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Ormos, Archive Keeper

Ormos, Archive Keeper

Legendary Creature — Sphinx5/5$0.41

Flying If you would draw a card while your library has no cards in it, instead put five +1/+1 counters on Ormos. , Discard three cards with different names: Draw five cards.

Legal in Commander

Is

Does

Combos 5

  • Ormos, Archive Keeper + Mind Over Matter + Teferi's Ageless Insight

    • Infinite card draw
    • Near-infinite +1/+1 counters on a creature
    • Near-infinite mana permanents you control can produce
    • Near-infinite untap of permanents you control

    Mana needed: 116 decks on Commander Spellbook

    How it works

    Before you start

    You have at least three cards in hand with different names. You control an Island.

    Steps

    Activate an Island by tapping it, adding {U}. Activate Ormos by paying {1}{U}{U} and discarding three cards with different names, causing you to draw ten cards. Activate Mind over Matter by discading a card, untapping the Island. Activate the Island by tapping it, adding {U}. Repeat from step 3 two additional times. Repeat from step 2.

    Commander Spellbook ↗
  • Ormos, Archive Keeper + Mind Over Matter + Alhammarret's Archive

    • Infinite card draw
    • Near-infinite +1/+1 counters on a creature
    • Near-infinite mana permanents you control can produce
    • Near-infinite untap of permanents you control

    Mana needed: 81 decks on Commander Spellbook

    How it works

    Before you start

    You have at least three cards in hand with different names. You control an Island.

    Steps

    Activate an Island by tapping it, adding {U}. Activate Ormos by paying {1}{U}{U} and discarding three cards with different names, causing you to draw ten cards. Activate Mind over Matter by discading a card, untapping the Island. Activate the Island by tapping it, adding {U}. Repeat from step 3 two additional times. Repeat from step 2.

    Commander Spellbook ↗
  • Ormos, Archive Keeper + Mind Over Matter + Thought Reflection

    • Infinite card draw
    • Near-infinite +1/+1 counters on a creature
    • Near-infinite mana permanents you control can produce
    • Near-infinite untap of permanents you control

    Mana needed: 56 decks on Commander Spellbook

    How it works

    Before you start

    You have at least three cards in hand with different names. You control an Island.

    Steps

    Activate an Island by tapping it, adding {U}. Activate Ormos by paying {1}{U}{U} and discarding three cards with different names, causing you to draw ten cards. Activate Mind over Matter by discading a card, untapping the Island. Activate the Island by tapping it, adding {U}. Repeat from step 3 two additional times. Repeat from step 2.

    Commander Spellbook ↗
  • Ormos, Archive Keeper + Dawnsire, Sunstar Dreadnought + Body of Knowledge

    • Infinite card draw
    • Near-infinite +1/+1 counters on a creature

    17 decks on Commander Spellbook

    How it works

    Before you start

    You control a creature that can attack this turn. Dawnsire has ten or more charge counters on it.

    Steps

    Declare any creature as an attacker. Dawnsire triggers, dealing 100 damage to Body of Knowledge. Body of Knowledge triggers, causing you to draw 100 cards. Once you've drawn your library, each subsequent draw will instead put five +1/+1 counters on Ormos.

    Commander Spellbook ↗
  • Ormos, Archive Keeper + Mind Over Matter + Illusionist's Bracers

    • Infinite card draw
    • Near-infinite +1/+1 counters on a creature
    • Near-infinite mana permanents you control can produce
    • Near-infinite untap of permanents you control

    Mana needed: 11 decks on Commander Spellbook

    How it works

    Before you start

    Illusionist's Bracers attached to Ormos. You have at least three cards in hand with different names. You control an Island.

    Steps

    Activate an Island by tapping it, adding {U}. Activate Ormos by paying {1}{U}{U} and discarding three cards with different names. Illusionist's Bracers triggers, copying Ormos' ability. Resolve both Ormos abilities, causing you to draw ten cards. Activate Mind over Matter by discading a card, untapping the Island. Activate the Island by tapping it, adding {U}. Repeat from step 3 two additional times. Repeat from step 2.

    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. Zimone, Paradox SculptorOrmos, Archive Keeper puts +1/+1 counters on your creatures and Zimone, Paradox Sculptor doubles counters.
  2. Vorel of the Hull CladeOrmos, Archive Keeper puts +1/+1 counters on your creatures and Vorel of the Hull Clade doubles counters.
  3. Arna Kennerüd, SkycaptainOrmos, Archive Keeper puts +1/+1 counters on your creatures and Arna Kennerüd, Skycaptain doubles counters.
  4. Tanazir QuandrixOrmos, Archive Keeper puts +1/+1 counters on your creatures and Tanazir Quandrix doubles counters.
  5. The ThingOrmos, Archive Keeper puts +1/+1 counters on your creatures and The Thing doubles counters.
  6. Lt. Cmdr. Geordi La ForgeOrmos, Archive Keeper puts +1/+1 counters on your creatures and Lt. Cmdr. Geordi La Forge doubles counters.
  7. Chief Miles O'BrienOrmos, Archive Keeper puts +1/+1 counters on your creatures and Chief Miles O'Brien doubles counters.
  8. Tekuthal, Inquiry DominusTekuthal, Inquiry Dominus proliferates and Ormos, Archive Keeper puts +1/+1 counters on your creatures.
  9. Atraxa, Praetors' VoiceAtraxa, Praetors' Voice proliferates and Ormos, Archive Keeper puts +1/+1 counters on your creatures.
  10. Kilo, Apogee MindKilo, Apogee Mind proliferates and Ormos, Archive Keeper puts +1/+1 counters on your creatures.

View Ormos, Archive Keeper on Scryfall