I am aware of this, and I consider no party pooped, I have always considered 3-card infinite mana acceptable. For anyone not seeing the infinite:
Have
Cadric, Soul Kindler in play.
Cast
Sakashima the Impostor, copy Cadric, pay for the Cadric trigger to make a token third Cadric.
Cast
Ioreth of the Healing House, pay for all 3 Cadric triggers, make 3 hasty Ioreths.
One Ioreth untaps any permanent, the other two untap the first Ioreth and each other repeatedly. At minimum, this makes infinite mana with lands. 3 cards, infinite mana (or untaps of permanents).
This is not terribly different than the first infinite mana combo I ever used in here,
Sacred Ground/
Price of Glory/
Zedruu the Greathearted. 3 cards together make infinite mana. But like, the game isn't over. Infinite mana isn't a win condition. That's actually why I added
Barren Glory to the deck, because infinite mana with Zedruu turns Barren Glory into a win condition. If you have Cadric, Sakashima, Ioreth, you can make infinite mana, but if that's all you have it fizzles to nothing at the end of the turn without a spout. That's also true of
Bonus Round/
Turnabout/
Narset's Reversal, you get infinite storm and infinite mana, and if you don't have a spout that turn the game keeps going and the infinite combo is over. Having infinite mana lets you cast draw spells to look for a spout if you have those instead, but the list of game ending 4th cards is rather small:
For clarity, here is the list of things I play (excluding
Venser, Shaper Savant) that could singularly end a 4-person game with the board described above:
1)
Mikokoro, Center of the Sea (everyone draws infinite, draw and cast
Angel's Grace on the way by.
2)
Azor's Gateway // Sanctum of the Sun can stack loot activations to find the spout you need, requires a card in hand.
3)
Walking Archive put infinite counters to make everyone die on their upkeeps
4)
Barren Glory donate every other permanent with Zedruu, which you have guaranteed with infinite mana
5)
Pandemonium with Cadrics and infinite mana, cast Zedruu, pay to make the token copies, aim the Pandemonium damage at Zedruu to destroy her and send her back to the command zone, commander tax doesn't matter cause you have infinite mana, attack with infinite Zedruus (or just aim some direct damage at people, but that's not nearly as fun).
6) If I add it,
Stonecloaker bounces
Sakashima the Impostor, cast Sakashima copying nothing, make two Cadric Sakashimas, have one copy Stonecloaker to bounce the original Sakashima, attack with infinite Sakashima's.
That's the whole list to my knowledge. So we need 3 specific cards (no substitutions available for those 3 legends), and 1 of 6 for the last one. For comparison, we can consider
Arcbond combo, one of the 4-pieces required for that, a way to copy
Arcbond, also has 6 ways to fill that slot. And 2 of the other 3 pieces are much more flexible than what we're talking about here. If you've never felt Arcbond combos were too strong, I don't think you'll feel an issue with this one.
This is different than with
Cadric, Soul Kindler,
Ioreth of the Healing House, and
Venser, Shaper Savant because those 3 cards (with enough mana) actually do end the game. You not only make infinite mana with Ioreths, you make infinite Vensers and Ioreths that can just attack with haste and the game ends. It does not require another card to be the spout.