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Kykar, Zephyr Awakener + Time Warp + Damage Control Crew

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Kykar, Zephyr Awakener
Kykar, Zephyr Awakener
Time Warp
Time Warp
Damage Control Crew
Damage Control Crew
Infinite turnsLock

How it works

  1. Cast Time Warp by paying its mana cost.
  2. Kykar triggers, exiling Damage Control Crew.
  3. Resolve Time Warp, causing you to take an extra turn after this one.
  4. At the beginning of your end step, Kykar triggers, returning Damage Control Crew from exile to the battlefield.
  5. When Damage Control Crew enters, it triggers, returning Time Warp from your graveyard to your hand.
  6. Repeat each turn.

This elegant loop revolves around chaining extra turns by continuously recycling your spells from the graveyard. When you cast Time Warp, Kykar, Zephyr Awakener triggers to temporarily exile Damage Control Crew until the end step, preserving your resources. Once Damage Control Crew returns to the battlefield upon reaching your end step, its entering ability lets you pluck Time Warp right back out of your graveyard and into your hand. By repeating this process every single turn, you secure an unending stream of combat phases and draw steps to lock down the game.

Legal in:CommandercompetitiveBrawlLegacyModernOathbreakerVintage
0 decks$5.53