Anzrag, the Quake-Mole + Obscuring Haze + Forbidden Orchard + North Pole Patrol
Anzrag, the Quake-Mole
Obscuring Haze
Forbidden Orchard
North Pole Patrol
Infinite combat phasesInfinite untap of creatures you controlInfinite mana creatures you control can produceInfinite creature ETB for target opponentInfinite death triggers for target opponentInfinite creature LTB for target opponent
How it works
Activate Anzrag by paying 3, causing opponents to block Anzrag if able this turn.
Cast Obscuring Haze by paying 0 if you control a commander, or 2 otherwise, preventing all combat damage that would be dealt by opposing creatures this turn.
Declare Anzrag as an attacker, attacking any opponent.
If the opponent does not control a creature, activate Forbidden Orchard by tapping it, adding one mana of any color.
If Forbidden Orchard was activated, it triggers, causing the defending opponent to create a 1/1 Spirit creature token.
If Forbidden Orchard was activated, activate North Pole Patrol by tapping it, untapping Forbidden Orchard.
The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
Any combat damage that would be dealt to Anzrag is prevented by Obscuring Haze.
Repeat from step 3 each combat phase.
This relentless loop lets you chain infinite combat phases by forcing your opponents to throw their forces into an unbreakable wall, thanks to Anzrag, the Quake-Mole's activated lure ability. Because Obscuring Haze prevents all damage that would be dealt by creatures your opponents control, Anzrag survives being blocked indefinitely without a scratch. Whenever an opponent happens to lack a blocker, Forbidden Orchard steps in to supply a Spirit token, which North Pole Patrol can immediately untap to keep the land's mana flowing. Meanwhile, North Pole Patrol’s own tap ability quietly helps untap your other permanents, cementing this engine into an unstoppable cascade of extra combat steps.