Lullmage Mentor
Intruder Alarm
Prerequisites
What do I need to start this combo?
| Lullmage Mentor and Intruder Alarm on the battlefield. | |
| You control at least seven Merfolk. |
Steps
How does this combo work?
1 | Whenever an opponent casts a spell, activate Lullmage Mentor by tapping seven Merfolk you control, countering that spell. |
2 | Lullmage Mentor triggers, creating a 1/1 Merfolk creature token. |
3 | The Merfolk token enters the battlefield, triggering Intruder Alarm, untapping all creatures. |
4 | Repeat. |
Results
What do I get from this combo?
| Counter all spells opponents cast | |
| Lock |
Combo Metadata
4072
DECKS
0.09%
OF 4785218 ELIGIBLE DECKS
Rank 1365
MOST PLAYED OF 62330 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)
The community has determined this isn't a true 2-card combo because the prerequisites are nontrivial. However, it was a close vote. Play with caution.
3
Upgraded
(no early game 2-card combos)
The community has determined this isn't a true 2-card combo in a close vote while it is an early game combo. Play with caution.
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?
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