How to stop Combos in Commander: Answers Guide Pt. 2
My second article on this series where I explain some of the most played combos in Commander and how to stop them!Edit Article
Preventing combos in Commander
Dualcaster Mage + Twinflame
Stopping the ComboThis combo is relatively simple to stop, as it involves 3 factors: there are 2 spells, one is a creature spell, which end up consuming a lot of mana and still depend on the combat phase, that is, a Fog already prevents it, as well as removals on the Dualcaster Mage while it is being targeted by the Clone-creating spell, which leaves the spell without a target to loop. Countering Dualcaster also works, but if you try to counter the spell it copies, the opponent will respond by copying it with Dualcaster.
Worldgorger Dragon + Reanimation Enchantment
Stopping the ComboOne of the weaknesses of this combo is that any removal can stop it if you respond to the dragon's ETB trigger. Removing it from the battlefield will exile all permanents permanently, as the dragon will have left the battlefield before its entering effect resolves.
Stopping the ComboPreventing this type of strategy that leads into a wincon is simpler than waiting for the loop to enter the table to resolve, so I'm talking about how this type of deck arrives in the combo instead of its lines. Every Hulk deck needs to enter the battlefield in some way, whether it's a Natural Order or a Chord of Calling. Countering these spells often helps. If the opponent is playing black and green they might want to reanimate the Hulk, in which case exiling him from the graveyard would be a good idea — if you
Exileit while it's in play, and if your opponent can't sacrifice in response, the problem is also resolved. Dealing with Sac outlet, whatever it is, usually prevents the combo, and countering its LTB is an evil I don't wish not even to my worst enemies.
Malcolm + Glint-Horn Buccaneer
Glint-Horn Buccaneer + Curiosity