Chronomantic Escape + Sphinx of the Second Sun + Sakashima the Impostor
Chronomantic Escape
Sphinx of the Second Sun
Sakashima the Impostor
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 Sakashima the Impostor 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 crafty lock relies on Sphinx of the Second Sun granting you multiple additional beginning phases—complete with their own untap, upkeep, and draw steps—during a single turn. By having Sakashima the Impostor enter the battlefield as a copy of the Sphinx, you double up on those extra postcombat main phase triggers, rapidly accelerating the passage of time. This hyper-speed progression strips away all three time counters from Chronomantic Escape in mere moments, allowing you to continually recast the sorcery for free and completely lock opponents out of the combat phase forever.