Unbender Tine,
Voltaic Key,
Aphetto Alchemist...
There are quite a few ways to break it and I think it adds a layer of complication but that complication is pretty trivial seeing that many of your
charge counter artifacts will like untapping anyway.
I don't quite like infinite combos either but sometimes they're the only way to win. A
Fblthp, the Lost EDH deck will almost always have to win by assembling
Isochron Scepter +
Dramatic Reversal with mana rocks that produce more than (3) and then shoot the enemies with a
Blue Sun's Zenith. Or
Beacon of Tomorrows until the opponents deck themselves. So no, I don't like them but sometimes they're pretty much all you've got.
Things that stop infinite combos are (in order of effectiveness):
- split second (
Wipe Away,
Krosan Grip)
- most instant speed removal (
Anguished Unmaking,
Naturalize,
Vandalblast, etc.)
- bounce, counter spells (
Counterspell,
Cyclonic Rift)
- things that say you can't lose (
Platinum Angel)
For example the aforementioned Fblthp deck is very vulnerable to all of those. Including any of those in a regular 60-card casual deck shouldn't be very difficult. There are only a handful of strategies that can resist and no universal solution. To name some: protection, hexproof, phasing and counterspells. There's about four cards that can stop a split second spell:
Stratus Dancer and the like, basically any morphing that counters a spell.
Now, what's the fun? Magic is a race to win. Infinite combos aren't a way to cheat, they're a way to win. You should embrace the fact that they're a legitimate strategy and a powerful tool. It's like casting
Approach of the Second Sun for the second time: either your opponent has an answer to it or they don't. Is that cheating? While combat damage is a powerful strategy it's not really the only "fair" way to win. I mean mill is a popular strategy, too and it has nothing to do with combat damage. Or
Darksteel Reactor +
Eternity Vessel +
Dismantle if we're talking about
charge counters.
Magic is about versatile game play: that's why bans are issued, too, in order to keep the game evolving and full of options.
Regarding CleanBelwas' comment about board state and board building: to me assembling a combo through board presence is to sculpt a hand, draw cards, play important pieces. If you know someone might have a combo - i.e. you start seeing combo pieces and suspicious
silence - you need to hurry to get a removal spell ready. It's pretty much the same as rushing to get blockers or removal if you see their creature numbers are rising rapidly. This is the sole reason most decks should run at least some removal and
sacrifice space for that purpose only. It's a part of Magic being able to answer to your opponents...or you need a really fast combo yourself so that your opponent doesn't have time to react to it.