Wizard Mentor + Wormfang Manta + Hushwing Gryff Combo
Played with this combo
Prerequisites
What do I need to start this combo?
- Wormfang Manta in hand.
- Wizard Mentor and Hushwing Gryff on the battlefield.
- Wizard Mentor does not have summoning sickness.
each turn available
Steps
How does this combo work?
- 1During your precombat main phase, cast Wormfang Manta by paying
.
- 2Wormfang Manta's first ability does not trigger due to Hushwing Gryff.
- 3Activate Wizard Mentor by tapping it, returning it and Wormfang Manta from the battlefield to your hand.
- 4When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 5Cast Wizard Mentor by paying
.
- 6Repeat each turn.
- 1
Results
What do I get from this combo?
- Infinite turns
- Lock
Combo Metadata
Decks
Combo Rank
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 three or more cards are allowed.
4-5
Optimized and CEDH
(all combos are allowed)
All combos are allowed.
Size
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