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The Tenth Doctor + Taigam, Master Opportunist + Temporal Mastery Combo

  • Prerequisites

    What do I need to start this combo?

    • Temporal Mastery in hand.
    • Self-Suspending Instant or Sorcery in hand or in exile (Self-Suspending Instant or Sorcery with time counter(s) on it in exile).
    • The Tenth Doctor and Taigam on the battlefield.
    • You have a storm count of 1 if the self-suspending card is not in your hand, or a storm count of 0 otherwise.
    • You have enough mana to cast Temporal Mastery and the self-suspending card, if needed, during the first turn.
    • {7} each extra turn available
  • Steps

    How does this combo work?

    • 1
      Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
    • 2
      Cast Temporal Mastery by paying its mana cost.
    • 3
      Taigam triggers, copying Temporal Mastery and then exiling it with four time counters on it and giving it suspend.
    • 4
      Resolve the copy of Temporal Mastery, causing you to take an extra turn after this one.
    • 5
      Move to your next turn. At the beginning of that turn's upkeep, Temporal Mastery and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
    • 6
      Activate The Tenth Doctor by paying {7}, removing three time counters from Temporal Mastery and the self-suspending card, triggering their suspend abilities.
    • 7
      Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
    • 8
      Resolve the Temporal Mastery's suspend trigger, causing you to cast it from exile without paying its mana cost.
    • 9
      Repeat from step 3.
  • 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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