Chronomantic Escape + Sphinx of the Second Sun + Hulking Metamorph Combo
Played with this combo
Prerequisites
What do I need to start this combo?
- Chronomantic Escape in hand.
- Sphinx of the Second Sun and Hulking Metamorph on the battlefield.
- Hulking Metamorph is a copy of Sphinx of the Second Sun.
available
Steps
How does this combo work?
- 1Cast Chronomantic Escape by paying
, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it.
- 2At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase.
- 3Move to your first additional beginning phase.
- 4At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself.
- 5Repeat from step 3 one additional time.
- 6At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost.
- 7Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it.
- 8Repeat from step 2.
- 1
Results
What do I get from this combo?
- You can't be attacked
- 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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