
Illusions of Grandeur
Enchantment$15.60
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this enchantment enters, you gain 20 life. When this enchantment leaves the battlefield, you lose 20 life.
Legal in Commander
Is
Does
Rewards
Combos 2
Illusions of Grandeur + The Archimandrite
- Target opponent loses the game
Commander Spellbook ↗How it works
Before you start
The Archimandrite is your commander, does not have summoning sickness and cannot be blocked by an opponent. The Archimandrite has a power of one or greater.
Steps
Cast Illusions of Grandeur by paying {3}{U}. Illusions of Grandeur enters the battlefield, causing you to gain twenty life. The Archimandrite triggers, giving Advisors, Monks, and Artificers you control +20/+0 until end of turn. Deal combat damage to an opponent using The Archimandrite. The opponent loses the game due to being dealt twenty-one or more damage by your commander.
Illusions of Grandeur + Sway of the Stars + Fractured Identity
- Each opponent loses the game
- Near-infinite lifeloss for all players
- Shuffle all hands, graveyards and permanents on the battlefield into their owner's library
Commander Spellbook ↗How it works
Before you start
Your life total is 21 or higher.
Steps
Cast Fractured Identity by paying {3}{W}{U}, exiling Illusions of Grandeur and causing each opponent to create a token copy of it. Each opponent's Illusions of Grandeur's first ability triggers, and your Illusions of Grandeur's second ability triggers, causing each opponent to gain 20 life and you to lose 20 life. Cast Sway of the Stars by paying {8}{U}{U}, causing each player to shuffle their hand, graveyard and all permanents they own into their library, then causing each player to draw seven cards and set their life total to 7. Each opponent's Illusions of Grandeur's second ability triggers, causing each opponent to lose 20 life. Each opponent loses the game due to having 0 life.
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.
- Yarok, the DesecratedYarok, the Desecrated copies your triggered abilities, which Illusions of Grandeur can use because it has an enter-the-battlefield trigger.
- Mister FantasticMister Fantastic copies your triggered abilities, which Illusions of Grandeur can use because it has an enter-the-battlefield trigger.
- Moritte of the FrostMoritte of the Frost copies creatures, which Illusions of Grandeur can use because it has an enter-the-battlefield trigger.
- The MimeoplasmThe Mimeoplasm copies creatures, which Illusions of Grandeur can use because it has an enter-the-battlefield trigger.
- The Fourteenth DoctorThe Fourteenth Doctor copies creatures, which Illusions of Grandeur can use because it has an enter-the-battlefield trigger.
- Hope EstheimIllusions of Grandeur gains you life, which Hope Estheim can use.
- Will, Scion of PeaceIllusions of Grandeur gains you life, which Will, Scion of Peace can use.
- Oloro, Ageless AsceticIllusions of Grandeur gains you life, which Oloro, Ageless Ascetic can use.
- Shanna, Purifying BladeIllusions of Grandeur gains you life, which Shanna, Purifying Blade can use.
- The ArchimandriteIllusions of Grandeur gains you life, which The Archimandrite can use.