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Wizard Mentor + Wormfang Manta + Hushwing Gryff 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.
    • {7}{u}{u}{u} each turn available
  • Steps

    How does this combo work?

    • 1
      During your precombat main phase, cast Wormfang Manta by paying {5}{u}{u}.
    • 2
      Wormfang Manta's first ability does not trigger due to Hushwing Gryff.
    • 3
      Activate Wizard Mentor by tapping it, returning it and Wormfang Manta from the battlefield to your hand.
    • 4
      When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
    • 5
      Cast Wizard Mentor by paying {2}{u}.
    • 6
      Repeat each turn.
  • 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.

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