Divine Intervention
Clockspinning
Prerequisites
What do I need to start this combo?
| Divine Intervention on the battlefield. | |
| Clockspinning in hand. | |
| Divine Intervention has at least one intervention counter on it. | |
| , plus |
Steps
How does this combo work?
1 | If Divine Intervention has exactly one intervention counter on it, cast Clockspinning by paying . |
2 | Otherwise, cast Clockspinning with buyback by paying |
3 | Resolve Clockspinning, removing an intervention counter from Divine Intervention, and returning Clockspinning to your hand if the buyback cost was paid. |
4 | If the final counter was removed this way, Divine Intervention's second ability triggers, causing the game to end in a draw. |
5 | Otherwise, repeat from step 1. |
Results
What do I get from this combo?
| Draw the game |
Combo Metadata
103
DECKS
0.01%
OF 1973154 ELIGIBLE DECKS
Rank 12426
MOST PLAYED OF 50938 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)
The community has determined this is a true 2-card combo.
3
Upgraded
(no early game 2-card combos)
The community has determined this isn't an early game 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?
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