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Jeskai Ascendancy + Sorcerer Class + Clockspinning Combo

  • Prerequisites

    What do I need to start this combo?

    • Clockspinning in hand.
    • Jeskai Ascendancy and Sorcerer Class on the battlefield.
    • Sorcerer Class is at least level two. You control at least four creatures without summoning sickness.
  • Steps

    How does this combo work?

    • 1
      Activate four creatures you control by tapping them, adding {3}{u} that can only be spent to cast instant and/or sorcery spells, or to gain a Class level.
    • 2
      Cast Clockspinning with buyback by paying {3}{u}, triggering Jeskai Ascendancy's first and second abilities and Sorcerer Class's third ability if it is level three.
    • 3
      Resolve the Sorcerer Class trigger, if applicable, causing Clockspinning to deal an amount of damage to each opponent equal to the number of instants and sorceries you've cast this turn.
    • 4
      Resolve the first Jeskai Ascendancy trigger, giving creatures you control +1/+1 until end of turn and untapping them.
    • 5
      Resolve the second Jeskai Ascendancy trigger, allowing you to loot.
    • 6
      Resolve Clockspinning, returning it to your hand.
    • 7
      Repeat.
    • 8
      If you control five or more creatures without summoning sickness, this combo nets near-infinite mana.
  • Results

    What do I get from this combo?

    • Infinite draw triggers
    • Infinite looting
    • Infinite self-discard triggers
    • Significant blue mana that can only be spent to cast instant and/or sorcery spells
    • Significant damage
    • Significantly large creatures until end of turn
    • Significant magecraft triggers
    • Significant proliferate
    • Significant red mana that can only be spent to cast instant and/or sorcery spells
    • Significant storm count
    • Significant untap of creatures you control
    • Significant mana creatures you control can produce

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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