Last updated on June 19, 2025

Preston, the Vanisher - Illustration by Christina Kraus

Preston, the Vanisher | Illustration by Christina Kraus

While many Commander players turn their noses up at the prospect of combos, theyโ€™re often the most efficient way to end a multiplayer game given the difficulty of doling out 120 damage. Even when you do win via combat damage, your opponents often have time to prepare for it.

Mono-colored decks could especially use the help given the weaknesses that come from restricting your colors. While mono-white pretends to be about fairness and justice, it has a dark underbelly that revels in the many combos it deploys to crush the hopes and dreams of its opponents.

Letโ€™s figure out which mono-white combos you should unleash on your friends!

What Are Mono-White Combos?

Felidar Guardian - Illustration by Jakub Kasper

Felidar Guardian | Illustration by Jakub Kasper

Mono-white combos have a mono-white color identity, which means they have at least one white card and no cards of other colors. While some of these combos include artifacts, none of them are exclusively colorless. These combos often involve flickering permanentsโ€ฆ lots and lots of flickering of permanents. White also boasts unique combos that prevent you from losing the game, as opposed to actually winning.

While many of these are infinite loops that allow you to do X or Y forever and often end the game, all I look for in a combo are combinations of cards that are so powerful together that they warp the game. These are great ways to get the most from your cards, and some of them are even casual-friendly.

Iโ€™m primarily ranking these with an eye on Commander and how they incorporate into EDH decks. The best combos are efficient with cheap pieces; they get bonus points if one of the pieces is in the command zone. In general, the fewer pieces the better, though a combo that uses multifunctional pieces can get away with a high number of parts. Lastly, redundancy also matters; the more cards there are that can sub in for a given combo, the easier it becomes to assemble it.

#16. Ondu Spiritdancer + Secret Arcade // Dusty Parlor

Cards: Ondu Spiritdancer + Secret Arcade//Dusty Parlor

Prerequisites: Secret Arcade is unlocked and you can cast Ondu Spiritdancer.

Result: Infinite creature tokens, infinite constellation triggers.

Variations: You can use Ghostly Dancers instead of Ondu Spiritdancer; however, Ghostly Dancers draws the game if you donโ€™t have a way to sacrifice it.

This is a pretty cool combo to slip into enchantress decks; Secret Arcade works very well with constellation cards, Ondu Spiritdancer provides loads of value, then they win! Itโ€™s rather expensive, and it has no place outside of enchantment decks since the cards suck otherwise.

#15. Guilty Conscience + Phyrexian Vindicator

Cards: Guilty Conscience + Phyrexian Vindicator

Prerequisites: Phyrexian Vindicator is enchanted by Guilty Conscience and can deal damage.

Result: Infinite damage.

Variations: You can use Stuffy Doll to kill a single player, or Brash Taunter with access to red.

Who doesnโ€™t love zapping the table to death for a mere 5 mana? This combo works great in decks that want to rack up their white devotion and have plenty of tools to tutor up a 1-mana enchantment.

#14. Approach of the Second Sun + Reprieve

Cards: Approach of the Second Sun + Reprieve

Prerequisites: You have an ungodly amount of mana.

Result: You win the game.

Variations: None.

This combo takes a staggering amount of mana; if you have 9 mana, you can win on your next turn; with 16, you win on the spot, assuming your opponents donโ€™t have countermagic. This might be the funniest infinite mana outlet in the game, but I donโ€™t know that I can call it โ€œgood.โ€

#13. Helm of Obedience + Rest in Peace

Cards: Helm of Obedience + Rest in Peace

Prerequisites: You control both permanents and have the mana to activate the Helm.

Result: Exile target playerโ€™s library.

Variations: Any replacement effect that exiles cards that would be put into the graveyard works instead of Rest in Peace, with Leyline of the Void being quite common.

This combo works well in 1v1 formats since it kills one player, so it sees some Legacy play. Itโ€™s a bit trickier in Commander since you can kill one player, which then makes the other two try to kill you before you blitz them.

#12. Drannith Magistrate + Knowledge Pool

Cards: Drannith Magistrate + Knowledge Pool

Prerequisites: You control both permanents.

Result: Your opponents cry (they canโ€™t cast spells).

Variations: Rule of Law effects also work since the first spell players cast gets exiled, and they canโ€™t cast the second. This notably locks you out of casting spells as well. Uba Mask can replace Knowledge Pool.

This cruel lock prevents your opponents from doing anything. This probably plays best in Azorius () so you have redundancy with Teferi, Time Raveler and another card or two, but it can be a great way to turn a simple disruptive piece into a win condition. The biggest knock against it is how little Knowledge Pool does on its own.

#11. Avacyn, Angel of Hope + Worldslayer

Cards: Avacyn, Angel of Hope + Worldslayer

Prerequisites: Avacyn is equipped with Worldslayer and doesnโ€™t have summoning sickness.

Result: You get banned from your LGS.

Variations: Worldslayer is the most complete way to break Avacyn, but Armageddon and Wrath of God are just as impactful.

This combo reminds your opponents that Magic is a zero-sum game, and you want to play all of it. Avacynโ€™s a pretty messed up card, and this is the best way to leverage that.

#10. The Exalted Vault

Cards: The Book of Exalted Deeds + Mutavault

Prerequisites: You have the mana to activate The Book of Exalted Deeds and Mutavault.

Result: You canโ€™t lose and your opponents canโ€™t win as long as you control Mutavault.

Variations: Faceless Haven works instead of Mutavault, though itโ€™s much more restrictive and mana-intensive.

This jank combo exploits how few EDH players bring land hate to the pod. Nothing teaches players the value of Demolition Field like a land that prevents them from winning the game.

#9. Solemnity + Phyrexian Unlife

Cards: Solemnity + Phyrexian Unlife

Prerequisites: You control both permanents.

Result: You canโ€™t lose the game due to infect damage or having 0 or less life.

Variations: Nine Lives works instead of Phyrexian Unlife.

This combo doesnโ€™t win the game, but who needs to win if you canโ€™t lose? This is a clever way for control decks to extend the game, presuming they can do something about Farewell.

#8. Teshar, Ancestorโ€™s Apostle + Myr Retriever + Blasting Station

Cards: Teshar, Ancestor's Apostle + Myr Retriever + Blasting Station + any 0-mana artifact creature

Prerequisites: Myr Retriever is in your graveyard, you control Teshar and Blasting Station, and you can cast your 0-mana artifact creature.

Result: Infinite damage, infinite death/sacrifice triggers, infinite storm, infinite leaves/enters the battlefield triggers.

Variations: Junk Diver works instead of Myr Retriever; you can use any free sacrifice outlet instead of Blasting Station, with various Altars offering infinite mana rather than infinite damage.

Teshar, Ancestor's Apostle is known as a combo commander that enables all kinds of loops, and this is one of the simpler ones. Myr Retriever is often one of the most important cards in a Teshar deck that binds together many of its loops and combos; just look at how many variations this one builds into.

#7. Abdel Adrian, Gorionโ€™s Ward + Felidar Guardian + Ephemerate

Cards: Abdel Adrian, Gorion's Ward + Felidar Guardian + Ephemerate

Prerequisites: You control Felidar Guardian and have the mana to cast the other two cards.

Result: Infinite creature tokens, infinite enters/leaves the battlefield triggers.

Variations: Any creature that immediately flickers Abdel Adrian replaces Felidar Guardian, including Restoration Angel and Icewind Stalwart; any flicker spell or effect replaces Ephemerate.

This comboโ€™s a little tricky; it involves exiling Felidar Guardian with Abdel Adrian, then flickering it and stacking your triggers so Abdel Adrian exiles the Felidar Guardian before it gets flickered. Baseline, you get infinite Soldier tokens, but if you have any random permanents for Abdel Adrian to exile in addition to Felidar Guardian, you can get that enters ability forever.

#6. Luminous Broodmoth + Ashnodโ€™s Altar + Lesser Masticore

Cards: Luminous Broodmoth + Ashnod's Altar + Lesser Masticore

Prerequisites: You control all three permanents.

Result: Infinite sacrifice/death triggers, infinite enters/leaves the battlefield triggers, infinite colorless mana.

Variations: You can use any free sacrifice outlet instead of Ashnod's Altar; any creature with persist or undying can replace Lesser Masticore. Serra Redeemer or Solemnity work instead of Luminous Broodmoth.

I find this combo hilarious as itโ€™s basically a Mikaeus, the Unhallowed loop but mono-white. Itโ€™s pretty effective, even if your mono-white deck cares more about the mana or creatures entering than the death trigger.

#5. Felidar Guardian + Restoration Angel

Cards: Felidar Guardian + Restoration Angel

Prerequisites: You control one of the cards and can cast the second.

Result: Infinite leaves/enters the battlefield triggers.

Variations: Any card that exiles another creature and immediately returns it to play works; you can use Icewind Stalwart instead of either card. If you donโ€™t have a singleton restriction, two Felidar Guardians can flicker each other. If you add an ETB doubler, you can get infinite mana and infinite ETB triggers of other creatures you control.

You need something to break this combo, but itโ€™s not hard. If youโ€™re playing these in a flicker deck, you probably already have the Panharmonicon necessary to draw your deck, make infinite mana, and do whatever else you find appropriate. Or you can just slip in Altar of the Brood or Soul Warden to benefit from the infinite triggers.

#4. Preston, the Vanisher + Felidar Guardian + Ephemerate

Cards: Preston, the Vanisher + Felidar Guardian + Ephemerate

Prerequisites: You control both creatures and have the mana to cast Ephemerate.

Result: Infinite everything; mana, creature tokens, landfill triggers, etc.

Variations: You can use any flicker spell instead of Ephemerate; Cloudshift is just as cheap.

This combo is a beautiful flicker mess that turns three cards most flicker decks play anyway into an instant win. Thatโ€™s this comboโ€™s great strength: Each of these cards belong in your Elesh Norn, Mother of Machines or Preston, the Vanisher deck anyways.

#3. Karmic Guide + Reveillark + Ashnodโ€™s Altar

Cards: Karmic Guide + Reveillark + Ashnod's Altar

Prerequisites: You control all three permanents or have one of the creatures in the graveyard and can cast/sacrifice the other.

Result: Infinite death/sacrifice triggers, infinite enters/leaves the battlefield triggers, infinite colorless mana.

Variations: Any free sacrifice outlet replaces Ashnod's Altar.

This is a classic combo that loops these two creatures in a chain of endless reanimation. White doesnโ€™t dabble in sacrifice synergies often, but when it does, they tend to revolve around Ashnod's Altar and go infinite, making it easy to construct a powerful combo shell around this and other loops.

#2. Sun-Crowned Ballista

Cards: Heliod, Sun-Crowned + Walking Ballista

Prerequisites: You control Heliod, Walking Ballista has at least 2 counters, and you have the mana to activate Heliod.

Result: Infinite damage/lifegain

Variations: Triskelion works instead of Walking Ballista. Archangel of Thune or Cleric Class can replace Heliod, but you need an additional card to give Ballista lifelink.

This competitive combo impacted many Constructed formats. I like this best in decks that either use Heliod as the commander, which makes assembling the combo a snap, or in decks that utilize other combo lines with the Ballista. Itโ€™s also incredibly easy to tutor up an enchantment and an artifact.

#1. Bomberman

Cards: Lion's Eye Diamond + Auriok Salvagers

Prerequisites: You control both permanents.

Result: Infinite storm, infinite colored mana, infinite recursion of all artifacts in your graveyard that cost 1 or less.

Variations: You can use Black Lotus instead of Lion's Eye Diamond, though that basically restricts you to Vintage or Vintage Cube.

This combo is very specific; Auriok Salvagers stands out as a card thatโ€™s hard to leverage without the combo. But its long-standing record in Legacy proves that this combo can hang with the best of them; it looks particularly potent with Teshar, Ancestor's Apostle in EDH as an artifact-centric combo commander. Try pairing it with other LED combos for redundancy.

Wrap Up

Ephemerate - Illustration by Bastien L. Deharme

Ephemerate | Illustration by Bastien L. Deharme

Combos arenโ€™t every EDH playerโ€™s favorite way to end a game, but mono-white combos go much deeper than just constructing infinite loops. You can stay alive forever, obliterate opposing permanents, and more, giving you plenty of tools to finish your opponents.

Whatโ€™s your favorite mono-white combo? Do you enjoy playing combos in EDH? Let me know in the comments below or on the Draftsim Discord!

Stay safe, and thanks for reading!

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