Skip to content

The Tenth Doctor + Chronomantic Escape Combo

  • Prerequisites

    What do I need to start this combo?

    • The Tenth Doctor on the battlefield.
    • Chronomantic Escape in hand or in exile.
    • Chronomantic Escape in hand or in exile with at least one time counter on it.
    • {4}{w}{w} the first turn if Chronomantic Escape is in your hand, or {7} available otherwise, with {7} available each following turn available
  • Steps

    How does this combo work?

    • 1
      If Chronomantic Escape is in your hand, cast it by paying {4}{w}{w}.
    • 2
      Otherwise, activate The Tenth Doctor by paying {7}, causing you to time travel three times, removing all time counters from Chronomantic Escape and cast Chronomantic Escape from exile without paying its mana cost.
    • 3
      Resolve Chronomantic Escape, preventing creatures from attacking you until your next turn, and exiling Chronomantic Espace with three time counters on it.
    • 4
      Repeat from step 2 during each of your turns.
  • Results

    What do I get from this combo?

    • You can't be attacked
    • 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)

The community has determined this isn't a true 2-card combo.

3

Upgraded

(no early game 2-card combos)

The community has determined this isn't a true 2-card combo.

4-5

Optimized and CEDH

(all combos are allowed)

All combos are allowed.

Combo Voting

Does the community think this a true 2-card combo (both trivial prerequisites and significant results)? Do they think it can be executed before turn 6 or so?

Trivial Prerequisites
87%
Significant Results
20%
Early Game
13%
Size
View
New Commanders
Top Commanders
New Cards
Top Cards
High Lift
Creatures
Instants
Sorceries
Utility Artifacts
Enchantments
Planeswalkers
Utility Lands
Mana Artifacts
Lands