Doom's Time Platform
Clockspinning
Time Warp
Prerequisites
What do I need to start this combo?
| Doom's Time Platform on the battlefield. | |
| Clockspinning and Time Warp in hand. | |
| You control a creature that can attack and that cannot be blocked or killed by an opponent. | |
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 | Declare any creature as an attacker. When you do, Doom's Time Platform triggers, exiling Time Warp from your graveyard with two time counters on it. |
3 | Move to your next turn. At the beginning of your upkeep, Time Warp's suspend ability triggers, removing a time counter from it. |
4 | Cast Clockspinning with buyback by paying |
5 | Time Warp's suspend ability triggers, causing you to cast it without paying its mana cost. |
6 | Resolve Time Warp, causing you to take an extra turn after this one. |
7 | Repeat from step 2 each turn. |
Results
What do I get from this combo?
| Infinite turns | |
| Lock |
Combo Metadata
38
DECKS
0.03%
OF 129987 ELIGIBLE DECKS
Rank 19789
MOST PLAYED OF 56510 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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