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Summon the School + Intruder Alarm + Cryptolith Rite

W manaU manaG mana
Summon the School
Summon the School
Intruder Alarm
Intruder Alarm
Cryptolith Rite
Cryptolith Rite
Infinite colored manaInfinite creature tokensInfinite creature ETBInfinite magecraft triggersInfinite mana creatures you control can produceInfinite storm countInfinite untap of creatures

How it works

  1. Activate at least three Merfolk you control by tapping them, adding at least 2W mana.
  2. Cast Summon the School by paying 3W mana, creating two 1/1 Merfolk Wizard creature tokens.
  3. When the Merfolk Wizards enter the battlefield, Intruder Alarm triggers twice.
  4. Resolve the first trigger, untapping all creatures.
  5. Activate at least three Merfolk you control by tapping them, adding at least 2W mana.
  6. Resolve the second Intruder Alarm trigger, untapping all creatures.
  7. If needed or desired, activate a Merfolk you control by tapping it, adding 1.
  8. Activate Summon the School by tapping four untapped Merfolk you control, returning Summon the School from your graveyard to your hand.
  9. Repeat from step 2.
  10. If you control four or more Merfolk that does not have summoning sickness, this combo nets infinite colored mana.

This looping marvel turns your Merfolk squad into a self-sustaining engine by weaving together casting costs, graveyard recursion, and untap mechanics. Cryptolith Rite grants your entire board the ability to tap for mana, transforming every creature into a makeshift land. When you cast Summon the School, the new Merfolk Wizard tokens enter the battlefield and trigger Intruder Alarm twice, untapping your creatures to let you retap them for mana and fuel the next iteration. Finally, once you have enough bodies, the activated ability of Summon the School lets you pluck the card right back out of your graveyard for four tapped Merfolk so you can cast it all over again.

Legal in:CommanderLegacyModernOathbreakerVintage
82 decks$16.95