Instant (2)

Sorcery (1)

Artifact (1)

This is a combo deck that focuses on aggressive ramp, draw power, and countermagic.

The main focus is a win via either an infinite turn combo or an infinite creature combo.

Creature Combos

These combos are the easiest to pull off, and only involve 2 cards. Kiki-Jiki, Mirror Breaker or Splinter Twin are necessary.

Pestermite , Bounding Krasis , and Deceiver Exarch are the other half of the combo. When you generate the first copy, they allow you to untap the creature that created the copy, which allows you to create another copy, repeat ad infinitum.

Birthing Pod , Green Sun's Zenith , and Chord of Calling all help enable these combos.

Turn Combos

Note: I've removed several of the pieces for infinite turn combos. Now I simply try to take a bunch of turns at once with copy spells and abilities, as well as graveyard recursion, which gives me plenty of time to safely set up an infinite creature combo.

The infinite turn combos are a little more effort to pull off, but much more satisfying (for you, nobody else).

They all require either Time Warp or Walk the Aeons , as well as Eternal Witness or Archaeomancer .

Deadeye Navigator + Eternal Witness : Keep flickering and grabbing Time Warp every turn.

Jace, the Mind Sculptor + Eternal Witness : E Wit to grab TW, Jace -1 to bounce E Wit. Cast TW. Repeat until Jace dies, Cast E Wit to grab and cast Jace, -1 to bounce E Wit. Repeat. (Removed Jace because he's not that great, but here's the combo if you want to use it)

E Wit on the battlefield, cast progenitor minic to copy it, grabbing your Time Warp out of the graveyard, and then again every upkeep thereafter. (Removed Mimic)

I don't think there's any more actual infinite turn combos, but there's plenty of ways to copy and recur Time Warp , then use those turns to dig for the last pieces of the combo.


Updates Add

Been a long time since the last update but I have been maintaining the deck. Made some progress foiling out the deck and added some upgrades, most notably:

Chandra, the Firebrand -> Ral, Storm Conduit: Fits comfortably in her slot, and allows alternating + and - as opposed to Chandra taking 2 turns to tick back up.

Green Sun's Zenith -> Finale of Devastation: 1 more mana, but drops the restriction of green cards (which means it hits Kiki) AND can hit the grave, which is another layer of deck redundancy that I love.

Blue Sun's Zenith -> Mana Drain: BSZ is a card I'm fond of, but it just wasn't having the impact it needed to have vs things like Dig, Frantic Search, or whatever. Mana drain is budget unfriendly and not necessary for the deck to work, but having that extra edge of being up a few mana for a turn is often enough to accelerate the win by a turn or two.

Walk the Aeons -> Temporal Manipulation: I feel dumb for not knowing this existed until now. Walk was just a redundant Time Warp and the buyback was never relevant for me, so manipulation is a strict upgrade.

Comments View Archive

Date added 7 years
Last updated 7 months

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

45 - 0 Rares

11 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 2.84
Tokens None Copy Clone, 1/1 Spirit
Folders EDH for Others, Estupendes, EDH, Favs, Favorites of ALL TIME, Meh, EDH for Me, EDH, Neat Decks, Animar's Bane Ideas, See all 37
Ignored suggestions
Shared with

Revision 88 See all

7 months ago)

+1 Arcane Denial main
+1 Archaeomancer main
+1 Birds of Paradise main
+1 Boseiju, Who Shelters All main
+1 Bounding Krasis main
+1 Brainstorm main
+1 Coiling Oracle main
+1 Consecrated Sphinx main
+1 Deadeye Navigator main
+1 Deceiver Exarch main
+1 Dualcaster Mage main
+1 Eldritch Evolution main
+1 Eternal Witness main
+1 Finale of Devastation main
+1 Hinterland Harbor main
+1 Isochron Scepter main
+1 Kodama's Reach main
+1 Mana Drain main
+1 Mystical Tutor main
+1 Pact of Negation main
and 29 other change(s)