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Stormsplitter + Sorcerer Class + Whispers of the Muse Combo

  • Prerequisites

    What do I need to start this combo?

    • Whispers of the Muse in hand.
    • Stormsplitter and Sorcerer Class on the battlefield.
    • Sorcerer Class is at least level 2.
    • {16} at most, depending on how many Stormsplitters and/or other creatures you control without summoning sickness available
  • Steps

    How does this combo work?

    • 1
      Activate any creature you control that does not have summoning sickness by tapping it, adding {u} that can only be spent to cast an instant or sorcery spell, or to gain a Class level.
    • 2
      Repeat step 1 until you control no untapped creatures without summoning sickness, or until you have {5}{u} available, whichever comes first.
    • 3
      Cast Whispers of the Muse with buyback by paying {5}{u}.
    • 4
      Each Stormsplitter you control triggers, and Sorcerer Class's third ability triggers if it is level 3.
    • 5
      Resolve the Stormsplitter triggers, creating that many token copies of Stormsplitter.
    • 6
      Resolve the Sorcerer Class trigger, if applicable, dealing damage to any target equal to the number of instant and/or sorcery spells you've cast this turn.
    • 7
      Resolve Whispers of the Muse, causing you to draw a card, and return Whispers of the Muse to your hand.
    • 8
      Repeat.
  • Results

    What do I get from this combo?

    • Infinite card draw
    • Infinite draw triggers
    • Significant damage
    • Significant creature ETB
    • Significant storm count
    • Significant creature LTB
    • Significant magecraft triggers
    • Significant creature tokens with haste
    • Significant blue mana that can only be spent to cast instant and/or sorcery spells
    • Significant red mana that can only be spent to cast instant and/or sorcery spells

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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