Best Legendary Commander Pairings in Rise of Kingdoms OCG
Best Legendary Commander Pairings in Rise of Kingdoms OCG

Following this logic, you should also pair up Commanders that benefit from each other’s active skills. If one Commander deals immense damage with their skill why not bring in someone who buffs active skill damage? Another great option is to combine two Commanders with great AoE to wreak havoc in big KvK fights etc. They are all legendary, but remember that for the Pauper EDH this is not necessary, it just has to be an uncommon creature.

A pair of unbelievably strong Cavalry Commanders that combine together beautifully. As you might expect from the Best Legendary Commander Pairing in the game, both of these Commanders also feature in our lists of the Best Legendary Commanders and Best Cavalry Commanders in Rise of Kingdoms. Ideally, these Commanders will also empower the same type of unit, so Cavalry Commanders go together, Infantry, Archers, and so on.

Standard: Esper Pixie - Deck Tech & Sideboard Guide

If you're back after I rickrolled everyone last week, you're a good sport and I appreciate it. If you're here because you googled "Mardu combos" and ended up here instead of somewhere else, great, you're in the right spot, I'm about to tell you that. Speaking of which, the vast majority of our answers are either our Wraths or a small grip of Counterspells; these are great when someone tries to counter one of our big free spells or kill H&K when we don't want them to. I suppose you could use Saw in Half to kill something really terrible, but really that's here to make two additional copies of H&K.

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The Reality Chip is the only commander-eligible card with such ability, meaning if you want an Equipment in the command zone, this is your only option. I'd like to thank the folks at Commander Spellbook one last time for working tirelessly for free all these years to manually create a centralized database of curated, community-submitted combos. I'd also like to thank all of you for your support for nearly a decade of writing here at Coolstuff. Note that, with this card, you specifically do not want to name a card in your library. If you want to build Hermit Druid properly, you cannot use any basic lands in your deck, which can definitely make the expense of building the deck raise.

Commander Combos in Action: Stories of Legendary Moves

Well, we have come to that alternative in Korvold, Fae-Cursed KingKorvold, Fae-Cursed King. Korvold has a similar ability to Dragon Appeasement, but with some notable differences. Second, Korvold does not have the "Skip your draw step" drawback commander deck that Dragon Appeasement had.

Prossh's first ability can create a simple two-card combo with Food ChainFood Chain, taking advantage of Prossh's ramping token creation. You may also combo Prossh by including two more sacrifice outlets in Ashnod's AltarAshnod's Altar and Phyrexian AltarPhyrexian Altar to get enough mana to cast Prossh again. Prossh works best as a combo piece if it is your commander, but it is still a good include for a Dragon or token deck for added redundancy. Next, we have Simic, with a combination of abilities that is typical of these colors, drawing cards and ramping.

That's 13 cards in your Shalai and Hallar deck that win the game on the spot if you can gain a single life or deal a single damage. This is an incredibly powerful commander and I think it might be fun to pull one of these goofy combos off in a pod a few times before it got boring. Shalai and Hallar win the game instantly in conjunction with a card called "The Red Terror," you can't pretend that's not way more fun than a Thoracle win in a Dimir deck full of tutors. If you like Dragons and having a sacrifice outlet in the command zone, then Prossh, Skyraider of KherProssh, Skyraider of Kher may be the perfect commander for you. Prossh is also an excellent choice for a token deck, creating a 0/1 Kobolds of Kher Keep token for each mana you spend to cast it. So every time you cast it from the command zone, you will generate two more tokens due to the increase in commander tax.

We do have a few more, like Treasure Cruise and Dig Through Time, but really they're here to be expensive Instants, not card draw spells. The lifegain from the third ability can be used with Crystalline CrawlerCrystalline Crawler and Light of PromiseLight of Promise to get infinite lifegain. His second ability can also be used with Crystalline Crawler if a counter doubler is available. Kenrith is also the perfect payoff card for a combo, giving you infinite card draw, lifegain, recursion among other benefits. Another option is Chain StasisChain Stasis to keep targeting Codie and copying it.

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The second way is to sacrifice H&K somehow and either get them back immediately (with something like Feign Death) or just recast them from the Command Zone, which, with a little luck, we'll never have to do. If the other players at the table don't focus all their attention on us, we should be able to get by without having to recast H&K from the Command Zone unless they get killed by someone else's Wrath or whatever. Cards like Miirym, Sentinel WyrmMiirym, Sentinel Wyrm also benefit from them by making every nontoken creature a Dragon to get a free copy of any creature entering under your control. The World TreeThe World Tree works in a similar fashion - fetching every creature in your library. Because Slivers have communal abilities, making everything a Sliver can have massive benefits on its own, including giving them replicate with Hatchery SliverHatchery Sliver. Adding a simple haste enabler then allows Garth to tap again, cast Black Lotus and blink itself.

Of all the cards this can go infinite with in Commander, Lion’s Eye Diamond is one of the most powerful. This Black Lotus wannabe has a rather pricy activation cost – causing you to discard your entire hand. That said, Underworld Breach wants to use your grave anyway, so this downside is mitigated a bunch. Mardu also has access to Offspring's Revenge which gives you a teeny tiny liddle 1 toughness Tree of Perdition that we can all agree is an existential threat to anyone who doesn't want their life total to become 1. Like 10% of the combos in Mardu are some variation of a Tree of Perdition insta-kill which is funny for lots of reasons, not the least of which being the fact that you have to assemble a Rube Goldbergian combo to only kill one person. Mardu has some ways to make you win, and some ways to make them all lose, but this isn't one of them and it is still super popular.

For this, support cards can be used, such as the cantrips Ponder and Preordain, some counterspells to protect your creatures and ensure that the combo works. If you find it feasible, the player who is building this deck can place cards with Landfall, as the commander puts a lot of land in the field. Tutors are also needed to speed up the combo, Drift of Phantasms is one of the best. A Dragon that is neither red nor black seems strange, but Amareth, the LustrousAmareth, the Lustrous is a strong commander choice to allow yourself card advantage. Amareth also combos easily with another popular card advantage piece - Sensei's Divining TopSensei's Divining Top.

Of course, since this combo is incredibly common at high power Commander tables because its so easy to assemble, many players will come prepared to interrupt it, or otherwise turn it against you. Of course, for players who want a higher power level to their games, Commander can speed up real quick. Its not too difficult to assemble a death combo in the format, and executing said combo as early as turn one is more realistic than you think. This week I'm talking Mardu and before I Mardu that, I want to talk briefly about where I did my research.