Clockspinning + Doom's Time Platform + Time Walk
Mana needed: {1}{U} the first turn with {3}{U} each extra turn
U identity
The 3 combo pieces
What must be in place
You control a creature that can attack and that cannot be blocked or killed by an opponent.
How to execute it
- Cast Time Walk by paying its mana cost, causing you to take an extra turn after this one.
- Declare any creature as an attacker. When you do, Doom's Time Platform triggers, exiling Time Walk from your graveyard with two time counters on it.
- Move to your next turn. At the beginning of your upkeep, Time Walk's suspend ability triggers, removing a time counter from it.
- Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Walk and returning Clockspinning to your hand.
- Time Walk's suspend ability triggers, causing you to cast it without paying its mana cost.
- Resolve Time Walk, causing you to take an extra turn after this one.
- Repeat from step 2 each turn.
What the combo produces
- Infinite turns
- Lock