Archaeomancer + Chthonian Nightmare + Time Warp

Mana needed: {3}{U}{U} the first turn, with {5}{U}{U}{B}{B} each extra turn

UB identity

Commander legal

The 3 combo pieces

What must be in place

You control a nontoken creature with mana value 2 or less.
You have at least {E}.

How to execute it

  1. Cast Time Warp by paying {3}{U}{U}, causing you to take an extra turn after this one.
  2. Move to your next turn.
  3. Cast Chthonian Nightmare by paying {1}{B}.
  4. When Chthonian Nightmare enters the battlefield, it triggers, causing you to get {E}{E}{E}.
  5. Activate Chthonian Nightmare by paying {E}{E}{E}{E}, sacrificing a creature with mana value 2 or less, and returning Chthonian Nightmare from the battlefield to your hand, returning Archaeomancer from your graveyard to the battlefield.
  6. When Archaeomancer enters the battlefield, it triggers, returning Time Warp from your graveyard to your hand.
  7. Cast Chthonian Nightmare by paying {1}{B}.
  8. When Chthonian Nightmare enters the battlefield, it triggers, causing you to get {E}{E}{E}.
  9. Activate Chthonian Nightmare by paying at most {E}{E}, sacrificing Archaeomancer, and returning Chthonian Nightmare from the battlefield to your hand, returning a creature with mana value 2 or less from your graveyard to the battlefield.
  10. Repeat.

What the combo produces