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Jin-Gitaxias // The Great Synthesis + Time Stretch + Skullwinder Combo

  • Prerequisites

    What do I need to start this combo?

    • Time Stretch in hand.
    • Jin-Gitaxias // The Great Synthesis and Skullwinder on the battlefield (Jin-Gitaxias // The Great Synthesis with two lore counters on it on the battlefield).
    • You have at least eight cards in hand.
    • {3}{u} each other turn available
  • Steps

    How does this combo work?

    • 1
      At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its third chapter ability then triggers, causing you to cast Time Stretch and Skullwinder without paying their mana costs, and then exiling The Great Synthesis and returning it to the battlefield as Jin-Gitaxias.
    • 2
      Resolve Time Stretch, causing you to take two extra turns after this one.
    • 3
      Resolve the Skullwinder spell. When it enters, it triggers, returning Time Stretch from your graveyard to your hand.
    • 4
      Activate Jin-Gitaxias by paying {3}{u}, exiling it and returning it to the battlefield as The Great Synthesis.
    • 5
      When The Great Synthesis enters with a lore counter on it, its first ability triggers, causing you to draw cards equal to the number of cards in your hand and not have a maximum hand size for the rest of the game.
    • 6
      Move to your first extra turn. At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its second chapter ability then triggers, returning all non-Phyrexian creatures (including Skullwinder) from the battlefield to their owner's hand.
    • 7
      Repeat from step 1 during your second extra turn
  • Results

    What do I get from this combo?

    • Lock
    • Significant turns

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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