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Electric Seaweed + Raptor Hatchling Combo

  • Prerequisites

    What do I need to start this combo?

    • Raptor Hatchling on the battlefield.
    • Electric Seaweed in hand.
    • A player controls another non-Wall creature with toughness equal to 1. A player controls another non-Wall creature with toughness equal to 2.
    • You have a way to cause another creature to die. You have a way to give Raptor Hatchling indestructible.
    • {2}{r}{r} available
  • Steps

    How does this combo work?

    • 1
      Give Raptor Hatchling indestructible.
    • 2
      Cast Electric Seaweed by paying {2}{r}{r}. When it enters, it triggers.
    • 3
      Activate Electric Seaweed by tapping it, dealing 1 damage to Raptor Hatchling.
    • 4
      Raptor Hatchling triggers, creating a 3/3 Dinosaur creature token.
    • 5
      Cause another creature to die.
    • 6
      When the creature dies, Electric Seaweed triggers, dealing 1 damage to each non-Wall creature. This will cause the creature with toughness equal to 1 to die.
    • 7
      Raptor Hatchling and Electric Seaweed trigger.
    • 8
      Resolve the Raptor Hatchling trigger, creating a 3/3 Dinosaur creature token.
    • 9
      Resolve the Electric Seaweed trigger, dealing 1 damage to each non-Wall creature. This will cause the creature with toughness equal to 2 to die.
    • 10
      Raptor Hatchling and Electric Seaweed trigger.
    • 11
      Resolve the Raptor Hatchling trigger, creating a 3/3 Dinosaur creature token.
    • 12
      Resolve the Electric Seaweed trigger, dealing 1 damage to each non-Wall creature. This will cause the oldest Dinosaur token to die.
    • 13
      Repeat from step 10.
  • Results

    What do I get from this combo?

    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite damage to most creatures
    • Infinite death triggers

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)

No early game, 2-card infinite combos, but the community hasn't weighed in yet if this one counts.

3

Upgraded

(no early game 2-card combos)

No early game, 2-card infinite combos, but the community hasn't weighed in yet if this one counts.

4-5

Optimized and CEDH

(all combos are allowed)

All combos are allowed.

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