Prerequisites
- The Archimandrite on the battlefield
- Illusions of Grandeur in hand
- 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
- available
Steps
- Cast Illusions of Grandeur by paying
- 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
Results
Required Cards 2
The Archimandrite
Legendary Creature — Human Advisor
Illusions of Grandeur
Enchantment