Too-Specific Top 10 - Oops, All Combos!

by
DougY
DougY
Too-Specific Top 10 - Oops, All Combos!
(Basalt MonolithBasalt Monolith | Art by Yeong Hao Han)

Rocket LauncherRocket Launcher's Day is Due

Welcome to Too-Specific Top 10, where if there isn’t a category to rank our pet card at the top of, we’ll just make one up! (Did you know that the colorless legend with the most three-card combos its involved in is both KarnKarn and KarnKarn?)

Previously on Too-Specific Top 10: I found out the best legendary colorless activated abilities were either tutors or card draw, and made a deck full of combos.

My only question is: Did I go far enough?

Top 10 Colorless Combos

The Peregrine Dynamo
Inventors' Fair
Dark Depths

For those that didn't see my previous article from when The Peregrine DynamoThe Peregrine Dynamo came out, or have never seen this card in action, I firmly believe that it is the best colorless commander that's ever been printed. Even if the only legendaries you packed the deck with were just lands, there are still enough crazy good non-mana abilities to copy that you'd be in business. From Inventors' FairInventors' Fair searching for an entire win-con to Dark DepthsDark Depths shenanigans to little things like getting an extra Surveil off of Gallifrey Council ChamberGallifrey Council Chamber, The Peregrine DynamoThe Peregrine Dynamo would be keeping you flush with options even if you made the most generic of colorless good stuff decks and just fluffed out the land base a bit.

When you actually build the deck around it, however, things get even better.

The One Ring
Tamiyo's Journal
Chimil, the Inner Sun

With plenty of triggers to copy that can draw absurd amounts of cards, tutor multiple times, or just start putting things onto the battlefield, The Peregrine DynamoThe Peregrine Dynamo quickly becomes a powerhouse. When it comes to the most efficient way to win, however, colorless can struggle. Unless of course, you pull the combo card.

So, the question is: What are the best combos you can play in colorless to close out a game?

Criteria: Colorless combos that either win the game or provide an infinite loop that results in more than infinite power and toughness, infinite tokens that have summoning sickness, or an infinite loop that doesn't actually do anything (in short, the combos that can actually win you the game). As is tradition, all results are ordered by EDHREC score, only this time we'll be using the results over at Commander Spellbook. Finally, once a specific card is used in a combo, we will go over the multitude of combos utilizing that card, and it cannot be used again in the list.

10. Cogwork AssemblerCogwork Assembler & Powerstone ShardPowerstone Shard

Cogwork Assembler
Powerstone Shard

(248 Decks)

The first thing you need to know about this combo is that it needs a lot of mana to work. Commander Spellbook has it listed as 17 mana available, but the long and short of it is that you need seven Powerstone ShardPowerstone Shards so that each Shard can tap for Cogwork AssemblerCogwork Assembler's activated ability by itself. Now, colorless decks are better at getting large sums of mana than just about any other deck out there, but 17? That's a lot to ask.

Which is precisely why you'd imagine that the inclusion numbers for this combo are so low. I would submit, however, that the low numbers are due to Powerstone ShardPowerstone Shard, not Cogwork AssemblerCogwork Assembler. With Shard really being restricted to commanders that can make copies of artifacts, it only sees play in 3,637 decks, and has no other two-card combos. Cogwork AssemblerCogwork Assembler, on the other hand, can really see play in any artifact deck that is going to have excess mana laying around, and features 15 various combos that all result in infinite mana and usually infinite creature tokens with haste. Easing into our "Oops, All Combos" build, for instance, it will be rare that we'll ever go infinite with this exact combo, but the number of times we'll go infinite with something else and Cogwork AssemblerCogwork Assembler will be our means to translate that into a win? That should happen a whole heck of a lot.

9. Myr GalvanizerMyr Galvanizer, Palladium MyrPalladium Myr, & Helm of the HostHelm of the Host

Myr Galvanizer
Palladium Myr
Helm of the Host

(394 Decks)

There are some who are probably still wondering why I let three-card combos involving legendary permanents in, and the answer is things like Helm of the HostHelm of the Host which combo with tons of things, but more importantly are also just really good with our commander. Heck, even if the only creature we have is The Peregrine DynamoThe Peregrine Dynamo itself, and we have an untapper, then you can attack with it, untap it in response to Helm of the HostHelm of the Host's trigger, copy that trigger to make a copy of The Peregrine DynamoThe Peregrine Dynamo, then continue to do exactly that until you run out of mana, as the original trigger is still on the stack. That little maneuver right there results in X copies of your commander, where X is how much mana you have. Pretty good synergy, if you ask me.

As for our full combo here, however? It results in infinite mana by creating a copy of Palladium MyrPalladium Myr and then untapping it with Myr GalvanizerMyr Galvanizer for less mana than it makes. Rinse, repeat, have a good time. It is not, however, the only combo you have access to with Helm of the Host. A brief rundown:

  • CoretapperCoretapper & Magistrate's ScepterMagistrate's Scepter: An additional untapped copy of CoretapperCoretapper allows you to put three counters on Magistrate's ScepterMagistrate's Scepter, resulting in an extra turn, with the original sticking around to do the same thing all over again.
  • Omarthis, Ghostfire InitiateOmarthis, Ghostfire Initiate: With any pump effect out that prevents a fresh OmarthisOmarthis copy with no +1/+1 counters on it from dying immediately, the end result is two Omarthii that infinitely pump each other any time you put a +1/+1 counter down on a colorless creature you control.

For our brew, we're trying to avoid combos like Omarthis and Helm that don't actually win the game, but given the synergy Helm has with The Peregrine DynamoThe Peregrine Dynamo and the fact that Magistrate's ScepterMagistrate's Scepter appears further up this list, this one has got to be an include.

8. Syr Ginger, the Meal EnderSyr Ginger, the Meal Ender, Animation ModuleAnimation Module, & Ashnod's AltarAshnod's Altar

Syr Ginger, the Meal Ender
Animation Module
Ashnod's Altar

(455 Decks)

The key non-legendary card in this combo is surprisingly, not Ashnod's AltarAshnod's Altar, which can easily be replaced by Krark-Clan IronworksKrark-Clan Ironworks or Phyrexian AltarPhyrexian Altar, but rather Animation ModuleAnimation Module. Although, maybe I shouldn't be surprised. One mana to make a Servo anytime you put down a +1/+1 counter is an easy price to pay in general, and translating bodies to mana is a time-old combo tradition. As for how it all works, Syr Ginger, the Meal EnderSyr Ginger, the Meal Ender triggers anytime an artifact dies, putting a +1/+1 counter on herself and scrying. The +1/+1 counter comes down, allowing you to pay for Animation ModuleAnimation Module's trigger to create a Servo, and would you look at that, you can sacrifice that Servo for more mana and yet another Syr Ginger trigger.

While this combo doesn't outright win you the game, it does let you both have infinite mana and to essentially tutor any card to the top of the library with infinite scries. Combine that with all three of these cards easily synergizing with our deck, and this one is an easy include in our "Oops, All Combos" build.

7. Magistrate's ScepterMagistrate's Scepter & Clock of OmensClock of Omens

Magistrate's Scepter
Clock of Omens

(1,007 Decks)

Far from being the only combo, Magistrate's ScepterMagistrate's Scepter's lack of the word "sacrifice" anywhere on the card has about a dozen. Let's look at the highlights.

  • Clock of OmensClock of Omens: The only two-card combo available, it requires 12 mana to pull off repeatedly tapping Scepter to put a counter on it, which sounds like a lot. Experienced colorless players will know, however, that with a Clock of OmensClock of Omens on the table, 12 mana is a pittance. With large mana rocks like Thran DynamoThran Dynamo or Chromatic OrreryChromatic Orrery available, it's easy enough to untap them repeatedly with your other artifacts for loads of mana. The hard part here is having enough artifacts out to do that while also having spares left over to untap Magistrate's ScepterMagistrate's Scepter itself.
  • CoretapperCoretapper: We already went over this interaction with Helm of the HostHelm of the Host, but any card that increases the amount of counters CoretapperCoretapper puts down or makes an extra copy of CoretapperCoretapper can also result in infinite turns. That list in colorless consists of Helm of the HostHelm of the Host, Contagion EngineContagion Engine, Prototype PortalPrototype Portal, Mimic VatMimic Vat, Nim DeathmantleNim Deathmantle, ScarecroneScarecrone, Cogwork AssemblerCogwork Assembler, Umbral MantleUmbral Mantle, and probably more that people haven't bothered to submit a combo for yet.
  • Lithoform EngineLithoform Engine: With the introduction of a legendary permanent, our The Peregrine DynamoThe Peregrine Dynamo ears perk up a little, but we're not quite done yet. Lithoform EngineLithoform Engine can copy either of Magistrate's ScepterMagistrate's Scepter's activated abilities, but that's only enough to go for infinite turns if you can pump up the amount of counters it puts on itself. To do that, you also need either Contagion EngineContagion Engine or Energy ChamberEnergy Chamber.
  • Myr WelderMyr Welder & Gemstone ArrayGemstone Array: If you can manage to get both Magistrate's ScepterMagistrate's Scepter and Gemstone ArrayGemstone Array exiled with Myr WelderMyr Welder, you can add Charge counters to your "Magistrate's Scepter" at two mana apiece, allowing you to take unlimited extra turns at the cost of six mana a turn.

A ton of these are a bit of a stretch, and most don't meet our self-imposed restriction on three-card combos having to involve a legendary, but the two-carder with a Clock of OmensClock of Omens we were always going to be playing anyhow is definitely worth it, as is finding a slot for a Lithoform EngineLithoform Engine that is going to do sick things with our commander every time it hits the board.

6. Blightsteel ColossusBlightsteel Colossus & Blade of SelvesBlade of Selves

Blightsteel Colossus
Blade of Selves

(1,369 Decks)

5. Karn, the Great CreatorKarn, the Great Creator, Voltaic ConstructVoltaic Construct, & Thran DynamoThran Dynamo

Karn, the Great Creator
Voltaic Construct
Thran Dynamo

(1,466 Decks)

First off, it must be noted that everything we say here about Karn, the Great CreatorKarn, the Great Creator applies to Karn, Silver GolemKarn, Silver Golem as well. Can't be forgetting about our OGs, now.

That said, there are actually two broken cards in this combo, something that will become more and more of a pattern as we approach the top of this list. Karn's ability to make artifacts into creatures can cause all sorts of mayhem via outside entities that can tap and untap creatures, but unarguably the best of them is Voltaic ConstructVoltaic Construct. Two mana to untap a creature is just going to result in infinite mana with all of the usual suspects, the only hard part in colorless is finding the things that can tap for more than two.

Top 10 Colorless Mana Rocks That Can Repeatedly Tap For More Than Two Mana

Mana Vault
Gilded Lotus
Chromatic Orrery
  1. Mana VaultMana Vault
  2. Thran DynamoThran Dynamo
  3. Gilded LotusGilded Lotus
  4. Basalt MonolithBasalt Monolith
  5. Grim MonolithGrim Monolith
  6. Chromatic OrreryChromatic Orrery
  7. Dreamstone HedronDreamstone Hedron
  8. Coveted JewelCoveted Jewel
  9. Sceptre of Eternal GlorySceptre of Eternal Glory
  10. MetalworkerMetalworker

Keep in mind, with MetalworkerMetalworker already being a creature, it goes infinite with Voltaic ConstructVoltaic Construct all by itself (well, plus a couple artifacts in hand), which is actually the most popular combo of those listed here. With that said, it's also the most expensive card on the list, being on the Reserve List, so a lot of folks will be a bit reticent to pull the trigger.

Still, Voltaic ConstructVoltaic Construct isn't the only thing that can untap creatures.

Umbral Mantle
Sword of the Paruns

4. Painter's ServantPainter's Servant & GrindstoneGrindstone

Painter's Servant
Grindstone

(4,352 Decks)

I was a bit dubious including this on the list, as it doesn't really win you the game. Still, it does knock a player out under most circumstances, and if you're in an artifact deck with untappers like we are, that seems good enough.

3. MetalworkerMetalworker & Staff of DominationStaff of Domination

Metalworker
Staff of Domination

(4,863 Decks)

Some of you may have been wondering, if MetalworkerMetalworker and Voltaic ConstructVoltaic Construct was a more popular combo than the various Voltaic ConstructVoltaic Construct and Karn teamups, why wasn't it the combo listed? Well, there's a more popular combo with MetalworkerMetalworker, and it's Staff of DominationStaff of Domination. With three or more artifacts in hand, Metalworker provides enough mana to pay the three to untap itself, along with the additional one to untap Staff. From there, you have infinite mana with which to then draw your entire deck with Staff.

As for our The Peregrine DynamoThe Peregrine Dynamo deck, however, I'm not sure that we want to go this route. MetalworkerMetalworker currently retails for $108. In fact, going back to the various three-mana mana rocks, several of them are price tags I'd never want to pay for my non-cEDH paper decks, either. So, with that in mind, let's go ahead and put a $30 restriction on any particular card in our deck, and try and keep things in the realm where we can actually build this thing, shall we?

2. Sensei's Divining TopSensei's Divining Top, Mystic ForgeMystic Forge, & Ugin, the IneffableUgin, the Ineffable

Sensei's Divining Top
Mystic Forge
Ugin, the Ineffable

(9,451 Decks)

All right, let's not mince words here: Ugin, the IneffableUgin, the Ineffable is not even close to the best card to pull off this combo with. For those not familiar, the whole thing works by reducing Sensei's Divining TopSensei's Divining Top's mana cost to zero, at which point you can play it off the top of your library for free with Mystic ForgeMystic Forge when you put it on top to draw a card. That there interaction results in you being able to draw your entire deck.

So, besides our legendary version, what other cost reducers can make this happen?

Helm of Awakening
Foundry Inspector
Cloud Key

There are actually seven cost reducers out there that can get Top to zero, but most of them just aren't gonna make the cut. The cheapest options, then, are Helm of AwakeningHelm of Awakening, Foundry InspectorFoundry Inspector, and Cloud KeyCloud Key. (Technically, Semblance AnvilSemblance Anvil also costs three, but it requires exiling an artifact from your hand.) Of those options, Foundry InspectorFoundry Inspector and Cloud KeyCloud Key more or less come out tied, with Cloud KeyCloud Key being harder to remove, but Foundry InspectorFoundry Inspector being able to swing in for damage. As for the last, Helm of AwakeningHelm of Awakening, I'm a big fan of it in Storm decks, but I don't think that I'd be willing to take the risk in this particular brew.

1. Rings of BrighthearthRings of Brighthearth & Basalt MonolithBasalt Monolith

Voltaic Key
Rings of Brighthearth
Basalt Monolith

(32,169 Decks)

And... we've arrived. Even fairly new players probably had some inkling what was going to be at the top of this list, and it's no surprise. The most infamous infinite mana combo in the game, featuring two cards that are entirely broken in their own right. With that said, I've seen some truly poor examples of people trying to explain how it works, so let's give it a crack, shall we?

Step 1: Tap Basalt MonolithBasalt Monolith, adding three.
Step 2: Activate Basalt MonolithBasalt Monolith's untap ability, triggering Rings of BrighthearthRings of Brighthearth.
Step 3: Pay the two to copy Basalt MonolithBasalt Monolith's untap (there are now two untaps on the stack).
Step 4: Resolve the copied untap, untapping Basalt MonolithBasalt Monolith.
Step 5: With the original untap still on the stack, tap Basalt MonolithBasalt Monolith for three mana.
Step 6: Resolve the original untap, untapping Basalt MonolithBasalt Monolith.

This repeatable loop nets you one colorless mana each time you do it, resulting in infinite mana. But if you think that's the only thing these two cards can do, then you're sorely mistaken. Let's take a look at each of the cavalcade of cards that go infinite with each of these.

Top 10 Basalt Monolith Combos

Forsaken Monument
Mesmeric Orb
Myr Welder
  1. Rings of BrighthearthRings of Brighthearth: As stated, number one overall.
  2. Forsaken MonumentForsaken Monument: With Monolith now tapping for four mana and untapping for three, it's infinite town without all the crazy six-step explanations!
  3. Rings of BrighthearthRings of Brighthearth & Sensei's Divining TopSensei's Divining Top: Why settle for infinite mana when you can double Top's draw ability and draw your entire deck, as well?
  4. Mesmeric OrbMesmeric Orb: Monolith can infinitely untap itself all on its own, so with Mesmeric OrbMesmeric Orb on the board you get a mill trigger each time you do that, letting you mill your whole deck.
  5. Myr WelderMyr Welder & Staff of DominationStaff of Domination: With Monolith and Staff exiled under Myr WelderMyr Welder, you can now untap it for one with Staff's ability and tap it for three with Monolith, giving you both infinite mana and infinite card draw.
  6. Karn, the Great CreatorKarn, the Great Creator & Voltaic ConstructVoltaic Construct: As covered previously, making Monolith a creature allows you to untap it with Construct.
  7. Crackdown ConstructCrackdown Construct: With Monolith's ability to untap itself infinitely, Crackdown ConstructCrackdown Construct gets +1/+1 each time you do so.
  8. Myr WelderMyr Welder & Voltaic ConstructVoltaic Construct: Welder is a creature, unlike Monolith, so when it has both Construct's and Monolith's abilities, it can untap itself for two, then tap for three.
  9. HeartstoneHeartstone & Karn, the Great CreatorKarn, the Great Creator: Karn make's Monolith a creature, then HeartstoneHeartstone makes its untap ability cost one less.
  10. HeartstoneHeartstone & Karn, Silver GolemKarn, Silver Golem: Ditto with the OG.

Not to be outdone, however, Rings of BrighthearthRings of Brighthearth has a few combinations of its own.

Top 10 Rings of Brighthearth Combos

Deserted Temple
Scorched Ruins
  1. Basalt MonolithBasalt Monolith
  2. Basalt MonolithBasalt Monolith & Sensei's Divining TopSensei's Divining Top
  3. Voltaic KeyVoltaic Key & Everflowing ChaliceEverflowing Chalice: This does require an Everflowing ChaliceEverflowing Chalice with four counters on it, but once you've achieved that, you can simply tap it for four, then copy the untap ability of Voltaic KeyVoltaic Key to untap both Chalice and Key.
  4. Voltaic KeyVoltaic Key & MetalworkerMetalworker: Either keyEither key and anything that makes four mana will go infinite with Rings of BrighthearthRings of Brighthearth.
  5. Forsaken MonumentForsaken Monument & Grim MonolithGrim Monolith: Forsaken MonumentForsaken Monument makes Grim MonolithGrim Monolith tap for four to emulate the Basalt MonolithBasalt Monolith combo with tapping for four and untapping for four.
  6. Voltaic KeyVoltaic Key & Chromatic OrreryChromatic Orrery
  7. Deserted TempleDeserted Temple & Scorched RuinsScorched Ruins: In similar fashion to the Voltaic KeyVoltaic Key combos, Scorched RuinsScorched Ruins taps for four, and you can copy Deserted TempleDeserted Temple's untap ability to untap both itself and Ruins.
  8. Voltaic KeyVoltaic Key & Doubling CubeDoubling Cube
  9. Voltaic KeyVoltaic Key & Empowered AutogeneratorEmpowered Autogenerator
  10. Galvanic KeyGalvanic Key & Everflowing ChaliceEverflowing Chalice: In similar fashion to the Voltaic KeyVoltaic Key combos, anything that can make six mana or more can go infinite with Rings and the inferior Galvanic KeyGalvanic Key.

Honorable Mentions

You'd think we'd be scraping the bottom of the barrel with almost every combo listed today having more associated combos, but not quite!

Sands of Time
Strionic Resonator
Lithoform Engine

First off, one that's very much in the same vein as all the others we've been considering. Much like Rings of BrighthearthRings of Brighthearth (and our commander), Strionic ResonatorStrionic Resonator copies abilities, the difference being that they're triggered abilities. Turns out though, that difference is a whole heck of a lot, taking Strionic ResonatorStrionic Resonator down to one reasonable combo total, as opposed to Rings' ten of them.

What does a reasonable impression of both, however, is Lithoform EngineLithoform Engine, notable legendary artifact. Even more notable is Lithoform EngineLithoform Engine's interaction with The Peregrine DynamoThe Peregrine Dynamo, which essentially translates any activated or triggered ability into a legendary activated or triggered ability, as you can just copy the Lithoform EngineLithoform Engine's copy with Dynamo.

In other words, what this combo is is another excellent excuse to sneak Lithoform EngineLithoform Engine into our deck, just to start the nonsense. As for the more straightforward nonsense, however, copying Sands of TimeSands of Time's triggered ability allows you to tap all your mana-makers in response, floating a bunch of mana to immediately untap them and your Strionic ResonatorStrionic Resonator/Lithoform EngineLithoform Engine to then immediately copy the original trigger that's still on the stack again, ad nauseam.

Realmbreaker, the Invasion Tree
Maskwood Nexus

Finally, one last combo that is nothing like what we've looked at so far, but is still going to help the deck out a lot. Maskwood NexusMaskwood Nexus makes our creatures every creature type, in this case, notably Myr and Praetor. Myr allows us to abuse the previously mentioned Myr GalvanizerMyr Galvanizer, and Praetor allows us to use RealmbreakerRealmbreaker to put every creature in our deck onto the battlefield.

Finally, the decklist:


Oops, All Combos

View on Archidekt

Commander (1)

Basalt Monolith Combos (3)

Rings Combos (4)

Realmbreaker Combos (2)

Magistrate's Scepter Combos (4)

Spawnsire Combos (2)

Karn Combos (7)

Cogwork Combos (2)

Sands of Time Combos (3)

Syr Ginger Combos (4)

Helm Combos (4)

Draw (5)

Forge Combo (3)

Other (3)

Ramp (17)

Land (35)

The Peregrine Dynamo

As previously mentioned, I tried to keep it somewhat reasonable from a budget perspective, barring anything that costs over $30, and also kept our combos to either two cards or three with a legendary that would synergize well with our commander. The deck, as you might imagine, is both incredibly fun and also nightmarish to pilot. Even having written blurbs on all the combos and more above, it can be extremely difficult to keep your head straight on what the key cards for each combo are to know what you're looking for (not to mention many of the cards being part of several), and to keep how they all work in mind so you can explain loops to others.

With that said, I'm so in love with the deck that I'm going to be building it in paper. Unlike most combo decks, it's still highly variant, with a "you never know what you're gonna get" kind of feel despite having tutors galore that can grab combos wholesale with your commander. More often, however, you don't even need to do so, as you'll just find yourself with half or two-thirds of a combo in your hand or on the board, and can pursue it to the end from there. It's a blast of degeneracy, with so many plans for your opponents to have to interrupt that they'll never be sure what to take care of and what to let live.


Nuts and Bolts

There always seems to be a bit of interest in how these lists are made (this seems like a good time to stress once again that they are based on EDHREC score, NOT my personal opinion…), and people are often surprised that I’m not using any special data or .json from EDHREC, but rather just muddling my way through with, in this case, some Commander Spellbook knowledge! For your enjoyment/research, here are this week's Commander Spellbook searches.


What Do You Think?

Combo is not for everyone, and even with my recent dabblings into cEDH, I don't know that it's for me, exactly. With every game kind of feeling the same, from a goal and variance perspective, it can feel like a grind after a while, and makes me want to take decks apart (hence, making a combo deck that will win differently just about every time). I know that I'm not everyone, though, so...

And finally, what's your favorite combo? Is it colorless? Does it involve a legendary permanent?

Let us know in the comments, and we'll see you at the table that appears to be flipping itself in some sort of perpetual motion.

DougY

Doug has been an avid Magic player since Fallen Empires, when his older brother traded him some epic blue Homarids for all of his Islands. As for Commander, he's been playing since 2010, when he started off by making a two-player oriented G/R Land Destruction deck. Nailed it. In his spare time when he's not playing Magic, writing about Magic or doing his day job, he runs a YouTube channel or two, keeps up a College Football Computer Poll, and is attempting to gif every scene of the Star Wars prequels.

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