Combo vs Synergy
In my experience, there is not only a misconception about the difference between combo and synergy but also some dissent in the magic community about what makes card interactions a combo and then even further discourse over whether a combo is infinite. One problem at a time. Let’s first look at the difference between combo and synergy. I’ll be operating with the following definitions:
Combo -“A combo refers to cards that interact with each other in a way that’s significantly stronger than the sum of its parts.”
Synergy -“Synergy refers to cards that work well together and enhance the value of each other.”
Both of these definitions were taken from Philosophy of Combo, and there is a distinct difference between the two.
The article uses
Pestermite
and
Splinter Twin
for an example of a combo. Each by itself does not impact the board very much, but together they create infinite creatures. The interaction between the two cards is much more significant than either of them could be alone.
Synergy on the other hand does not have the same explosive power as a combo. Tribal decks will have a lot of synergy because many tribal cards increase the value of the other cards in the deck, but the effect is usually incremental.
Infinite Mandatory vs Infinite Non-Mandatory
This leaves us with the ambiguity of what makes a combo infinite. Some would argue that a combo is not infinite unless it continues indefinitely unless interrupted by another action that changes the board state. Otherwise it is just a recurring action that the player can repeat an arbitrary number of times. Others think that because an action is repeatable, it can be repeated to infinity and thus makes it an infinite combo. The distinction between the two actually lies in the Comprehensive Rules.
421. Handling “Infinite” Loops
421.1. Occasionally the game can get into a state in which a set of actions could be repeated forever. The “infinity rule” governs how to break such loops.
421.2. If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until the other player intervenes, whichever comes first.
421.3. If the loop contains at least one optional action controlled by each player and actions by both players are required to continue the loop, the active player chooses a number. The nonactive player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the active player to “have the last word.” Or he or she can agree to the number the active player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the nonactive player to “have the last word.” (Note that either fraction may be zero.)
Example: One player controls a creature with the ability “: [This creature] gains flying.” Another player controls a permanent with the ability “: Target creature loses flying.” The “infinity rule” ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. (Note that this assumes that the first player attempted to give the creature flying at least once.)
421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.6.)
421.5. If the loop contains at least one optional action controlled by each player and these actions don’t depend on one another, the active player chooses a number. The nonactive player can either agree to that number or choose a higher number. Note that this rule applies even if the actions could exist in separate loops rather than in a single loop.
Those who argue that an infinite combo is only infinite if the combo continues on its own because of mandatory actions are technically correct. Mandatory actions will continue regardless of any players unless acted upon by a player changing the game state.
Exquisite Blood
+
Sanguine Bond
is an example of an infinite combo as stated in rule 421.4. Upon gaining life each card will trigger off the other one until each opponent's life is reduced to 0 which ends the game and therefore the combo. This particular combo normally ends in a win for the person playing it because all their opponents' life reduces to 0. A situation in which this would result in a draw is if someone had a
Platinum Angel
on the field. Because that player cannot lose the game, the combo continues to trigger indefinitely. Unless interrupted the game is a draw.

An example of a loop indicated in rule 421.2 would be
Devoted Druid
+
Vizier of Remedies
. While technically not infinite, it allows the player to repeat the actions
Ad Nauseam
. These types of combos are generally referred to as "infinite combos" because they can basically be chosen to continue to infinity. However based on the rules what actually happens is the player chooses a number. The combo performs the actions that number of times or until it is interrupted by another player.
Conclusion
So technically...no, most of the combos in this deck aren't "infinite." They employ loops like the
Devoted Druid
+
Vizier of Remedies
combo. But the deck wouldn't sound nearly as cool if it was named
"Ghave That Bitch a Repeatable Action an Arbitrarily Large Number of Times."