Chronomantic Escape + The Tenth Doctor
Mana needed: {4}{W}{W} the first turn if Chronomantic Escape is in your hand, or {7} available otherwise, with {7} available each following turn
URW identity
Commander legal
The 2 combo pieces
What must be in place
Chronomantic Escape in hand or in exile with at least one time counter on it.
How to execute it
- If Chronomantic Escape is in your hand, cast it by paying {4}{W}{W}.
- Otherwise, activate The Tenth Doctor by paying {7}, causing you to time travel three times, removing all time counters from Chronomantic Escape and cast Chronomantic Escape from exile without paying its mana cost.
- Resolve Chronomantic Escape, preventing creatures from attacking you until your next turn, and exiling Chronomantic Espace with three time counters on it.
- Repeat from step 2 during each of your turns.
What the combo produces
- Lock
- You can't be attacked