Produces: anything dealing noncombat damage, anything leaving the battlefield.
Cares about: nothing.
Partners
2,685 cards can cause life being lost.
Momentum Breaker — When Repeating Barrage makes a player lose life, Momentum Breaker raises your speed
Point the Way — When Repeating Barrage makes a player lose life, Point the Way raises your speed
Lightwheel Enhancements — When Repeating Barrage makes a player lose life, Lightwheel Enhancements raises your speed
3,016 cards can cause anything dealing noncombat damage.
Fear of Burning Alive — When Repeating Barrage deals noncombat damage, Fear of Burning Alive deals that amount damage
Sun Droplet — When Repeating Barrage deals noncombat damage, Sun Droplet puts that many counters on a permanent
Asgardian Inspiration — When Repeating Barrage deals noncombat damage, Asgardian Inspiration brings a card back
8,112 cards can cause anything leaving the battlefield.
Fang, Fearless l'Cie — When Repeating Barrage leaves a graveyard, Fang, Fearless l'Cie draws you cards
Quintorius, Field Historian — When Repeating Barrage leaves a graveyard, Quintorius, Field Historian makes a token
Ark of Hunger — When Repeating Barrage leaves a graveyard, Ark of Hunger deals 1 damage
EDH Seer reads the oracle text of every card in a Commander decklist and reports which pairs
actually work together, with the reason printed next to each one.
34,433
cards in the corpus, 21,317 of them read in full
~495
synergy edges in an average Commander deck
0
model calls when you analyse a deck
What an edge is, and what it is not
Krenko, Mob Bossproduces
enters · creature · token
Impact Tremorscares about
Edge. When a creature enters thanks to Krenko, Mob Boss, Impact Tremors deals 1 damage.
Farseekproduces
enters · land
Enduring Couragecares about
No edge. It wants a creature entering, and a fetched land is not one.
What it refuses to claim
Ramp, removal and card draw are roles, not synergies — they make a deck work
without pairing with anything, so they are counted as slots rather than drawn as edges. A
card that refers to itself ("this creature", "this spell") is read as itself and not as a
class. Where the rules cannot say something, the report says nothing: a missing claim is
better than a confident wrong one.