Rings
of Brighthearth - Time Vault |
 Time
Vault was errata'd in 2004 to limit the crazy infinite turns possible with
the original version of it. Now whenever you untap it, you still
have to skip a turn. So if you activate the Time Vault when you are
skipping your next turn, you skip your extra turn. However, if you use
Rings of Brighthearth to gain an extra, extra turn, you can gain infinite
turns. How? Let's see if I can explain this as to me it gets
confusing.
The Time Vault comes into play tapped. You
untap it during your next untap phase and skip a turn. However, you
can tap it to get an extra turn after this and duplicate it with Rings of
Brighthearth. So you gain two turns and lose one turn. So you
still get an extra turn. Use that turn and repeat the process.
You net infinite turns from this. Submitted by Aneximines.
Here's to hoping I explained this right... |
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Wanderwine
Prophets - Cloak of Mists - Summon the School |
 INFINITE
TURNS! How does this work? Enchant the Prophets with Cloak of Mists so
it will definitely deal some combat damage when attacking. In order
to get the extra turn, you'll need to sacrifice a Merfolk. To make
sure you have enough Merfolk keep playing Summon the School and then
recurring it from your graveyard by tapping four Merfolk. You'll
want to have about three to five Merfolk in play to keep this infinite
turns combo in motion. Submitted by Tekkactus. |
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Second Chance - Skull of Orm
or Hanna, Ship's Navigator |
You will need a lot of mana to pull this off, but it works. Also, you have to have five or less life for this to work. With both in play, and the 5 life or less factor in play, sacrifice the Second Chance to take an extra turn. In the same turn, activate your Skull of Orm for 5 and bring the Second Chance back to your hand. Cast it so during your extra turn's upkeep you can repeat this process. You may want to make sure your opponent can't do anything to bring your life down to zero while doing this so a Telepathy in your deck can't hurt.
If you don't like paying 5 mana to return Second Chance
back to your hand everyturn, try Hanna, Ship's Navigator as Alan Zheng
recommends. She does the same thing for less. |
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Walk
of Aeons - Crucible of Worlds - Azusa, Lost but Seeking |
 This
combo was submitted by MANY. How to get infinite turns: Play
Walk of Aeons and sacrifice three Islands to pay its Buyback cost. You now
get another turn. During this turn, use Crucible of Worlds to play one of
those three lands from your graveyard. Now, use Azusa to play two
more. Play Walk the Aeons again, paying its buyback cost, and repeat
for infinite turns. What's nice about casual: This combo hasn't
rotated out. *grin*Note: Life of the Loam
is an alternate card to use in place of the Crucible. |
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Mesmeric
Orb - Reito Lantern - Time Warp |
 This
infinite turn combo was submitted by Neuromancer and for the record, he
highly recommends using Aphetto Alchemist to help speed things along.
This combo is much like a digger/browse combo from long ago. Use
mesmeric orb to put all of your library into your graveyard and then
during your upkeep use the reito lantern to put a card from your graveyard
back in your library... except that you didn't have any cards in your
library.. so that card you put at the bottom of your library is really the
top card of your library too! Thus, if you choose time warp every
turn, you can accomplish infinite turns. Not bad.
Note: There will be a deck posted for this combo in the
next DDB update. |
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Bringer
of the Black Dawn - Beacon of Tomorrows (+Honden of Cleansing Fire) |
 This
combo was partially submitted by Kyle Nunn (without the Honden).
Originally, the combo was submitted without Honden of Cleansing Fire.
Without it, I couldn't really call it infinite, could I. Here's how
it plays. Note that this is a late game combo. With Bringer of the
Dawn in play, at the beginning of your upkeep, you can pay 2 life and
search your library for a card. Search for Beacon of Tomorrows.
Play it. Shuffle it back into your library. At the beginning
of your next turns upkeep you can search for the beacon again, cast it,
and play for infinite turns. Without the Honden, you would
eventually run out of life before you could declare infinite turns.
Hmmph. |
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Coretapper
- Magistrate's Scepter - Lifeline or Pemmin's Aura |
 This
infinite turn combo was submitted by Eric S. This combo
works as long as you have all three cards in play and at least one other
creature in play the entire turn. Tap the Coretapper to put a
charge counter on the scepter and then sacrifice him to put another two
on the scepter. With now three counters on the Scepter, you can
tap it to take an extra turn. At the end of turn, since you still
have another creature in play you can return the Coretapper to play and
repeat the next turn. Also, you can replace the Lifeline with a
variety of other cards including Pemmin's Aura, Aphetto Alchemist or
Galvanic/Voltaic Key. |
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Platinum
Angel - Isochron Scepter - Final Fortune
submitted by
Ronald Mario, new editor @ www.magicdeckvortex.com |
Here's
a SPIFFY combo. Imprint Isochron Scepter with Final Fortune, a red
instant originally from the Mirage Block. Then, with the Platinum
Angel in play, you can keep dishing out the final fortune which
translates into lots of extra turns for you. Now, Final Fortune
says you lose the game at the end of the that extra turn. Here's
the fun part. YOU CAN'T LOSE THE GAME... if you have the Angel in
play. Just make sure the Angel is out of harm's reach from your
opponent. |
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Spellweaver
Helix - Hammer of Bogardan - Time Stretch |
 Here's
a cool one using the Spellweaver Helix. Imprint both the Hammer and the
Time Stretch (or any other 'take an extra turn') cards on the
Helix. Then when you get another Hammer cast it. The Helix
activates and you take two extra turns. Then you can spend 1RR
mana to get Hammer back into your hand to cast again and take another
two turns. This lock is difficult but once you get it ... it can
be unstoppable. |
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Panoptic
Mirror - Time Stretch... |
To
be honest, I didn't want to post this one because my stubborn self
didn't like it. Anyway, about 50 of you submitted this combo in
some form.. so... HERE IT IS!
Imprint one of the four sorceries in
Magic that give you an extra turn or two... and at the beginning of each
of your upkeeps you can copy that and get infinite turns!
Although, I am sure many of you out
there can find a better use for the Mirror.. but until then, this is one
for you. I like this combo as much as I like Mindslaver as a
card. In fact. I HATE MINDSLAVER!!! Thumbs down to
WotC for printing it. Thumbs up to you for visiting Magic Deck
Vortex and another Thumbs Up to WotC for creating Magic: the gathering.
That's all. Thanks.
Newest addition to this combo is the
Beacon of Tomorrows.
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Umbilicus
- Second Chance - Monk Idealist |
Yet another
"infinity" combo
- this one was submitted by Alvaro Toledo. You have to have 5 or less life to make this one work.
Have all three cards in play. During your upkeep the Second Chance will activate since your have 5 or less life.
Use the Umbilicus to return the Monk to your hand. Then cast it during
your main phase and bring the Second Chance from your graveyard to your hand.
Cast it. Now the cycle can be repeated during your extra turn from
Second Chance and thus you can get "infinite" turns. Nice. |
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Thought
Lash - Millstone (and a few other cards) |
Here's
another bizarre Type 1 combo submitted by Markus. You need in your hand: Thought Lash, Time
Walk/Time Warp. You need in play: Soldevi Digger, Millstone (for the kill), Feldon's Cane, Phyrexian Furnace, and 8/11 mana producing lands, three/four of it blue.
Play Thought Lash. Use Feldon's Cane to shuffle your graveyard back into your library. Use Phyrexian Furnace to remove Feldon's Cane from the graveyard. The graveyard is now empty. Play Time Walk/Time Warp for an extra turn. On the next turn do not pay the upkeep for Thought Lash and remove your library from the game. Time Walk/Time Warp and on top of it Thought Lash are in the graveyard and your library is now empty.
After that but still during the upkeep phase use the Soldevi digger to put the Time Walk/Time Warp "under" your library again. Use Phyrexian Furnace to remove Thought Lash from the game. Graveyard is now empty and library consists of the Time Walk/Time Warp at the end of your upkeep phase. This will need 3 mana so far. Then you draw the Time Walk/Time Warp again. Use two more mana to activate the Millstone on opponents library. Then cast Time Walk/Time Warp to take an extra turn again. You will need 3 mana more when using Time Warp instead of Time Walk.
Phew.
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