Chronomantic Escape + Sphinx of the Second Sun + Stunt Double
Chronomantic Escape
Sphinx of the Second Sun
Stunt Double
You can't be attackedLock
How it works
Cast Chronomantic Escape by paying 4, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it.
At the beginning of your postcombat main phase, Sphinx of the Second Sun and Stunt Double each trigger, causing you to get two additional beginning phases after this phase.
Move to your first additional beginning phase.
At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself.
Repeat from step 3 one additional time.
At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost.
Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it.
Repeat from step 2.
This cunning lock relies on Sphinx of the Second Sun granting you multiple additional beginning phases—complete with their own untap, upkeep, and draw steps—during each of your turns. By copying the Sphinx with Stunt Double, you double up on these extra phases, allowing you to rapidly strip away the time counters from Chronomantic Escape's suspend ability all in a single turn cycle. Once the last counter is removed, you cast Chronomantic Escape for free, sealing off the combat step entirely and restarting the suspend cycle so that opponents can never declare attacks against you again.