Ephemerate
Archaeomancer
Time Warp
Prerequisites
What do I need to start this combo?
| Archaeomancer on the battlefield. | |
| Ephemerate and Time Warp in hand. | |
Steps
How does this combo work?
1 | Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one. |
2 | Cast Ephemerate by paying , blinking Archaeomancer and exiling Ephemerate. |
3 | When Archaeomancer enters, it triggers, returning Time Warp from your graveyard to your hand. |
4 | Move to your next turn. At the beginning of your upkeep, Ephemerate's rebound ability triggers, causing you to cast it from exile without paying its mana cost. |
5 | Resolve Ephemerate, blinking Archaeomancer. |
6 | When Archaeomancer enters, it triggers, returning Ephemerate from your graveyard to your hand. |
7 | Repeat. |
Results
What do I get from this combo?
| Infinite turns | |
| Lock |
Combo Metadata
1914
DECKS
0.08%
OF 2366362 ELIGIBLE DECKS
Rank 2837
MOST PLAYED OF 67641 COMBOS
{ } Commander Bracket Information
In which Commander Bracket(s) am I allowed to play this combo?
1-2
Exhibition and Core
(no 2-card combos)
Any combos that require three or more cards are allowed
3
Upgraded
(no early game 2-card combos)
Any combos that require 3 or more cards are allowed
4-5
Optimized and CEDH
(all combos are allowed)
All combos are allowed.
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