Ashling, Flame Dancer
Worldfire
Emergence Zone
Prerequisites
What do I need to start this combo?
| Worldfire in hand. | |
| Ashling and Emergence Zone on the battlefield. | |
| You have not triggered Ashling's ability this turn. You have another instant or sorcery spell in hand. Your deck size is at least 2. | |
Steps
How does this combo work?
1 | Activate Emergence Zone by paying |
2 | Cast an instant or sorcery spell by paying its mana cost, triggering Ashling. |
3 | Holding priority, cast Worldfire by paying |
4 | Ashling triggers, causing you to rummage. |
5 | Resolve Worldfire, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1. |
6 | Resolve the Ashling trigger from step 2, dealling 2 damage to each opponent. |
7 | Each opponent loses the game as a state-based action due to having less than 0 life. |
Results
What do I get from this combo?
| Each opponent loses the game | |
| Exile all cards in hands and graveyards | |
| Exile all permanents | |
| Near-infinite lifeloss for all players | |
| Mass Land Denial |
Combo Metadata
92
DECKS
0.00%
OF 3927193 ELIGIBLE DECKS
Rank 12710
MOST PLAYED OF 49084 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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