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Mystic Redaction + Whispering Madness + Thought Reflection Combo

  • Prerequisites

    What do I need to start this combo?

    • Whispering Madness in hand.
    • Mystic Redaction and Thought Reflection on the battlefield.
    • You control a creature that can attack this turn and that cannot be blocked by an opponent. An opponent has at least six cards in hand, or you have at least seven cards in hand.
    • {2}{u}{b} available
  • Steps

    How does this combo work?

    • 1
      Cast Whispering Madness by paying {2}{u}{b}, causing each player to discard your hand, then draw cards equal to the greatest number of cards discarded this way, with you drawing double that number due to Thought Reflection.
    • 2
      Whispering Madness' cipher ability triggers, exiling Whispering Madness encoded on a creature you control.
    • 3
      Mystic Redaction triggers for each card you discarded, causing each opponent to mill two cards for each card you discarded.
    • 4
      Deal combat damage using the creature that has Whispering Madness encoded.
    • 5
      The creature triggers, casting a copy of Whispering Madness without paying its mana cost.
    • 6
      Resolve the copy of Whispering Madness, causing each player to discard your hand, then draw cards equal to the greatest number of cards discarded this way, with you drawing double that number due to Thought Reflection.
    • 7
      Mystic Redaction triggers for each card you discarded, causing each opponent to mill two cards for each card you discarded.
    • 8
      Move to your cleanup step, and discard cards down to your maximum hand size.
    • 9
      Mystic Redaction triggers for each card you discarded, causing each opponent to mill two cards for each card you discarded.
  • Results

    What do I get from this combo?

    • Significant card draw
    • Significant draw triggers
    • Significant mill
    • Significant self-discard triggers

Combo Metadata

Decks

Combo Rank

Commander Bracket Information

In which Commander Bracket(s) am I allowed to play this combo?

1-2

Exhibition and Core

(no 2-card combos)

Any combos that require three or more cards are allowed.

3

Upgraded

(no early game 2-card combos)

Any combos that require three or more cards are allowed.

4-5

Optimized and CEDH

(all combos are allowed)

All combos are allowed.

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