2}{W}. When Gatta and Luzzu enters the battlefield, it triggers, targeting Walking Ballista. Activate Walking Ballista by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and High Score. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 3.

    Commander Spellbook ↗
  • High Score + Strength of Will + Walking Ballista

    • Infinite +1/+1 counters on a creature
    • Infinite damage

    Mana needed: 300 decks on Commander Spellbook

    How it works

    Steps

    Cast Strength of Will by paying {1}{G}, targeting Walking Ballista. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to it. Walking Ballista triggers, putting two +1/+1 counters on it due to High Score. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 2.

    Commander Spellbook ↗
  • High Score + Vigor + Triskelion

    • Infinite +1/+1 counters on creatures you control
    • Infinite damage

    257 decks on Commander Spellbook

    How it works

    Before you start

    Triskelion has a +1/+1 counter on it.

    Steps

    Activate Triskelion by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor. Activate Triskelion by removing a +1/+1 counter on it, dealing 1 damage to any target. Repeat.

    Commander Spellbook ↗
  • High Score + Strength of Will + Triskelion

    • Infinite +1/+1 counters on a creature
    • Infinite damage

    Mana needed: 78 decks on Commander Spellbook

    How it works

    Steps

    Cast Strength of Will by paying {1}{G}, targeting Triskelion. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to it. Triskelion triggers, putting two +1/+1 counters on it due to High Score. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 2.

    Commander Spellbook ↗
  • High Score + Rite of Passage + Walking Ballista

    • Infinite +1/+1 counters on creatures you control
    • Infinite damage

    71 decks on Commander Spellbook

    How it works

    Steps

    Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to itself. Rite of Passage triggers, putting two +1/+1 counters on Walking Ballista. Repeat an arbitrarily large number of times. Move to the next turn, removing all damage marked on Walking Ballista. Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat step 5 as desired.

    Commander Spellbook ↗
  • High Score + Gatta and Luzzu + Triskelion

    • Infinite +1/+1 counters on a creature
    • Infinite damage

    Mana needed: 46 decks on Commander Spellbook

    How it works

    Steps

    Cast Gatta and Luzzu by paying {2}{W}. When Gatta and Luzzu enters the battlefield, it triggers, targeting Triskelion. Activate Triskelion by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and High Score. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat from step 3.

    Commander Spellbook ↗
  • High Score + Rite of Passage + Triskelion

    • Infinite +1/+1 counters on creatures you control
    • Infinite damage

    31 decks on Commander Spellbook

    How it works

    Steps

    Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to itself. Rite of Passage triggers, putting two +1/+1 counters on Triskelion. Repeat an arbitrarily large number of times. Move to the next turn, removing all damage marked on Triskelion. Activate Triskelion by removing a +1/+1 counter from it, dealing 1 damage to any target. Repeat step 5 as desired.

    Commander Spellbook ↗
  • High Score + Experiment Kraj + Devoted Druid

    • Infinite +1/+1 counters on creatures you control
    • Infinite green mana

    20 decks on Commander Spellbook

    How it works

    Before you start

    Experiment Kraj does not have summoning sickness.

    Steps

    Activate Experiment Kraj by tapping it, putting two +1/+1 counters onto Devoted Druid. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj's own ability, putting two +1/+1 counters on itself. Remove the -1/-1 counter and one of the +1/+1 counters from Experiment Kraj as a state-based action. Repeat steps 2 through 4 any number of times, resulting in any number of +1/+1 counters on Experiment Kraj. Activate Experiment Kraj using Devoted Druid's last ability by putting a -1/-1 counter on itself, untapping it. Activate Experiment Kraj using Devoted Druid's first ability by tapping it, add {G}. Repeat steps 6 and 7 any number of times. You may also activate Experiment Kraj's own ability any number of times instead of step 7, putting any number of +1/+1 counters onto creatures.

    Commander Spellbook ↗
  • High Score + Mindless Automaton + Wizard Class

    • Infinite card draw

    8 decks on Commander Spellbook

    How it works

    Steps

    Activate Mindless Automaton by removing two +1/+1 counters from it, causing you to draw a card. Wizard Class triggers, putting two +1/+1 counters on Mindless Automaton due to High Score Repeat.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Arwen, Weaver of HopeArwen, Weaver of Hope puts +1/+1 counters on your creatures and High Score doubles counters.
  2. Renata, Called to the HuntRenata, Called to the Hunt puts +1/+1 counters on your creatures and High Score doubles counters.
  3. Tromell, Seymour's ButlerTromell, Seymour's Butler puts +1/+1 counters on your creatures and High Score doubles counters.
  4. Grumgully, the GenerousGrumgully, the Generous puts +1/+1 counters on your creatures and High Score doubles counters.
  5. Torgal, A Fine HoundTorgal, A Fine Hound puts +1/+1 counters on your creatures and High Score doubles counters.
  6. Moritte of the FrostMoritte of the Frost puts +1/+1 counters on your creatures and High Score doubles counters.
  7. Runadi, Behemoth CallerRunadi, Behemoth Caller puts +1/+1 counters on your creatures and High Score doubles counters.
  8. Mikey & Don, Party PlannersMikey & Don, Party Planners puts +1/+1 counters on your creatures and High Score doubles counters.
  9. Slinza, the Spiked StampedeSlinza, the Spiked Stampede puts +1/+1 counters on your creatures and High Score doubles counters.
  10. Chorus of the ConclaveChorus of the Conclave puts +1/+1 counters on your creatures and High Score doubles counters.

View High Score on Scryfall