Teleportation Circle
Archaeomancer
Time Warp
Prerequisites
What do I need to start this combo?
| Time Warp in hand. | |
| Teleportation Circle and Archaeomancer on the battlefield. | |
Steps
How does this combo work?
1 | Cast Time Warp by paying |
2 | At the beginning of your end step, Teleportation Circle triggers, blinking Archaeomancer. |
3 | When Archaeomancer enters the battlefield, it triggers, returning Time Warp to your hand from your graveyard. |
4 | Repeat each turn. |
Results
What do I get from this combo?
| Lock | |
| Infinite turns |
Combo Metadata
963
DECKS
0.06%
OF 1750487 ELIGIBLE DECKS
Rank 3451
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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