Animation Module + Intruder Alarm + Zameck Guildmage Combo
Played with this combo
Prerequisites
What do I need to start this combo?
- All permanents on the battlefield.
- Creatures you control can tap to produce at least
. You have a way to cause a creature to enter the battlefield without a -1/-1 counter on it.
available
Steps
How does this combo work?
- 1Activate Zameck Guildmage's first ability by paying
, causing each creature you control to enter the battlefield with a +1/+1 counter on it this turn.
- 2Cause a creature to enter the battlefield, which enters with at least one +1/+1 counter on it due to Zameck Guildmage.
- 3Intruder Alarm and Animation Module trigger.
- 4Resolve the Intruder Alarm trigger, untapping all creatures.
- 5Holding priority, activate a mana-producing creature by tapping it, adding at least
.
- 6Resolve the Animation Module trigger, causing you to create a 1/1 Servo artifact creature token that enters the battlefield with at least one +1/+1 counter on it due to Zameck Guildmage.
- 7Repeat from step 2.
- 1
Results
What do I get from this combo?
- Infinite creature tokens
- Infinite creature ETB
- Infinite mana creatures you control can produce
- Infinite untap of creatures
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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