Top 10 Infinite Mana Combos in Magic: The Gathering
Infinite Mana Combos in Magic
Most Magic decks gradually increase their mana (and ability to play bigger spells) with lands, but some can generate infinite resources with the right tools. In and of itself, unlimited mana won't win a game, but it lets you cast practically anything and can infinitely empower a mana-strengthened creature, scoring an immediate win with a direct attack.
For diversity's sake, we're limiting each spell to a single appearance (some can substitute for others), showcasing a wider pool. With that in mind, these are the ten best infinite mana combos in Magic: The Gathering!
10. Temur Sabertooth + Paradox Engine + Gyre Sage + Any Cheap Creature
This one's a bit tricky; it not only requires four cards, but someone who taps for several mana. Once evolved several times, Gyre Sage fits the bill, and casting Sabertooth will help her reach her destination.
Here's how it works. With your first three pieces in play, tap Gyre for mana. Use this to help pay for a creature (any will do, but the cheaper the better). Engine untaps Gyre, letting you retap her for mana. Meanwhile, Sabertooth can spend two to bounce your creature back to hand. Rinse and repeat for a complex yet potentially infinite combo—you just need to be tapping Gyre for more mana than you're spending on Sabertooth's ability and the creature's price. With a one-cost troop, that means Gyre must have at least four +1/+1 counters to come out ahead. Pull it off, and you've got infinite green mana.
9. Mox Lotus
This one's not so much a combo as an overpowered artifact. Mox Lotus demands a hefty fee of fifteen mana, but you can avoid the cost by gimmicking it into play with free-artifact spells like "Tinker."
Once fielded, Lotus can tap for infinite colorless mana! Plus, you can spend 100 to add a mana of any color, meaning you essentially have infinite resources of all colors. But the catch is Lotus's legality; it belongs to the semi-official "Unhinged" set, banning it from most competitive arenas.
8. Palladium Myr + 2 Myr Galvanizer
All cards involved in this combo are colorless, so they'll fit in any deck; however, you need two copies of Myr Galvanizer, meaning the combo won't work in singleton formats like EDH (unless you can clone token copies). Fortunately, the spells aren't terribly expensive, each needing three mana.
Palladium taps for two, and each Galvanizer can spend one and tap to untap each other myr you control. Basically, when combined, you create a cycle of eternal taps and refreshes that grant unlimited mana. Just remember these resources are colorless, limiting the spells you can apply them towards.
7. The Locust God + Skullclamp + Ashnod's Altar
Each individual component here is useful on its own, so even if you never amass all three simultaneously, you're by no means out of the game. But once you have your trio fielded, equip Skullclamp (it only takes one mana) to one of the 1/1 token creatures you've been generating with Locust. The -1 toughness it receives will kill it, triggering Skullclamp and drawing you two cards.
This in turn triggers Locust, who creates a 1/1 flying/haste token whenever you draw, and since you just drew twice, you now have two tokens. From there, have Ashnod's Altar sacrifice one token for two mana. You're now up by one mana, a few draws, and a token, and you can repeat the combo for as long as you have cards remaining in your library. Admittedly, this isn't technically infinite mana, but it's more than enough for just about any colorless spell, and your near-endless tokens will likely score a damage win regardless (with haste, no less).
6. Riku of Two Reflections + Palinchron
This strategy requires three colors and its components both need a fair amount of mana, but you're only hunting two pieces. And since Riku's legendary, you could potentially use him as your commander in EDH, preventing you from having to search him out.
Either way, have Riku fielded, then play Palinchron and use Riku's two-cost ability to clone him. Palinchron's entrance untaps up to seven lands, replenishing your mana. You can only clone non-token creatures with Riku, so use Palinchron's four-cost ability to return him to your hand. Each time you perform this routine, you're spending six mana and gaining seven, providing an infinite supply of both mana and Palinchron tokens. They don't have haste, but on your next turn, they'll be ready to ransack opposing life points.
5. Deadeye Navigator + Peregrine Drake
Although they each demand a hefty fee, these spells align closely in color and cost, meaning you can easily play them one after the other. Drake isn't particularly strong in battle, but automatically untaps up to five lands upon entry. When Deadeye arrives, he soulbonds with another unit (pick Drake), letting you pay two mana to exile either of the units, then return it to the field under your control.
You'll need four mana to start the combo. Exile both Deadeye and Drake back-to-back, have Drake reenter first, untap five lands, then soulbond again with Deadeye. Each time you run through the cycle, you're spending four but gaining five, offering an infinite factory of whatever colors your lands can provide.
4. Umbral Mantle + Karametra's Acolyte
One of the best equipment spells in Magic, Mantle attaches to a creature for three mana. From there, you can spend three and untap the unit to give it +2/+2 for the turn.
Then all you need is a creature that can taps for at least four mana (three won't provide infinite resources, but itwill grant infinite stats for the turn). Karametra's Acolyte is a great choice in mono-green decks, as she taps for mana equal to your devotion (the number of green symbols in your permanents' costs). Gyre Sage and "Marwyn, the Nurturer" can work too. Not only will you have unlimited mana, but an infinitely-powerful creature—one trample-infused or unblockable attack and it's all over.
3. Selvala, Heart of the Wilds + Freed From the Real
Both of these components only need three mana, though you can't have Selvala serve as your commander (she's legendary, but with her leading, your color scheme couldn't include blue). You'll also want any creature with at least three power.
Selvala can tap, spend one green, and add mana equal to the greatest power among creatures you control in any color combination. And by adorning her with Freed, she can untap for one blue. As long as you have a creature of at least three power, you can infinitely tap/untap Selvala to gain resources of any colors; just be sure to pick at least one blue and one green each instance to continue the cycle.
2. Vizier of Remedies + Devoted Druid
This one only takes two cards, and each only costs two mana. Try to cast Druid first to allow her summoning sickness to fade. Then, cast Vizier, and you're set! Whenever a creature you control would obtain one or more -1/-1 counters, Vizier's effect reduces that number by one, so if they only received one, they don't get any.
Meanwhile, Druid can tap for one green,and can untap herself by placing a -1/-1 on her. Thanks to Vizier, she won't get any, letting you eternally exhaust her for unlimited green mana. While this combo requires white mana in your deck for Vizier, try including mostly high-end green or colorless spells, ensuring you have powerful outlets for your unending stream.
1. Grand Architect + Pili-Pala
Architect and Pili-Pala are both inexpensive, and despite only requiring blue resources, they can provide unlimited amounts of any colors, making them handy in both mono-blue and rainbow builds. Once you've cast them, use Architect's one-cost ability to make Pili blue for the turn. Then, use Architect's other effect to tap your now-blue Pili for two colorless. Pili can spend two to untap himself and provide one of any color, fueling another eternal cycle that provides any needed hues.
Architect also grants your other blue creatures +1/+1, protecting Pili (once you change his color) from any -1/-1 effects your foes employ. You'll need to look towards other spells to harness your infinite resources, but since you have any colors, this shouldn't be difficult.
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Tutoring Your Cards in Magic
Formats like commander have large 100-card decks and singleton rules, so your odds of drawing all of a combo's pieces are slim. To quickly initiate your infinites, use tutors to search out your materials; many of the game's top-rated commanders are ones who can help pull infinite components.
You might be limited by other factors; for instance, your combo might only produce colorless resources, and if it requires creatures that tap, you'll need to wait for their summoning sickness to wear off. So try not to get too cocky, but when your spells successfully resolve, you'll have access to nearly any tool or activated ability (useful since they're often reusable). But for now, as we eagerly await Wizards of the Coast's next batch of mana factories, share your thoughts on infinite combos and I'll see you at our next MTG countdown!
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