Wombo Combo - Best Sorcery Combos in EDH

by
Ethan Coover
Ethan Coover
Wombo Combo - Best Sorcery Combos in EDH
(Mana GeyserMana Geyser | Art by Martina Pilcerova)

What Kind of Sorcery is This?

Welcome back to Wombo Combo, the episodic series where we examine EDH's best combo cards utilizing data from EDHREC and Commander Spellbook. For this article, we will examine the card type that probably best relates to the name Magic: sorceries!

Meeting of the Five
Eerie Ultimatum
Rise of the Eldrazi

Sorceries are one of two conventional Magic card types that are not permanents (the other, of course, being instants, which we will talk about next time) and which are integral for many purposes. From removal to recursion to animation, every deck can utilize sorceries to protect themselves, rebuild after a board nwipe, or further the goals of their deck.

Sorceries can also be a great help when constructing infinite combos, especially those with certain qualities that are conducive to casting sorceries multiple times. Let's look through the list and see what magic you can conjure up in your next deck.

#10: Flicker

Flicker

Number of Combos: 46

Deck Inclusions: 5,673 decks (0.216%)

FlickerFlicker is the birthplace of the term "flicker". The word is used interchangeably with the term "blinking" (which is generally considered to be named after Momentary BlinkMomentary Blink), but some folks argue that "flicker" specifically refers exiling a permanent and immediately returning it and that "blinking" is exiling a permanent and returning it at the end of the next turn. Whichever term you use, the effect has become a common and very useful one in Magic. Flickering allows you to exile a permanent and then return it to the battlefield, allowing you to take advantage of a permanent's ETB and/or LTB abilities.

This can have a variety of uses, from kicking off a Preston, the VanisherPreston, the Vanisher combo to blinking Dihada, Binder of WillsDihada, Binder of Wills to reset its loyalty. Another common trick is to flicker a card like ArchaeomancerArchaeomancer which can then bring Flicker back into your hand with its ETB ability.

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#9: Life from the Loam

Life from the Loam

Number of Combos: 46

Deck Inclusions: 105,410 decks (3.931%)

Life from the LoamLife from the Loam is a card that can find a home in Landfall, recursion, dredge, or self-mill decks by returning lands from your graveyard to your hand. Its dredge ability also makes it easier to return it to your hand and cast it again. This effect is perfect for Walk the AeonsWalk the Aeons, allowing you to sacrifice three IslandIslands, recoup them via Life from the Loam, then play them again using Azusa, Lost but SeekingAzusa, Lost but Seeking or similar effects.

Life from the Loam also has great synergy with Bone MiserBone Miser, as Bone Miser's trigger can be replaced by the dredge ability to return Life from the Loam to hand. SixSix is also a good commander choice for this card, as you can discard cards and eventually recoup them.

#8: Mana Geyser

Mana Geyser

Number of Combos: 46

Deck Inclusions: 181,354 decks (6.475%)

It should not be a surprise that a card with the potential to add massive amounts of mana, like Mana GeyserMana Geyser, is a good combo piece for your deck. The easiest combo involves casting ReiterateReiterate repeatedly to copy Geyser infinitely so long as Geyser makes enough mana.

Another way to copy Mana Geyser involves Rootha, Mercurial ArtistRootha, Mercurial Artist alongside a way to cheat it out (like Sneak AttackSneak Attack).

You can also give Mana Geyser pseudo-buyback thanks to Soulfire Grand MasterSoulfire Grand Master. Another commander-focused option involves Extus, Oriq OverlordExtus, Oriq Overlord and returning a RevolutionistRevolutionist-style card to bounce Mana Geyser back to your hand when it resolves.

#7: Seething Anger

Seething Anger

Number of Combos: 49

Deck Inclusions: 3,918 decks (0.14%)

Seething AngerSeething Anger has a desirable quality for repeatable combos: a buyback ability that lets you return it to your hand natively for an additional cost.

Paired alongside cost-reducers, like Vadrik, Astral ArchmageVadrik, Astral Archmage or Mizzix of the IzmagnusMizzix of the Izmagnus, and a way to cover the colored mana, like Storm-Kiln ArtistStorm-Kiln Artist, buyback spells make for easy and generally compact combos.

Another interesting way is to use Storm-Kiln Artist alongside Zada, Hedron GrinderZada, Hedron Grinder to copy Seething Anger several times and add a Treasure each time it does so. Some other notable sorcery buyback spells to consider include Haze of RageHaze of Rage and Mystic SpeculationMystic Speculation, both of which can provide very notable results depending on the purpose of your deck.

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#6: Donate / Harmless Offering

Donate
Harmless Offering

Number of Combos: 53 (Donate | Harmless Offering)

Deck Inclusions: 3,444 decks (Donate) | 12,239 decks (Harmless Offering)

It seems antithetical to add cards into your deck with the intention of giving them to your opponents, but DonateDonate and Harmless OfferingHarmless Offering provide you the opportunity to do just that. While it may seem strange, it is a great way to offload cards with bad effects onto opponents.

For instance, give an opponent with 20 or more life TranscendenceTranscendence to cause them to lose the game on the spot. The same can be said for Nefarious LichNefarious Lich and Nine LivesNine Lives: just destroy them and its controller loses immediately. If you like control decks, perhaps donating a ModerationModeration to lock an opponent out of spells with Knowledge PoolKnowledge Pool is another enticing option.

#5: Worldfire

Worldfire

Number of Combos: 57

Deck Inclusions: 10,091 (0.36%)

WorldfireWorldfire, up until a few years ago, was banned in EDH but has since been unleashed back onto the format and has proven to be a prolific combo piece to end games on the spot. Since Worldfire drops everyone down to 1 life, all you need is 1 point of damage to each opponent and you win the game.

Of course, as Worldfire exiles all hands and permanents, you'll need to set up some trickery to achieve this. Flash-enablers, like Najal, the Storm RunnerNajal, the Storm Runner, allow you to cast a damage spell and then flash Worldfire in on top of it. There are a litany of permanents you can use as well, like Outpost SiegeOutpost Siege or Vela the Night-CladVela the Night-Clad.

#4: Copy Spells

Twinflame
Rite of Replication
Irenicus's Vile Duplication

Highest Combo Count: 61 (Rite of Replication)

Copy spells, like TwinflameTwinflame or Irenicus's Vile DuplicationIrenicus's Vile Duplication, provide an easy way to double up on useful effects and abilities. Copying Dualcaster MageDualcaster Mage allows the copy to copy Twinflame again to keep the combo moving. Twinflame can also make tokens that can be copied by Brudiclad, Telchor EngineerBrudiclad, Telchor Engineer for infinite combat combos.

Irenicus's Vile Duplication is also useful for ignoring the legend rule, meaning you can have two copies of a legendary creature out at a time. This can make a nonlegendary token of Kiki-Jiki, Mirror BreakerKiki-Jiki, Mirror Breaker that can then target itself over and over again. It can also be used on Kodama of the East TreeKodama of the East Tree to trade triggers between the two.

#3: Afterlife from the Loam

Afterlife from the Loam

Number of Combos: 75

Deck Inclusions: 3,921 decks (1.377%)

Not to be confused with Life from the Loam, Afterlife from the LoamAfterlife from the Loam is another recursion piece that is more broad in scope, returning a creature card from each graveyard onto the battlefield under your control. Similar to other cards on this list, Dualcaster Mage can use this effect to return itself over and over again alongside a sacrifice outlet.

Afterlife from the Loam can also grab some creatures from opposing graveyards alongside Eternal Witness or an equivalent, sacrifice them all for mana and Treasures from Pitiless PlundererPitiless Plunderer, and repeat the process.

#2: Fractured Identity

Fractured Identity

Number of Combos: 80

Deck Inclusions: 21,350 decks (1.691%)

Fractured IdentityFractured Identity can serve two purposes. First, it can be a targeted removal piece, letting you remove problematic permanents and giving you (and other opponents, when applicable) copies of it. Second, it serves as a perfect way to donate cards to opponents that will not be generous gifts.

This functions similar to Donate as we discussed earlier, but instead gives a copy to all opponents, allowing you to end the game on the spot in many cases. For example, cast Fractured Identity targeting Phage the UntouchablePhage the Untouchable to cause everyone else to lose immediately. You can also pair Archfiend of the DrossArchfiend of the Dross and SolemnitySolemnity to also cause an untimely death to each opponent.

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#1: Extra Turn Spells

Walk the Aeons
Time Warp
Temporal Manipulation

Highest Combo Count: 254 (Walk the Aeons)

Who doesn't wish they could have more time? Well, extra turn spells let you do just that. With infinite (or close to infinite) turns comes plenty of time to do whatever you need to win the game. You can use them for combat damage wins, or to find a particular combo piece to finally end the game.

You can get the extra turns using return cards like Mystic SanctuaryMystic Sanctuary or Charmbreaker DevilsCharmbreaker Devils. There are also methods using Isochron ScepterIsochron Scepter and instants which can return them to your hand.

Another commander to consider is River SongRiver Song, which can pair with Soldevi DiggerSoldevi Digger or similar cards to throw the extra turn spell onto the bottom of your library where you can draw it during your extra turn.

While some would consider extra turns boring, they are undoubtedly effective in giving you what you need to end the game. Just don't be surprised if people are unhappy with you taking 40 turns to do it, though.

Honorable Mentions

Did none of the above cards light your spark? Let's take a brief look at a few more options:

1. Living DeathLiving DeathAn interesting recursion piece, perfect for cards like Dualcaster Mage or Eternal WitnessEternal Witness.

2. Seasons PastSeasons PastCan be used for infinite turns combos alongside common tutors.

3. Chronomantic EscapeChronomantic EscapeThis card can serve as a protection piece, preventing players from attacking you.

4. Call to MindCall to MindA sorcery that can return instants or sorceries to your hand, generally useful for magecraft combos.

Thank you very much for reading this edition of Wombo Combo, and don't forget to check out Commander Spellbook for more EDH combos and visit the Commander Spellbook Discord to submit your own combos and to discuss all things Magic and EDH. Until next time, happy comboing!

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