Last updated on March 4, 2025

Omniscience | Illustration by Jason Chan
Going infinite might not guarantee a win, and it has quite the opportunity to make an incredible story, or turn you into a villain. You can use as few as two cards to make your opponent suffer in an infinite loop and laugh as they realize they can do nothing to stop their inevitable loss. There are a lot of infinite combos you can pull off in MTG. I want to give a nibble to your greedy side in several formats and have samples from Standard, Modern, EDH, and Pauper.
Some of these infinite combos are available on Magic Arena, but today I pull from nearly 30,000 Magic cards to focus on ones you might not have tried on paper.
What Are Infinite Combos?
Enter the Infinite | Illustration by Jake Murray
An infinite combo is a set of card interactions, abilities or effects that can be repeated over and over until you say โwhen.โ The combo could produce infinite damage, infinite mana, and some give one of your creatures infinite power.
It's important to note, these combos all allow the player with priority to stop it. If you have a combo that never ends, then the game never progresses and is a draw.
I'll make it as concise and clear as possible on how to make the combo repeatable, though you should know that using any infinite combo might be grounds for a rule 0 discussion before your game. Does each player know they might be stepping into a game with such powers on hand? One more thing, each of these could be infinitely better than another so don't get too worked up if yours is not in the top 10.
#37. Temur Sabertooth + Zacama, Primal Calamity
The Temur Sabertooth has the potential to enable multiple infinite combos. Its ability looks pretty insignificant at first but combined with certain cards, it can help you produce infinite mana, buff your creatures with a gazillion counters and draw at the same time, or even have infinite turns.
You need Temur Sabertooth, access to mana from lands, and Zacama, Primal Calamity. With Temur Sabertooth already on the board, tap your lands for 12 mana and play Zacama. As it enters the battlefield, Zacama will untap all your lands. Then you can use your floating mana to return it to your hand with Temur Sabertoothโs ability, which nets you additional mana.
This is where the infinite combo comes into play: as your lands are untapped again, you can repeat the process until you choose to stop. You now have infinite colorless mana, infinite enters and leaves the battlefield triggers. You can even play some enchantments that double your mana to gain faster access to this combo, like Mirari's Wake.
#36. Temur Sabertooth + Time Warp + Archaeomancer
A combo you can use with Temur Sabertooth allows you to take infinite turns. You need two other cards: Time Warp and Archaeomancer. Once youโve got Sabertooth in play and the other two in hand, you only need enough mana () to use them one after the other.
First, play Time Warp, target yourself, and return it to your hand with Archaeomancer. Next, use Temur Sabertoothโs ability to bounce Archaeomancer back into your hand. This is a certain win if your opponent doesnโt have a way to remove one of your creatures since youโll be the only player that is, you know, playing.
Archaeomancer and Time Warp can be replaced with other sorceries that give you another turn before heading to the graveyard rather than exile, like Time Stretch or Time Walk plus a creature that enters to bring that spell back from the graveyard like Ardent Elementalist and Mnemonic Wall.
#35. Ill-Tempered Loner + Angelfire Ignition
Thankfully both the day and nightbound sides of Ill-Tempered LonerHowlpack Avenger function the same for this combo. Cast Angelfire Ignition and target your werewolf, then give it nonlethal damage (probably 1 or 2) and continue to target it for infinite life due to lifelink. Not bad for a turn of being indestructible.
There are lots of goods from this transaction. Start with the legendaries in play, and turn the rebel into a copy of Atsushi, the Blazing Sky. Let the legend rule kill the token, choose to create treasure, then with Ratadrabik of Urborg, make the token zombie a copy of Atsushi. Then use two of the treasures to equip the Blade to the token Atsushi and repeat.
You can pat yourself on the back for clever use of the legend rule to be your sacrifice outlet, and yes you come out with a measly one treasure per transaction, a lot of other triggers happened along the way, when a creature dies, when an artifact comes into play or is sacrificed, those payoffs can win you the game.
#33. Midnight Guard + Presence of Gond
Ah the simplicity of Pauper, keep your opponent up 'til 12 a.m. with the Midnight Guard creating elf warriors. Make sure you can the Guard the same turn you enchant it with the Presence of Gond, since any removal of your Midnight Guard or the aura is enough to disrupt this. Now if only there were a way to grant your team haste in or โฆ
#32. Banishing Knack + Mirran Spy + Ornithopter
Love the low costs on this one, begin with Mirran Spy and Ornithopter in play, cast Banishing Knack and target Mirran Spy. Activate the spy's ability and return Ornithopter to your hand. Cast Ornithopter, trigger the spy and you bounce the thopter up and down better than Forrest Gump with a ping pong ball. This infinite loop only lasts the turn so make it count with storm or artifactfall.
#31. Intruder Alarm + Krenko, Mob Boss / Thraben Doomsayer
This is another card that has the potential to enable multiple infinite combos. Intruder Alarm was reprinted in the Wilds of Eldraine: Enchanting Tales and combines with as few as one other card to provide infinite creatures. Krenko, Mob Boss is a famous one and Thraben Doomsayer can provide an infinite army of goblins or humans with the Alarm in place.
#30. Primal Prayers + Guide of Souls + Shrieking Drake
For this Modern-playable one, you start with Primal Prayers and Guide of Souls on the battlefield. Use either an energy or to cast Shrieking Drake. Then resolve the Guide of Souls trigger first, and have the Shrieking Drake bounce itself to your hand. You've gained a life, cast a creature, had a creature enter and leave, and have another energy ready to go again.
It took three colors, and two 1-drops and can result in infinite life and infinite storm count. Not bad for the powerful and deep set that is Modern Horizons 3.
#29. Kiki-Jiki, Mirror Breaker + Seeker of Skybreak / Deceiver Exarch
A simple, yet effective combo that lets you create an infinite number of creatures to finish your opponent. First, get Deceiver Exarch on the battlefield and then play Kiki-Jiki, Mirror Breaker targeting Exarch to create a copy of it. The new Exarch comes to the battlefield and untaps Kiki-Jiki. Repeat the process as many times as needed to finish your opponent since Exarchโs tokens will have haste.
If you shift from blue to green or use a Gruul commander you can use Seeker of Skybreak instead of the Deceiver for essentially the same process. Start with both on the battlefield, then activate Kiki-Jiki, Mirror Breaker to make a copy of Seeker of Skybreak. Activate Seeker of Skybreak to untap Kiki-Jiki and repeat for infinite tapped creature tokens.
#28. Deceiver Exarch + Kiki-Jiki, Mirror Breaker
A simple but effective combo that lets you create an infinite number of creatures to finish your opponent. First, get Deceiver Exarch on the battlefield and then play Kiki-Jiki, Mirror Breaker targeting Exarch to create a copy of it. The new Exarch comes to the battlefield and untaps Kiki-Jiki. Repeat the process as many times as needed to finish your opponent since Exarchโs tokens will have haste.
#27. Splinter Twin + Pestermite / Zealous Conscripts
This is also known as the Splinter Twin combo because the namesake enchantment works the same way as Kiki. You can also use Pestermite or Zealous Conscripts for your untapping.
#26. Vizier of Remedies + Devoted Druid
This is a relatively cheap combo that produces infinite mana. Devoted Druid adds one green mana when tapped and can be untapped for a -1/-1 counter. Vizier of Remedies prevents it from getting this counter so you can continuously tap and untap Devoted Druid for infinite green mana.
#25. Quillspike + Devoted Druid
You can also use Quillspike instead of the Vizier, which removes -1/-1 counters to get +3/+3, basically giving it an infinite amount of power with Devoted Druid. If you have any way to give it haste or it already got over its summoning sickness, the game is over. However, all it takes is a simple removal so your opponent can prevent their demise. Still, itโs a fun way to make your opponent sigh and give up the game.
#24. Irencrag Feat + Prismite + Nivix Guildmage
Here's another infinite-mana, instant-win combo thatโs relatively easy to pull off. Irencrag Feat provides you with seven red mana, but also restricts you to casting one more spell that turn. But, this doesnโt prevent it from getting copied. So, use Prismite to pay and get a blue mana, and copy Irencrag Feat with Nivix Guildmage. Then you can copy it again, again, and again to get an infinite amount of mana, which Prismite turns into infinite colored mana. You can use that mana to activate Nivix Guildmageโs looting ability and get a spell like Banefire to kill off your opponent.
#23. Morselhoarder + Sinking Feeling + Power of Fire
There are various ways to make this combo work, but Iโll go over just one since the concept is pretty simple. Morselhoarder comes into play with two -1/-1 counters and can add one mana by removing one of these counters. If you enchant it with Sinking Feeling, you can pay one mana to put another -1/-1 counter on and untap it. Finally, Power of Fire deals one damage whenever you tap Morselhoarder, and repeat the process forever.
#22. Ygra, Eater of All + Experimental Confectioner + Bartolomรฉ del Presidio
OK, play Abzan in Standard and you can feast on this all-you-can-eat combo. Start your order with the three creatures, plus a fourth creature, maybe a rabbit token from a Carrot Cake. Activate Bartolomรฉ del Presidio to sacrifice that fourth creature, thanks to Ygra, Eater of All, Experimental Confectioner triggers, and creates a fresh Rat token that you can again sacrifice with the vampire knight.
The abilities resolve and you end up with infinite +1/+1 counters on two creatures, plus the ETB and death triggers. Be sure to drink plenty of water and do your dishes!
#21. Dramatic Snipe
You need four cards to make this combo work. First is Dramatic Reversal, which untaps all non-land permanents you control. Then youโll need Elite Arcanist, allowing you to exile an instant card from your hand and copy it by paying its converted mana cost. You also need a creature or artifact that you can tap for two or more mana, like Hedron Archive. Finally, you need to have Guttersnipe on the battlefield to trigger its ability.
Hereโs how it works: Hedron Archive and Guttersnipe are on the battlefield. Before you play Elite Arcanist, tap Hedron Archive to get two mana. Dramatic Reversal is then exiled and copied, untapping all permanents, which allows you to repeat the process infinitely. Since Dramatic Reversal will trigger Guttersnipe each time, you can deal infinite damage to your opponent.
Deadeye Navigator is another flexible card that is widely used for combos. It pairs with another creature thanks to its soulbond ability and gives both of them the activated ability which allows you to exile that creature and bring it back to the battlefield for two mana. Peregrine Drake untaps five lands when it enters the battlefield, so each time you exile and bring it back, you get three additional mana. You can also swap Peregrine Drake with Palinchron or Great Whale if they suit you better.
#19. Ral, Storm Conduit + Expansion//Explosion
Most of the combos here arenโt legal in Standard, but this one was for a while. Youโll need Ral, Storm Conduit, two copies of Expansion, four mana to cast them in succession, and enough mana to get the combo going.
First, Ral needs to be on the battlefield. Then, cast any cheap spell (like Opt) to start the combo. Cast Expansion targeting Opt, then cast another Expansion to copy that, creating an infinite loop. Ral will deal one damage each time an instant or sorcery is cast and with infinite loops comes infinite damage.
#18. Enduring Scalelord + Altered Ego
When talking about infinite combos, most people think about life or mana, but infinite counters are also a thing. Perhaps the easiest card to make this kind of combo work is Enduring Scalelord. It has a simple ability: whenever a creature gains a +1/+1 counter, Enduring Scalelord also gains one.
Unless youโre playing a singleton format, you can play two of them to start an infinite loop of counters. And if you are playing singleton, all you need is to replicate it like with Altered Ego, Clone, etc. The loop is infinite, and thanks to the word โmayโ on this card you can just say they each have 11 million +1/+1 counters to end the madness.
#17. Yore-Tiller Nephilim + Medomai the Ageless + Viscera Seer
This is one of those combos that give you infinite turns, but itโs kinda tricky. The combo is built around the non-green nephilim, Yore-Tiller Nephilim, Medomai the Ageless, and Viscera Seer (or any creature with a sacrifice a creature ability). Medomai has an incredible ability that allows you to take an extra turn if it deals combat damage to a player, but it canโt be declared attacker during the extra turn.
So, you sacrifice Medomai with Viscera Seerโs ability during your extra turn and attack with Yore-Tiller Nephilim, which brings Medomai back to the battlefield, tapped and attacking. Since Medomai will once again hit your opponent, you get another turn. You can repeat this as long as you want. You should keep in mind that Medomai has to hit your opponent for you to get that extra turn. You can use something like Sleep to tap your opponentโs creatures or Deepchannel Mentor so it canโt be blocked.
#16. Selvala, Heart of the Wilds + Freed from the Real
Infinite mana is always welcome, and this one is really easy. All you need is Selvala, Heart of the Wilds, Freed from the Real, and a creature with at least three power. Selvala can tap for one to add mana equal to the greatest power among creatures you control and then you untap it for one mana thanks to Freed from the Real. If you have a creature with at least three power, youโll always gain more than youโre spending.
#15. Grand Architect + Pili-Pala
Grand Architect and Pili-Pala is used by a lot of players in various formats and is perhaps the most commonly known infinite mana combo. When you activate Grand Architectโs first activated ability, Pili-Pala becomes a blue creature and, with the Architectโs second activated ability, you can tap Pili-Pala for two colorless mana. You can then use Pili-Palaโs untap ability with these two colorless mana to gain one mana of any color and repeat the loop as many times as you want.
#14. Riku of Two Reflections + Palinchron
This one is both an infinite mana and an infinite token combo. You need at least seven lands with access to nine in blue and at least one green . Ensure you have Riku of Two Reflections on the field, when you play Palinchron, choose to copy the Illusion. Since Palinchron untaps up to seven of your lands, you can then use four of that mana to return it to your hand with its activated ability and play it again to make an infinite number of tokens and infinite mana.
#13. Famished Paladin + Sorin, Vengeful Bloodlord + Sorcerer's Wand
It might take a while to put this combo in place, but if your opponent doesnโt stop it in time, you get both infinite life and damage. Sorin, Vengeful Bloodlord provides your creatures with lifelink during your turn and Famished Paladin untaps whenever you gain life. All you need is to equip the vampire knight with a simple Sorcerer's Wand and it can deal damage and untap for infinite damage (and life, as if it matters at this point).
#12. Chandra's Ignition + Serra Avatar
The hardest part of this one is to maintain the highest life total before you get Serra Avatar on the battlefield and cast Chandra's Ignition. If you have trouble getting the greatest life total, try these at mana values of 6, 7 or 8: Axis of Mortality, Arbiter of Knollridge, and Invincible Hymn.
#11. Samut, the Driving Force + Sprout Swarm
Samut, the Driving Force requires you to reach max speed before it can make the buyback and convoke allow Sprout Swarmโs resulting creature token to pay for itself. Thus, the Naya commander is one of two cards that can result in infinite saproling tokens and infinite instants cast.
#10. Bloodthirsty Conqueror + Starscape Cleric
There are dozens of combinations that might suit you beyond the infamous Exquisite Blood, and Sanguine Bond. This one with Bloodthirsty Conqueror and Starscape Cleric is available in Standard. The options expand with other formats. Common deviations of the Sanguine Bond combo that end when your opponent drops to 0 dip into white for Vizkopa Guildmage or green for Dina, Soul Steeper.
Here is one of the fastest ways, and you just need a way to gain a life, or make your opponent lose a life to set it in motion. Sorin, Imperious Bloodlord activates its -3 ability to play your Bloodthirsty Conqueror from your hand on turn 3 after you dropped Starscape Cleric on turn 2. Now you've got a flier that can do the trick, or Radiant Fountain or Obscura Storefront or a crazy turn 1 foreshadow of Leechridden Swampโฆ
#9. Duskmantle Guildmage + Mindcrank
MTG is such a marvelously broken game that you can defeat your opponent with these two cards and seven mana (). Duskmantle Guildmage has two abilities: the first one makes your opponent lose one life each time a card is put in their graveyard, and the second puts the top two cards of their library into their graveyard. Meanwhile, Mindcrank makes it so your opponent has to put a number of cards in their graveyard equal to the damage they receive. This triggers an infinite loop of damage and mill, so congratulations! You just made someone hate you.
#8. Spike Feeder + Archangel of Thune
This combo saw some play in Modern, but it takes a while to start and is relatively easy to prevent. Spike Feeder comes into play with two +1/+1 counters on it, and you can remove one of them to gain two life. Archangel of Thune puts a +1/+1 counter on each creature you control whenever you gain life, which means infinite life and infinite counters on creatures you have on the battlefield. Other than Spike Feeder, of course which breaks even.
#7. Lion's Eye Diamond + Auriok Salvagers
Lion's Eye Diamond is a well-known artifact for infinite combos and there are multiple ways to use it, but Iโll stick to just one. This one works with Auriok Salvagers, which allows you to return Lion's Eye Diamond from your graveyard to your hand. Each time you sacrifice Lion's Eye Diamond, you get three mana of any color and you spend two to bring it back, essentially giving you infinite mana.
But you still need to find a way to draw some cards to actually damage your opponent or have a mana sink to use to convert your infinite mana into something useful, like Origin Spellbomb or Sunbeam Spellbomb, which you can use with Auriok Salvagers to bring back and sacrifice infinitely since you have infinite mana.
#6. Time Vault + Voltaic Key
Anyone who plays Vintage frequently has probably come across this combo at least once. Although itโs banned in EDH and Legacy and restricted in Vintage, it would be a shame to not mention it when talking about infinite combos. The fame comes from its simplicity and effectiveness: Time Vault taps to take an extra turn and you need to skip a turn to untap it. However, you can solve this problem with Voltaic Key since it allows you to untap Time Vault, take an extra turn, repeat it infinitely, and basically win the game since your opponent will have no chance to play.
#5. Hushwing Gryff + Wormfang Manta + Conjurer's Closet
Taking infinite turns is always welcome, so hereโs another one. Hushwing Gryff prevents creatures from triggering their abilities when they enter the battlefield, so you wonโt have to skip a turn when Wormfang Manta comes into play. But, when you exile it with Conjurer's Closet and have it come back, you get to take an extra turn. Rinse and repeat until you can play your entire library of spells.
#4. Niv-Mizzet, the Firemind + Curiosity
Sometimes, dealing infinite damage is just too easy to be called fair. Niv-Mizzet has a couple of ways to make it work, but the concept is very simple. Niv-Mizzet, the Firemind deals one damage to your opponent whenever you draw a card. If you enchant t with Curiosity, you draw another card and create an infinite loop. This also works with Tandem Lookout or Ophidian Eye.
#3. Time Sieve + Thopter Assembly
You need a solid mana base to make this one work since you have to cast Thopter Assembly each turn. Time Sieve needs to be on the battlefield first, and when you begin your upkeep with Thopter Assembly as the only thopter on the battlefield, it will create five 1/1 tokens, which you will use as sacrifices to your Time Sieve. Thopter Assembly returns to your hand, you cast it again, and continue as long as you want. You only need a couple of non-Thopter creatures or pretty much any way of ending your opponent, but it shouldnโt be that difficult at this point.
#2. Enter the Infinite + Omniscience
An infinite draw and cast combo that can only be prevented by a solid counterspell, or death is inevitable. With Omniscience, youโre able to cast spells from your hand without paying their mana costs. Enter the Infinite allows you to draw your entire library, which means that you can just throw your library at your opponent and say, โI win.โ
#1. Personal Favorite: Mindslaver + Academy Ruins
As far as infinite combos go, this one is devilishly fun for me, and youโll soon learn why. It requires at least 12 mana to work but is literally unstoppable unless you decide to stop it. Sacrificing Mindslaver allows you to take your opponentโs next turn. This alone makes it a powerful card, but if you activate the second ability on Academy Ruins, on your upkeep to put Mindslaver back on the top of your library, then you draw it on your turn, repeat the process, and play the game alone. It might reduce the number of friends you have, but you canโt deny itโs a great combo.
Infinite Combo Payoffs
So what? You may have drawn as many cards as you like, have infinite colorless mana or infinite enters and leaves the battlefield triggers, those alone do not equal โyou win the gameโ like some cards. You might not have a spell you can play with all that mana or a way to beat a chump block with your infinitely strong creature. Thus, payoffs like these can be the difference between victory and a foolish loss.
The power of staffs is incredible and Staff of Domination is a prime example for winning with infinite colorless mana (there are more combos with Staff of Domination too). I love being able to throw in a common like Impact Tremors which can take your infinite ETBs and only need as many triggers as your opponent has life. For the infinite card draws, Psychosis Crawler does the trick as long as you have more cards to draw than your opponent has life.
How Do People Feel About Infinite Combos?
Competitive players need to know if an infinite combo is coming and the best way to defeat it, but as for infinite combos in casual formats, most players accept that an infinite combo can end the game. People generally feel, if they had a chance to compete in the game, or to at least break up the combo, it's OK. Tutoring for combo pieces is often a good measuring stick of whether someone likes combos or not and worth asking about in pre and post-game discussions.
At the end of the day, many agree that if a game goes on too long, an infinite combo is a welcome way to end it and release players to shuffle up and play again.
Want More Combos?
If this list isn't enough for you, head over to Commander Spellbook to really get your juices flowing. The site is a veritable treasure trove of new combo ideas. You can search by specific card, for example, if we want to look for things to do with Mindslaverโฆ
โฆ or if you're really devilish, you can search by combo type, such as โGain control of all of target player's turns.โ
Highly recommended!
The Combo's Over
Dramatic Finale | Illustration by Steve Argyle
Like I said earlier, there are just too many infinite combos in MTG to mention all of them. Itโs a complex game with complex mechanics and an outstanding number of cards to choose from, so itโs highly possible that there are undiscovered combos wading in your card pool.
If you think there is a combo missing that I should have mentioned, let us know in the comments below or find us on Twitter!
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14 Comments
here is another one to add to the list
Exquisite Blood
Sanguine Bond
creates a game ending combo
a soon as you gain life or deal damage
Yes! Thanks, that’s a great one.
This really is awesome. I do play arena a lot and have one that I discovered recently. Is there an article for Arena like this?
Glad you liked it! No different article for Arena, but feel free to share your combo here ๐
How do you like Hapatra, Visir of Poisons, Blowfly Infestation and Obilisk Spider? Infinite Snakes for infinite -1/-1 counters for infinite damage and infinite life gain!
Cool!
Skull of Orm, Second Chance, Necropotence( for some of our early players out there) , there are newer versions of these cards with the same effect, but it is a fairly simple infinite turn combo that can be pulled off with six mana (less using modern be variants), and it “finds” itself with Necropotence and gets you to the 5life trigger at the same time.
Enduring Scalelord has a “may” ability, so you can stop it whenever you want.
Your Dramatic Snipe combo can also use Isochron Scepter for redundancy, which can be cast by the Hedron Archive (after it’s cast), and the Scepter can be used right away, all for the same 4cc cost to cast Elite Arcanist (with summoning sickness).
Another fun Time Sieve combo I use is with Thopter Foundry and Sword of the Meek… sacrifice Sword of the Meek to Thopter Foundry, creating a 1/1 token that Sword of the Meek immediately comes back to equip. Sacrifice it five times and you have five 1/1 artifact creatures to sacrifice to Time Sieve. In the same deck, I also use a fun combo using Proteus Staff and Goblin Charbelcher, which was the purpose of building the deck, but it requires an entirely creatureless deck. So this is my creatureless combo deck, using Alela, Artful Provocateur… with lots of creature wipes/removal. So you use Proteus Staff to put either Alela or a creature token on the bottom of your library, then proceed to reveal cards until you find Alela (or nothing), then… you get to rearrange your entire deck any way you want it! Because cards go on the bottom in “any order” and you’re seeing your whole library, it means you’re now in God Mode. For Goblin Charbelcher we put all our lands on the bottom, so that when it’s used we maximize the damage being dealt to someone’s face (this requires using Proteus Staff again to rearrange the deck, but it’s a quick process). But that combo comes after I get my infinite turn combo rolling. Stack up Scroll Rack, Necropotence, Sol Ring, Mana Vault and Mana Crypt get me into other scaling mana rocks: Chromatic Orrery casts Gilded Lotus, which casts Chromatic Lanter or Arcane Signet (or Necropotence, if it’s not out yet). You get the idea… it’s a fun deck, but it can be stopped with removal, so I try to protect against that as much as possible with efficient counterspells. Having Scroll Rack and Necropotence help keep things coming in the order we need. And I think there are 10 or 11 tutors in there that can find Proteus Staff for 3cc or less. Fun stuff.
Great article though! I saw some nice combos I hadn’t seen before! ๐
im glad that my decks infinite combo(s) were not posted.
It was about 20 years ago so I forget the exact cards used, but there was a player in my college’s Gamer’s Club with a deck that could generate infinite 1/1 Squirrel tokens.
Sounds like the ol’ Squirrel Nest + Earthcraft combo to me!
Shallai and Hallar with The Red Terror, Heliod, Sun Crowned, or anything that gives it lifelink and something that gains +1/+1 counters on lifegain. Activate it for infinite damage, and with the later two infinite life.
Shalai and Hallar could definitely make the list on another pass through.
All Will Be One for the same reasons.
Table clearing infinite combos ruin the fun of magic. It is too easy to get access to these win cons situation especially in casual matches. Yes, rule 0 provides a possible mitigation, but that also set a negative tenor to the game.
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