Nesting Grounds + The Mirari Conjecture + Time Warp Combo
Played with this combo
Prerequisites
What do I need to start this combo?
- All cards in hand.
.available.
Steps
How does this combo work?
- 1Play The Mirari Conjecture and Time Warp, then go to the next turn.
- 2Use Conjecture's 2nd activation to add Time Warp back to hand, then play Nesting Grounds.
- 3Play Time Warp.
- 4Go to the next turn.
- 5Activate Nesting Grounds to remove a saga counter from Conjecture, then add back Time Warp when Conjecture's 2nd activation triggers again.
- 1
Results
What do I get from this combo?
- Infinite turns
- Lock
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)
Any combos that require three or more cards are allowed.
3
Upgraded
(no early game 2-card combos)
Any combos that require three or more cards are allowed.
4-5
Optimized and CEDH
(all combos are allowed)
All combos are allowed.
Size
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