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MDV Combos - Infinite Turns Combos
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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...

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.
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.

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.

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. 
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.
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. coretapper.jpg (45390 bytes) Magistrates_Scepter.jpg (27256 bytes) lifeline.jpg (19467 bytes) pemmins_aura.jpg (20388 bytes)
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.    platinum_angel.jpg (23283 bytes) isochron_scepter.jpg (26541 bytes) final_fortune.jpg (17127 bytes)
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. hammer_of_bogardan.jpg (26662 bytes) time_stretch.jpg (27081 bytes) Spellweaver_Helix.jpg (27890 bytes)
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.

panoptic_mirror.jpg (43233 bytes) time_spiral.jpg (34883 bytes) time_stretch.jpg (27081 bytes) time_walk.jpg (9436 bytes) time_warp.jpg (25206 bytes) beacon_of_tomorrows.jpg (34288 bytes) 
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. umbilicus.jpg (21578 bytes) second_chance.jpg (27287 bytes) monk_idealist.jpg (24120 bytes)
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.

soldevi_digger.jpg (27816 bytes) millstone.jpg (19304 bytes) feldons_cane.jpg (24878 bytes) phyrexian_furnace.jpg (28861 bytes) thought_lash.jpg (31175 bytes) time_warp.jpg (25206 bytes) time_walk.jpg (9436 bytes) 
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