Skip to content

Terra, Magical Adept // Esper Terra + Resourceful Defense + Frostcliff Siege Combo

  • Prerequisites

    What do I need to start this combo?

    • All permanents on the battlefield (Frostcliff Siege with "Temur" chosen on the battlefield).
    • {4}{r}{g} available
  • Steps

    How does this combo work?

    • 1
      Activate Terra, Magical Adept by paying {4}{r}{g} and tapping it, exiling it and returning it to the battlefield as Esper Terra.
    • 2
      When Esper Terra enters the battlefield, its first chapter ability triggers, copying another nonlegendary Saga you control and putting two to three lore counters on it.
    • 3
      The Saga tokens first through fourth chapter abilities trigger, as applicable. Resolve all triggers, and sacrifice the Saga token upon resolving the final trigger.
    • 4
      When the Saga token leaves the battlefield, Resourceful Defense triggers, moving the lore counters from the Saga token onto Esper Terra.
    • 5
      Esper Terra's second, third and fourth chapter abilities trigger.
    • 6
      Resolve the second and third chapter abilities.
    • 7
      Resolve the fourth chapter ability, adding {w}{w}{u}{u}{b}{b}{r}{r}{g}{g} and then exiling Esper Terra and returning it to the battlefield as Terra, Magical Adept.
    • 8
      Resourceful Defense and Terra, Magical Adept trigger.
    • 9
      Resolve the Resourceful Defense trigger, moving all counters from Esper Terra onto any other permanent
    • 10
      Resolve the Terra, Magical Adept trigger, causing you to mill five cards and return up to one enchantment card from among them from your graveyard to your hand.
    • 11
      Repeat.
  • Results

    What do I get from this combo?

    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite colored mana
    • Infinite self-mill
    • Infinite token copies of nonlegendary enchantments you control

Combo Metadata

Decks

Combo Rank

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 three or more cards are allowed.

4-5

Optimized and CEDH

(all combos are allowed)

All combos are allowed.

Size
View
Top Commanders
New Cards
Top Cards
High Lift
Creatures
Instants
Sorceries
Utility Artifacts
Enchantments
Battles
Utility Lands
Mana Artifacts
Lands