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Terra, Magical Adept // Esper Terra + The Apprentice's Folly Combo

  • Prerequisites

    What do I need to start this combo?

    • Terra and The Apprentice's Folly on the battlefield (Terra without summoning sickness 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 and with a lore counter on it.
    • 2
      Esper Terra triggers, creating a copy of The Apprentice's Folly and causing it to enter the battlefield with a lore counter on it.
    • 3
      The Apprentice's Folly's first ability triggers, creating a token copy of Esper Terra that isn't legendary with a lore counter on it.
    • 4
      When the Esper Terra token enters the battlefield, its first chapter ability triggers, creating a token copy of itself with haste and four lore counters on it.
    • 5
      When the Esper Terra token enters the battlefield, its first, second, third and fourth chapter abilities trigger.
    • 6
      Resolve the first and second trigger, creating token copies of any nonlegendary enchantment you control.
    • 7
      Resolve the fourth trigger, causing you to add {w}{w}{u}{u}{b}{b}{r}{r}{g}{g} and exile the Esper Terra token.
    • 8
      Resolve the third trigger, creating a token copy of the Esper Terra token created in step 4 with haste and four lore counters on it.
    • 9
      Repeat from step 5.
  • Results

    What do I get from this combo?

    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite colored mana
    • Infinite creature sacrifice triggers
    • Infinite death triggers
    • Infinite creature tokens with haste
    • Infinite creature 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)

The community has determined this is a true 2-card combo.

3

Upgraded

(no early game 2-card combos)

The community has determined this is a true, early game, 2-card combo.

4-5

Optimized and CEDH

(all combos are allowed)

All combos are allowed.

Combo Voting

Does the community think this a true 2-card combo (both trivial prerequisites and significant results)? Do they think it can be executed before turn 6 or so?

Trivial Prerequisites
94%
Significant Results
94%
Early Game
88%
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