Last updated on March 12, 2026

Biovisionary | Illustration by Ryan Barger
Simic () is absolutely the best color pair in casual Commander. Mana and card advantage are king in the lower brackets, and Simic provides both in spades, not to mention plenty of countermagic to protect your gameplan and impede your opponents.
But what if we made it better? What if we added combos to get the most from our deck, to provide incredible closing power to go with our huge burst of mana? Then we could do something potent indeed.
What Are Simic Combos in MTG?

Simic Growth Chamber | Illustration by John Avon
Simic combos utilize cards with blue and green color identities to generate interactions that are greater than the sum of their parts, often by creating infinite loops. These combos typically involve flicker or untap synergies, with infinite mana or infinite turns being common payoffs.
The best combos use as few pieces as possible while requiring the smallest mana investment possible. That said, more expensive or unwieldy combos can be quite potent if they use flexible cards with additional value outside of the combo, or theyโre capable of being used in multiple combos. Iโm primarily ranking this for Commander, so combos involving a legendary creature that can be your commander get bonus points for ease of assembly.
#20. Kodama of the Clouded Mirror
Cards: Kodama of the East Tree + Meloku the Clouded Mirror
Prerequisites: You control both permanents and have a land that enters play untapped.
Result: Infinite landfall triggers, infinite creature tokens, infinite enters triggers.
Variations: None.
Whoโd have guessed that a creature that puts permanents into play for free would be broken? I donโt know what circumstances other than this combo would lead you to play Meloku the Clouded Mirror, but itโs a fine way to turn your love of moonfolk into a win condition.
#19. Kogla, Time Titan
Cards: Kogla, the Titan Ape + Eternal Witness + Time Warp
Prerequisites: You control both creatures and have Time Warp in your hand or graveyard.
Result: Infinite turns.
Variations: Any human creature that returns Time Warp to your hand can replace Eternal Witness; Archaeomancer looks good. You can use any extra turn spell that doesnโt exile itself, like Temporal Manipulation or Walk the Aeons instead of Time Warp.
Though an almost unforgivably pricey combo, this oneโs near and dear to my heart since it lets you play one of my favorite green creatures, Kogla, the Titan Ape. If nothing else, itโs a fine combo to keep an eye on if youโre already using Time Warp for infinite loops with other, sleeker combos.
#18. Zimone, Unraveler of Graves
Cards: Zimone, Mystery Unraveler + Yedora, Grave Gardener + Whisperwood Elemental
Prerequisites: Zimoneโs ability has triggered once already.
Result: Infinite green mana, infinite death/sacrifice triggers, infinite leaves the battlefield triggers, infinite landfall triggers, manifest your library.
Variations: You can use Sakura-Tribe Elder instead of Whisperwood Elemental; this variant removes all basic lands from your library instead of manifesting it.
Fun fact: This nifty little combo was printed directly into the Jump Scare! precon that came out with Duskmourn Commander, including the Steve variant. Itโs really only good with this iteration of Zimone in the command zone; I canโt see a reason to play it anywhere else. If you do have a thing for manifesting and landfall, then this should be right up your alley!
#17. Biovisionary Rites
Cards: Biovisionary + Rite of Replication
Prerequisites: You control Biovisionary and have the mana to cast a kicked Rite of Replication.
Result: You win the game on your next end step.
Variations: You can combine other cards that make token copies of Biovisionary like Double Major and Quasiduplicate with a token doubler like Parallel Lives to achieve a similar, though clunkier result.
This is a great โI winโ button for casual decks that donโt mind their combo fizzling because one of their opponents remembered to put Lightning Bolt in their deck. This is one of the funnier combos here, and a great start to a deck that focuses exclusively on winning the game with alternate win conditions.
#16. Inexorable Evolution
Cards: Inexorable Tide + Evolution Witness + two creatures with X in their casting cost and 0/0 stat lines.
Prerequisites: You control Inexorable Tide and Evolution Witness, the Witness has a +1/+1 counter, and you have one 0/0 in your hand and the other in your graveyard.
Result: Infinite storm, infinite proliferation, infinite enters/leaves the battlefield triggers, infinite death triggers, an infinitely large Evolution Witness.
This combo loops two 0-mana 0/0s, which are (in modern Magic, at least) creatures with X in their casting cost that enter with counters. But which two are right for you? Assuming youโre working with a singleton restriction, I like Walking Ballista and Cryptic Trilobite since they can branch out into other combos, though you have plenty of other options, like Endless One, Hangarback Walker, and Ugin's Conjurant.
As for how you can turn infinite proliferation into a win, you have a few options. You could stack poison counters on opposing players or charge counters on Darksteel Reactor for a swift win, you could take infinite turns via Magistrate's Scepter, or you could go the simple route and make an infinitely large board of creaturesโprovided they have +1/+1 counters, that is.
#15. Shrieking Field Trip
Cards: Lonis, Cryptozoologist + Shrieking Drake + Academy Manufactor
Prerequisites: You control Lonis and Academy Manufactor and have the mana to cast Shrieking Drake.
Result: Infinite enters/leaves the battlefield triggers, infinite Clue and Food tokens.
Variations: None.
This combo gives you all the Clue tokens you could want to feed into Cyberdrive Awakener or what have you. The combo probably doesnโt crop up outside of Lonis EDH decks, but the other two cards are such a natural fit itโs hard not to include them, and it provides the deck with a decent power boost.
#14. Tamiyo, Collector of Time
Cards: Tamiyo, Collector of Tales + Displacer Kitten + Time Warp
Prerequisites: You control both permanents and can cast Time Warp.
Result: Infinite turns.
Variations: You can use any extra turn spell that doesnโt exile itself instead of Time Warp. You could also use Lotus Petal or Lion's Eye Diamond instead of Time Warp for infinite mana instead of infinite turns.
The core of this combo is the powerful interaction between Tamiyo, Collector of Tales and Displacer Kitten that allows you to cast any noncreature spell that goes to the graveyard as long as you control both permanents. Rituals and extra turn spells are potent for their infinite potential, but these could generate plenty of fair advantage by letting you recast draw spells or removal spells for as much mana as you have.
#13. Azusa, Excavator of Aeons
Cards: Walk the Aeons + Azusa, Lost but Seeking + Ramunap Excavator.
Prerequisites: You control both permanents, at least three Islands, and have the mana to cast Walk the Aeons.
Result: Infinite turns.
Variations: You can replace Ramunap Excavator with anything that plays lands from the graveyard, and Crucible of Worlds and Walk-In Closet are the most promising. You can combine multiple cards that allow you to make one additional land drop like Exploration and Oracle of Mul Daya to replace Azusa, Lost but Seeking.
A simple yet effective way to take infinite turns, something that stands out to me is that Azusa and Excavator are critical tools to make Glacial Chasm a one-way street so that you donโt take damage. I can already see the Simic lands deck coming togetherโฆ maybe with Aesi, Tyrant of Gyre Strait in the command zone?
#12. Ezuri, Claw of Hours
Cards: Ezuri, Claw of Progress + Sage of Hours
Prerequisites: You have at least five experience counters and control both permanents.
Result: Infinite turns.
Variations: None.
This comboโs pretty tightly capped to just spiky Ezuri, Claw of Progress players, but it looks great there as a 2-card combo utilizing the command zone. It could even be interesting in an experience-counter-themed deck.
#11. Eternal Kittens
Cards: Displacer Kitten + Eternal Witness + Lotus Petal + Snap + Any creature that you can cast for 1 or less mana
Prerequisites: You control all three creatures and have Snap and Lotus Petal in hand.
Result: Infinite storm, infinite enters/leaves the battlefield triggers, infinite magecraft triggers, bounce all creatures you donโt control.
Variations: None.
This is one of the more complicated loops on the list, but since it works with a broken card, a mana dork, an Eternal Witness, and a Snap, you can find room for it, assuming combos are appropriate for your tableโs power level. It involves flickering Eternal Witness over and over to recur Snap and Lotus Petal, with the Snap either bouncing your cheap creature or creatures your opponents control. That cheap creature is generally a mana dork like Birds of Paradise, though I could see an artifact deck capitalizing on Ornithopter.
#10. Coralhelm Scouts
Cards: Retreat to Coralhelm + Sakura-Tribe Scout + Simic Growth Chamber
Prerequisites: You control both permanents, Sakura-Tribe Scout doesnโt have summoning sickness, and you have Simic Growth Chamber in hand.
Result: Infinite landfall triggers.
Variations: Any card that taps to put a land into play from your hand can replace Sakura-Tribe Scout, including Skyshroud Ranger and Walking Atlas. Any bounce land works instead of Simic Growth Chamber.
Though simple, this lethal combo stacks a few powerful effects to win the game. Retreat to Coralhelm is a rather meh card on its own, but I suppose it digs towards the other pieces while you ramp and draw cards like the average Simic player.
#9. Blooming Drake
Cards: Shrieking Drake + Bloom Tender + Intruder Alarm
Prerequisites: You control Intruder Alarm and Bloom Tender, you have the mana to cast Shrieking Drake, and Bloom Tender doesnโt have summoning sickness.
Result: Infinite green mana, infinite untaps
Variations: You can use two mana dorks instead of Bloom Tender as long as they can produce at least 1 blue mana and 1 other mana. With enough mana dorks, you can use cards like Man-o'-War and anything else that bounces itself upon ETB.
Intruder Alarm is no stranger to combo lines, and thisโor some variant on itโis among the most common. It has many interchangeable pieces since most mana dorks can play a part of it; your Simic deck already wants to jam Birds of Paradise, Bloom Tender, Elvish Mystic, and so on, so why not make them combo pieces?
#8. Peregrine Mentor
Cards: Peregrine Drake + Lilysplash Mentor
Prerequisites: You control both permanents, have the mana to activate Lilysplash Mentor, and lands that tap for at least 4 mana.
Result: Infinite enters/leaves the battlefield triggers, infinite mana, infinite flicker of creatures you control.
Variations: You can use any creature that untaps more than three lands when it enters instead of Peregrine Drake; Great Whale and Palinchron are common substitutes.
This comboโs very interesting; while Peregrine Drake is no stranger to combos, this is the only 2-card infinite Iโm aware of that uses it. While Lilysplash Mentor is a bit narrower than cards you find in other Drake loops like Eternal Witness and Ghostly Flicker, the card efficiency might make up for that.
#7. Misthollow Chains
Cards: Food Chain + Misthollow Griffin
Prerequisites: You control both permanents.
Result: Infinite colored mana that can be used to cast creatures, infinite storm, infinite enters/leaves the battlefield triggers.
Variations: You can use Eternal Scourge instead of Misthollow Griffin.
Food Chain exists to be broken, and this combo is one of the simpler ones. It has the distinct weakness of its combo pieces not doing anything but combo, so make sure you have plenty of ways to assemble and protect it; you canโt count on these cards doing anything but win.
#6. Kodama of Growth
Cards: Kodama of the East Tree + Simic Growth Chamber
Prerequisites: You control Kodama of the East Tree and have Simic Growth Chamber in your hand.
Result: Infinite landfall triggers.
Variations: You can use any bounce land instead of Simic Growth Chamber; Guildless Commons and Arid Archway provide redundancy within Simic. If you add an Amulet of Vigor or other card that untaps lands as they enter, you can make infinite colored mana.
This combo gives any Simic landfall deck a huge boost in power. You can run it out of the command zone thanks to partner or simply make the Kodama your Fierce Empath target of choice.
Which landfall cards work best with this loop? Scute Swarm gives you a dominant board state, while Tatyova, Benthic Druid and Lotus Cobra provide easy access to a win by drawing your deck and producing infinite mana, respectively.
#5. Hermit-Oracle
Cards: Hermit Druid + Thassa's Oracle
Prerequisites: Hermit Druid doesnโt have summoning sickness, you have available, Thassa's Oracle is in your hand, and your deck has no basic lands.
Result: You win the game.
Variations: You can use Laboratory Maniac or Jace, Wielder of Mysteries instead of Thassa's Oracle.
It wouldnโt be a list of green combos without Hermit Druid, and it wouldnโt be a list of blue combos without Thassa's Oracle. This simple little โI winโ button leverages one of the most messed-up self-mill cards of all time.
It performs best (and really belongs in) cEDH, where decks run criminally low land counts and never touch basics unless theyโre mono-colored, so the โno basicsโ requirement is easily met. If you want to run this in a different shell and are having trouble hitting that requirement, Mana Severance could help you out.
#4. Witness of Ghostly Drakes
Cards: Ghostly Flicker + Peregrine Drake + Eternal Witness
Prerequisites: You control both creatures and have the mana to cast Ghostly Flicker.
Result: Infinite leaves/enters the battlefield triggers, infinite mana, infinite blinking of creatures you control.
Variations: There are lots. You can replace Ghostly Flicker with Displace. Any card that returns the blink spell from your graveyard to your hand can replace Eternal Witness, with Archaeomancer being quite common. Any creature that untaps more than three lands when it enters works instead of Peregrine Drake, and Great Whale and Palinchron crop up quite often. Additionally, if you use Ghostly Flicker, you can use Tatyova, Benthic Druid or Aesi, Tyrant of Gyre Strait plus Mystic Sanctuary instead of the Eternal Witness (that combo line is incidentally a staple combo in pEDH).
This combo is a personal favorite, and one you might have seen beforeโor at least a variation of itโif you played Pauper a few years back. This is the epitome of a multi-card combo that takes several valuable cards and combines them to lethal effect. The high number of redundant pieces makes it easy to slip this into your deck with multiple lines leading to infinite mana and victory.
#3. Machine Godโs Druid
Cards: Machine God's Effigy + Devoted Druid
Prerequisites: You control Devoted Druid and can cast Machine God's Effigy.
Result: Infinite green or blue mana.
Variations: Devoted Druid goes infinite with everything, but Luxior, Giada's Gift is another good option, especially considering Simicโs general use of counters.
Who could have guessed that Devoted Druid would be on a list of combos? Any Devoted Druid combo benefits from the sheer redundancy of cards that go infinite with Devoted Druid. You can easily construct a deck around its many combos, so you only need to find one elf and a half-dozen other cards.
#2. Tender of the Real
Cards: Bloom Tender + Freed from the Real
Prerequisites: You have Freed from the Real in hand and Bloom Tender doesnโt have summoning sickness.
Result: Infinite colored mana.
Variations: You can use any mana dork that taps for 2 mana, at least one of which is blue, in place of Bloom Tender; Sanctum Weaver is a prominent option. Alternatively, Kinnan, Bonder Prodigy turns Birds of Paradise into an option. Pemmin's Aura works instead of Freed from the Real.
This is the Simic combo that first comes to mind when I think about going infinite within these colors. This comboโs greatest strength lies in the power of Bloom Tender, which is an incredibly powerful mana dork on its own.
#1. Kinnan, Bonder Prodigy + Basalt Monolith
Cards: Kinnan, Bonder Prodigy + Basalt Monolith
Prerequisites: You control both permanents and Basalt Monolith is untapped, or you have the mana to untap it.
Result: Infinite colorless mana.
Variations: You can use Forensic Gadgeteer instead of Kinnan.
One of the scariest combos in cEDH, this one thrives with Kinnan in the command zone since you only need to find the Basalt Monolith, which is hardly a challenge with blueโs many artifact tutors.
Wrap Up

Tamiyo, Collector of Tales | Illustration by Chase Stone
Iโm not sure who thought Simic needed combos on top of how cracked the combination of caring about card draw and ramp is, but it provides the decks with an additional angle of attack thatโs particularly well-suited to closing out Commander games with explosive finishes.
Which of these combos do you play? Did I miss any sick instant wins? Let me know in the comments below or on the Draftsim Discord!
Stay safe, and thanks for reading!
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6 Comments
Missing Oboro Breeze caller + Talon Gates + Gaea’s cradle produccing 6+ = infinite mana
Am I missing something here? Talon Gates of Madara puts itself into play, not other lands.
Have Gaea’s Cradle that produces 6+ mana, tap it for mana. Use 2 to activate Breezecaller, bouncing Talon Gates to hand and untapping Cradle. With 4 of remaining mana from previous Cradle activation, put Talon Gates into play with its ability. Repeat for infinite landfall and, if Cradle produces *more* than 6 mana, also infinite green mana plus any other color if you have enough to filter into Talon Gates.
Ah, right, totally blanked on the part about untapping a land with Breezecaller. Neat combo for sure!
I could also see a good pair of lines with Experiment Kraj in the command zone : either horseshoe crab/simic ragworm/freed from the real/pemmin’s aura (or literally any untaper from the lorwyn block) and the mana dorks giving more than 1 colored mana (for instance incubation druid or the bloom tender we can see everywhere in this article) will return infinite mana easily.
Experiment Kraj used to be a pretty feared commander back 10 years or so. It’s not quite there anymore but many of these combos were available at the onset of Commander as a format.
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