Kykar, Zephyr Awakener
Archaeomancer
Time Warp
Prerequisites
What do I need to start this combo?
| Time Warp in hand. | |
| Kykar and Archaeomancer on the battlefield. | |
Steps
How does this combo work?
1 | Cast Time Warp by paying its mana cost. |
2 | Kykar triggers, exiling Archaeomancer. |
3 | Resolve Time Warp, causing you to take an extra turn after this one. |
4 | At the beginning of your end step, Kykar triggers, returning Archaeomancer from exile to the battlefield. |
5 | When Archaeomancer enters, it triggers, returning Time Warp from your graveyard to your hand. |
6 | Repeat each turn. |
Results
What do I get from this combo?
| Infinite turns | |
| Lock |
Combo Metadata
233
DECKS
0.01%
OF 2075266 ELIGIBLE DECKS
Rank 10042
MOST PLAYED OF 60857 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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