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Rules guide · Enchantment

Illusions of GrandeurHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Masters Edition· September 10, 2007
Carte Magic Illusions of Grandeur

Illusions of Grandeur is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this enchantment enters, you gain 20 life. When this enchantment leaves the battlefield, you lose 20 life.

How it works : Illusions of Grandeur

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a player takes control of this card away from you, you do not lose 20 life because the loss of 20 life is a separate ability. That player is now subject to the loss.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

The Archimandrite
+Illusions of Grandeur
#1

The Archimandrite + Illusions of Grandeur

Target opponent loses the game
  1. 1Cast Illusions of Grandeur by paying {3}{U}.
  2. 2Illusions of Grandeur enters the battlefield, causing you to gain twenty life.
  3. 3The Archimandrite triggers, giving Advisors, Monks, and Artificers you control +20/+0 until end of turn.
  4. 4Deal combat damage to an opponent using The Archimandrite.
  5. 5The opponent loses the game due to being dealt twenty-one or more damage by your commander.
Sway of the Stars
+Illusions of Grandeur
+Fractured Identity
#2

Sway of the Stars + Illusions of Grandeur + Fractured Identity

Each opponent loses the gameNear-infinite lifeloss for all playersShuffle all hands, graveyards and permanents on the battlefield into their owner's library
  1. 1Cast Fractured Identity by paying {3}{W}{U}, exiling Illusions of Grandeur and causing each opponent to create a token copy of it.
  2. 2Each opponent's Illusions of Grandeur's first ability triggers, and your Illusions of Grandeur's second ability triggers, causing each opponent to gain 20 life and you to lose 20 life.
  3. 3Cast Sway of the Stars by paying {8}{U}{U}, causing each player to shuffle their hand, graveyard and all permanents they own into their library, then causing each player to draw seven cards and set their life total to 7.
  4. 4Each opponent's Illusions of Grandeur's second ability triggers, causing each opponent to lose 20 life.
  5. 5Each opponent loses the game due to having 0 life.
Illusions of Grandeur
+Fractured Identity
+Archfiend of Despair
+Calming Verse
#3

Illusions of Grandeur + Fractured Identity + Archfiend of Despair + Calming Verse

Near-infinite lifeloss
  1. 1Cast Fractured Identity by paying {3}{W}{U}, exiling Illusions of Grandeur and causing each opponent to create a token copy of it.
  2. 2The nontoken Illusions of Grandeur's second ability triggers, and each token Illusions of Grandeur's first ability triggers.
  3. 3Resolve each token Illusions of Gradeur's trigger, causing each opponent to gain no life due to Archfiend of Despair.
  4. 4Resolve the nontoken Illusions of Grandeur's trigger, causing you to lose twenty life.
  5. 5Cast Calming Verse by paying {3}{G}, destroying all enchantments.
  6. 6Each opponent's Illusions of Grandeur leaves the battlefield, causing them to lose twenty life.
  7. 7At the beginning of your end step, Archfiend of Despair triggers, causing each opponent to lose life equal to the life they lost this turn.
Illusions of Grandeur
+Fractured Identity
+Archfiend of Despair
+Aether Snap
#4

Illusions of Grandeur + Fractured Identity + Archfiend of Despair + Aether Snap

Near-infinite lifeloss
  1. 1Cast Fractured Identity by paying {3}{W}{U}, exiling Illusions of Grandeur and causing each opponent to create a token copy of it.
  2. 2The nontoken Illusions of Grandeur's second ability triggers, and each token Illusions of Grandeur's first ability triggers.
  3. 3Resolve each token Illusions of Gradeur's trigger, causing each opponent to gain no life due to Archfiend of Despair.
  4. 4Resolve the nontoken Illusions of Grandeur's trigger, causing you to lose twenty life.
  5. 5Cast Aether Snap by paying {3}{B}{B}, removing all counters from all permanents and exiling all tokens.
  6. 6Each opponent's Illusions of Grandeur leaves the battlefield, causing them to lose twenty life.
  7. 7At the beginning of your end step, Archfiend of Despair triggers, causing each opponent to lose life equal to the life they lost this turn.
03

Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredh
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