Anara, Wolvid Familiar + Anzrag, the Quake-Mole Combo
Prerequisites
What do I need to start this combo?
- Anzrag on the battlefield.
- Anara in hand.
- Anzrag must be your commander.
- Anzrag does not have summoning sickness. An opponent controls a creature.
available
Steps
How does this combo work?
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Declare Anzrag as an attacker, attacking an opponent who controls a creature.
- 3The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 4Any combat damage dealt to Anzrag will not kill it due to Anara giving it indestructible.
- 5Repeat from step 3 each combat phase.
- 1
Results
What do I get from this combo?
- Significant combat phases
- Significant untap of creatures you control
- Significant mana creatures you control can produce
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 isn't a true 2-card combo.
3
Upgraded
(no early game 2-card combos)
The community has determined this isn't a true 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
Significant Results
Early Game
Size
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