The Tenth Doctor + Chronomantic Escape Combo
Played with this 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.
the first turn if Chronomantic Escape is in your hand, or
available otherwise, with
available each following turn available
Steps
How does this combo work?
- 1If Chronomantic Escape is in your hand, cast it by paying
.
- 2Otherwise, activate The Tenth Doctor by paying
, 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.
- 3Resolve Chronomantic Escape, preventing creatures from attacking you until your next turn, and exiling Chronomantic Espace with three time counters on it.
- 4Repeat from step 2 during each of your turns.
- 1
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
Significant Results
Early Game
Size
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