Archaeomancer + Kykar, Zephyr Awakener + Time Walk
Mana needed: {1}{U} each turn
WU identity
The 3 combo pieces
How to execute it
- Cast Time Walk by paying its mana cost.
- Kykar triggers, exiling Archaeomancer.
- Resolve Time Walk, causing you to take an extra turn after this one.
- At the beginning of your end step, Kykar triggers, returning Archaeomancer from exile to the battlefield.
- When Archaeomancer enters, it triggers, returning Time Walk from your graveyard to your hand.
- Repeat each turn.
What the combo produces
- Infinite turns
- Lock