High Tide
Archaeomancer
Snap
Prerequisites
What do I need to start this combo?
| All cards in hand. | |
| You control at least four untapped Islands. | |
| available |
Steps
How does this combo work?
1 | Cast High Tide by paying , causing Islands to add an additional this turn. |
2 | Activate two Islands by tapping them, adding . |
3 | Cast Archaeomancer by paying |
4 | Archaeomancer enters the battlefield, returning High Tide from your graveyard to your hand. |
5 | Activate an Island by tapping it, adding . |
6 | Cast High Tide by paying , causing Islands to add an additional this turn. |
7 | Activate an Island by tapping it, adding . |
8 | Cast Snap by paying |
9 | Activate two Islands by tapping them, adding six . |
10 | Cast Archaeomancer by paying |
11 | Archaeomancer enters the battlefield, returning Snap from your graveyard to your hand. |
12 | Repeat from step 8. |
Results
What do I get from this combo?
| Infinite creature ETB | |
| Infinite creature LTB | |
| Infinite storm count |
Combo Metadata
15484
DECKS
0.31%
OF 4971922 ELIGIBLE DECKS
Rank 283
MOST PLAYED OF 66095 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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