Dour Port-Mage
Time Warp
Archaeomancer
Prerequisites
What do I need to start this combo?
| Dour Port-Mage on the battlefield. | |
| Time Warp and Archaeomancer in hand. | |
Steps
How does this combo work?
1 | Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one. |
2 | Cast Archaeomancer by paying its mana cost. |
3 | When Archaeomancer enters the battlefield, it triggers, returning Time Warp from your graveyard to your hand. |
4 | Move to your next turn. |
5 | Activate Dour Port-Mage by paying |
6 | Dour Port-Mage triggers, causing you to draw a card. |
7 | Repeat. |
Results
What do I get from this combo?
| Lock | |
| Infinite turns |
Combo Metadata
1157
DECKS
0.04%
OF 3174471 ELIGIBLE DECKS
Rank 3017
MOST PLAYED OF 44717 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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