Teferi, Who Slows the Sunset - Illustration by Heonhwa Choe

Teferi, Who Slows the Sunset | Illustration by Heonhwa Choe

In Magic: The Gathering, blue and white come together to create some of the most clever and controlling interactions. Today, we’ll explore some of Azorius’s () most iconic combos and talk about what cards you’ll need, how the loops work, and the ultimate result they give you. Let’s dive into the meticulous side of the color pie and see how Azorius wins with brains over raw power.

What Are Azorius Combos in MTG?

Enchanted Evening - Illustration by Seb McKinnon

Enchanted Evening | Illustration by Seb McKinnon

Azorius combos in Magic: The Gathering are blue-white interactions that create infinite loops, hard locks, or massive value through control or blink synergies. These combos often involve flickering creatures, recurring spells, or locking opponents out of casting spells.

#14. Hylda of the Icy Crown + Opposition + Ashnod’s Altar

Cards Hylda of the Icy Crown, Opposition, Ashnod's Altar.

Prerequisites – All three permanents are on the battlefield. You also need to control at least one additional creature to begin the loop by tapping it with Opposition. Make sure you can sacrifice creatures to Ashnod's Altar and pay for Hylda of the Icy Crown’s trigger.

Result – You create a soft lock that taps down all creatures your opponents control indefinitely.

Variations Phyrexian Altar does a similar job to Ashnod's Altar, but since you get 1 less mana, you no longer have access to the surplus mana.

Execution – Tap a creature you control using Opposition to tap an opposing creature. This triggers Hylda of the Icy Crown; pay to make a tapped 4/4 Elemental. In response to that trigger, sacrifice the tapped creature to Ashnod's Altar, generating . Use to pay for Hylda’s trigger. Now tap the newly created Elemental with Opposition to tap another opposing creature, triggering Hylda again. Sacrifice that Elemental to generate more mana and repeat. You tap down all opposing creatures this way, ending with a final 4/4 Elemental to begin the loop again on the next turn.

#13. Faerie Mastermind + Smothering Tithe + Training Grounds

Cards Faerie Mastermind, Smothering Tithe, Training Grounds.

Prerequisites – All three permanents are on the battlefield. You need to activate Faerie Mastermind once (reduced from thanks to Training Grounds). Ideally, you're in a 4-player game and your opponents either can't or won’t pay for Smothering Tithe triggers. All players must have cards remaining in their libraries.

Result – Near-infinite card draw for all players and near-infinite Treasure tokens (infinite mana) for you. Opponents will eventually lose the game by trying to draw from empty libraries, while you retain control of the loop and can stop before decking yourself.

Variations – Without Training Grounds, the combo still works with three or more opponents since you’ll net mana per loop. Other draw-for-all effects like Kami of the Crescent Moon or Howling Mine with Tithe produce similar value but aren’t infinite. Notion Thief and Teferi's Puzzle Box have similar set-up with different results.

Execution – Activate Faerie Mastermind’s ability by paying . Each player draws a card. Every opponent’s draw triggers Smothering Tithe, creating a Treasure token for each. With three opponents, you create three Treasures per activation. You’ve spent 2 mana and generated at least 3, going net positive.

Repeat the loop: Activate Faerie Mastermind again using Treasures, draw more cards, create more Treasures. This snowballs into infinite mana and infinite card draw. You’ll draw your deck, but you control the loop, so you can stop before decking yourself.

#12. Urza, Lord Protector + Sensei’s Divining Top + Mystic Forge

Cards Urza, Lord Protector, Sensei's Divining Top, Mystic Forge.

Prerequisites – All three permanents are on the battlefield.

Result – Infinite card draw, infinite draw triggers, and a practically infinite storm count.

Variations – You can replace Mystic Forge with Future Sight or Experimental Frenzy. Artifact cost reducers like Etherium Sculptor or Foundry Inspector that make Sensei's Divining Top cost work instead of Urza, Lord Protector. Add Aetherflux Reservoir to turn this combo into a win.

Execution – Activate Sensei's Divining Top to draw a card, which puts it on top of your library. Mystic Forge lets you cast it from the top of your library, and Urza, Lord Protector makes it cost . Repeat the loop to draw your entire deck, rack up storm count and infinitely triggering draw payoffs.

#11. Approach of the Second Sun + Remand

Cards Approach of the Second Sun, Remand.

Prerequisites Approach of the Second Sun and Remand are in hand. You have at least 16 mana available.

Result You win the game immediately.

Variations – You can swap Remand with Venser, Shaper Savant, or Reprieve which can bounce Approach of the Second Sun back to your hand while it's on the stack.

Execution – Cast Approach of the Second Sun, then immediately cast Remand targeting it. Remand counters the spell, returns it to your hand, and draws you a card. Because you cast Approach of the Second Sun once already, you win the game the next time it resolves. Use your remaining mana to cast it again—and win the game on the spot. If you don't have all 16 mana at once, you can Remand it once, then cast it again the following turn.

#10. Preston, the Vanisher + Felidar Guardian + Essence Flux

Cards Preston, the Vanisher, Felidar Guardian, Essence Flux.

Prerequisites Preston, the Vanisher and Felidar Guardian are on the battlefield. You have Essence Flux in hand and at least to cast it.

Result – Infinite enter-the-battlefield (ETB) and leave-the-battlefield (LTB) triggers, infinite flickers of your permanents, and infinite 0/1 Illusion creature tokens. Each token is a copy of Felidar Guardian and repeats the blink effect, allowing you to generate value from any ETB, LTB, or landfall triggers you have.

Variations – Other creatures with blink abilities like Wispweaver Angel can replace Felidar Guardian. Similarly, Ephemerate or Splash Portal can substitute for Essence Flux as long as they immediately return the creature to the battlefield. All variations result in the same infinite loop when combined with Preston, the Vanisher.

Execution – Cast Essence Flux targeting Felidar Guardian. It blinks out and returns to the battlefield. When it comes back, Preston, the Vanisher creates a 0/1 Illusion copy of Felidar Guardian. At the same time, the original Felidar Guardian triggers and blinks another permanent. Then, the Illusion copy enters and triggers again, blinking the original Felidar Guardian. The loop continues indefinitely, creating more tokens and flickering effects until you decide to stop.

#9. Abdel Adrian, Gorion’s Ward + Restoration Angel + Essence Flux

Cards Abdel Adrian, Gorion's Ward, Restoration Angel, Essence Flux.

Prerequisites Restoration Angel is on the battlefield. You have Abdel Adrian, Gorion's Ward in hand or the command zone, and Essence Flux in hand. You need at least mana available— to cast Abdel (plus any commander tax) and for Essence Flux.

Result – Similar to Preston’s combo, but with a slightly different result. Infinite 1/1 white Soldier creature tokens and infinite enter-the-battlefield and leave-the-battlefield triggers. Any abilities that trigger on creatures entering or leaving the battlefield, like those from Soul Warden or Altar of the Brood, will trigger an unlimited number of times.

Variations – You can swap Restoration Angel for Felidar Guardian to create a similar loop, still using Essence Flux to kick things off. Alternatively, Deadeye Navigator soulbonded to Abdel Adrian, Gorion's Ward can replace both the blink spell and the angel, blinking Abdel repeatedly for each time for the same result.

Execution – Cast Abdel Adrian, Gorion's Ward, exiling Restoration Angel to make a 1/1 Soldier. Blink Abdel with Essence Flux to return the Angel, which blinks Abdel again. The loop repeats, creating infinite Soldiers and ETB/LTB triggers. End the loop by choosing not to blink Abdel.

#8. Urza, Prince of Kroog + Triplicate Titan + Ashnod’s Altar

Cards Urza, Prince of Kroog, Triplicate Titan, Ashnod's Altar.

Prerequisites – All three permanents are on the battlefield. You need at least mana to activate Urza, Prince of Kroog the first time, targeting Triplicate Titan to create a token copy.

Result – Infinite colorless mana, infinite artifact creature tokens, and infinite enter-the-battlefield and death triggers. You’ll build a huge army of 3/3 Golem tokens while generating as much mana as you want.

Variations Phyrexian Triniform can replace Triplicate Titan for a similar effect. You can also add populate effects or token doublers like Anointed Procession to supercharge the combo.

Execution – Activate Urza, Prince of Kroog to copy Triplicate Titan. Sacrifice the token to Ashnod's Altar for two colorless mana, creating three 3/3 Golems. Sac two Golems for , giving you to repeat the loop. Each cycle adds a Golem, and you'll generate infinite mana as well.

#7. Teferi, Who Slows the Sunset + The Peregrine Dynamo

Cards Teferi, Who Slows the Sunset, The Peregrine Dynamo.

Prerequisites – Both permanents are on the battlefield. You control at least one land and one artifact that tap for total mana (like two basic lands, including an Island, or a single mana rock). Teferi, Who Slows the Sunset must have at least 4 loyalty to use its +1.

Result – Infinite lifegain, infinite untap triggers, and infinite mana. Every loop also triggers anything that cares about gaining life or untapping permanents.

Variations – Similar loops work with Lithoform Engine or Rings of Brighthearth instead of The Peregrine Dynamo, as long as they can copy loyalty abilities. Other versions include Teferi, Temporal Archmage with The Chain Veil.

Execution – Activate Teferi, Who Slows the Sunset’s +1 ability, targeting The Peregrine Dynamo and a mana-producing land or artifact. Before it resolves, tap that mana source to generate mana. Then activate The Peregrine Dynamo, paying and tapping it to copy Teferi’s ability, choosing Dynamo and the mana producer. The copy resolves before the original trigger, untapping the Dynamo and your mana rock. Before the original trigger resolves, tap for your mana and activate TPD again to copy the trigger, and repeat forever.

#6. Soulherder + Archaeomancer + Time Warp

Cards Soulherder, Archaeomancer, Time Warp.

Prerequisites Soulherder and Archaeomancer are on the battlefield. Time Warp (or any extra turn instant/sorcery) is in your hand, and you have at least 5 mana to cast it.

Result – You can take an unlimited number of turns in a row, locking out opponents. Soulherder also grows infinitely, and Archaeomancer’s ETB/LTB effects trigger every cycle.

Variations – You can use Mnemonic Wall, Timeless Witness in green, or Eternal Witness instead of Archaeomancer. Any extra turn spell like Temporal Manipulation or Time Stretch can also substitute for Time Warp as long as it doesn’t exile itself on resolution. Soulherder can be swapped for Teleportation Circle, Thassa, Deep-Dwelling, or anything else with a triggered ability that flickers a creature once each turn.

Execution – Cast Time Warp to take an extra turn. At your end step, Soulherder blinks Archaeomancer. When it re-enters, its ETB returns Time Warp from the graveyard to your hand. On your extra turn, recast Time Warp. Repeat this process each turn, chaining infinite extra turns and growing Soulherder in the process.

#5. Ajani’s Chosen + Enchanted Evening

Cards Ajani's Chosen, Enchanted Evening

Prerequisites Ajani's Chosen is on the battlefield. You have Enchanted Evening in hand and enough mana to cast it (). No other setup is needed, though you should have a way to stop the loop (like a sacrifice outlet or win condition) to avoid a forced draw.

Result – Infinite 2/2 cat creature tokens and an infinite loop that ends the game in a draw.

Variations Ondu Spiritdancer works similarly with Enchanted Evening, copying itself infinitely as each enchantment enters. With a card like Grim Guardian or Purphoros, God of the Forge, these loops can be turned into a win instead of a draw. Token doublers and ETB synergies can also amplify the combo’s value in casual play.

Execution – Cast Enchanted Evening with Ajani's Chosen on the battlefield. Its ETB creates a 2/2 cat, which enters as an enchantment and retriggers Ajani's Chosen. The loop repeats infinitely, with no way to stop it. Since the ability isn’t optional, this results in a draw unless someone can interrupt the loop.

#4. Lavinia, Azorius Renegade + Omen Machine

Cards Lavinia, Azorius Renegade, Omen Machine.

Prerequisites – Both permanents are on the battlefield. The combo affects all players equally, but Lavinia’s second ability asymmetrically locks out your opponents.

Result – A hard lock on opponents’ ability to play the game. Opponents are left unable to draw or cast spells, while you control the board and finish the game at your leisure.

Variations Knowledge Pool or Possibility Storm with Lavinia, Azorius Renegade can also lock opponents out. These setups all create similar soft or hard locks with Lavinia’s rule against casting for free. Teferi, Time Raveler can replace Lavinia if you go with the Knowledge Pool variant.

Execution – With both Lavinia, Azorius Renegade and Omen Machine in play, opponents skip their draw steps and exile the top card of their library. Lavinia counters any spells that get cast for free this way; if it’s a land, they can play it but still have no cards in hand. This locks opponents out of accruing cards and casting spells, while you continue developing your board.

#3. Enchanted Evening + Opalescence

Cards Enchanted Evening, Opalescence

Prerequisites – Both enchantments must be on the battlefield. No other setup is needed, though it’s wise to float mana or have non-land mana sources ready before executing the combo.

Result – All permanents with mana value 0 (like lands and tokens) immediately die to state-based actions. From that point on, any such permanent that enters the battlefield dies instantly, effectively locking players out of playing lands or generating value from tokens.

Variations Starfield of Nyx can replace Opalescence under certain conditions.

Execution – Once both Enchanted Evening and Opalescence are in play, every permanent becomes both an enchantment and a creature with power and toughness equal to its mana value. Lands and tokens, which have a mana value of 0, become 0/0 creatures and are put into their owners’ graveyards as a state-based action. The wipe is immediate and symmetrical, but only the player who planned for it will likely recover. Going forward, lands and tokens cannot remain on the battlefield—they will enter as 0/0 enchantment creatures and die instantly. This soft-locks opponents out of rebuilding, leaving you free to win the game at your own pace.

#2. Energy Field + Rest in Peace

Cards Energy Field, Rest in Peace.

Prerequisites – Both enchantments are on the battlefield. No ongoing mana costs or special setup are required once they’re in play. Just ensure your graveyard remains empty—which Rest in Peace handles automatically.

Result – You become immune to all damage from sources you don’t control.

Variations Wheel of Sun and Moon (enchanting yourself) can serve the same purpose in decks that run green. For combat-only protection, Web of Inertia + Rest in Peace also locks opponents out of attacking by making the attack cost impossible to pay.

Execution – Cast Rest in Peace first to exile any cards that would enter your graveyard. Then resolve Energy Field, which stays active as long as your graveyard remains empty. Since no cards can ever go to your graveyard, Energy Field continuously prevents all damage from sources you don’t control. Whether it’s combat damage from creatures or direct damage from spells like Lightning Bolt, all of it is negated. This combo doesn’t stop loss of life that isn’t damage (like Exsanguinate) or effects that win without dealing damage, but it effectively makes you invulnerable to most forms of offense.

#1. Enchanted Evening + Aura Thief

Cards Enchanted Evening, Aura Thief

Prerequisites – Both permanents are on the battlefield. You must also have a way to destroy or sacrifice Aura Thief, such as a removal spell or a sacrifice outlet like Ashnod's Altar.

Result – You gain control of every permanent on the battlefield. Since Enchanted Evening makes all permanents enchantments in addition to their other types, Aura Thief’s death trigger applies to everything.

Variations Cleansing Meditation with Enchanted Evening can create a one-sided board wipe instead of a theft.

Execution – With both Enchanted Evening and Aura Thief on the battlefield, simply destroy or sacrifice Aura Thief. When it dies, you take control of everything—lands, creatures, artifacts, planeswalkers, the works. Opponents keep nothing unless they can respond before the Thief dies. The effect is permanent, and you usually win on the spot.

Wrap Up

Hylda of the Icy Crown - Illustration by Ekaterina Burmak

Hylda of the Icy Crown | Illustration by Ekaterina Burmak

As you can see, Azorius () combos approach winning the game in a very different way compared to other color pairs. Some even leave you with a full board of permanents and your opponents with almost nothing. Honestly, that kind of slow, methodical lockout can feel even more frustrating than Gruul’s () flashy infinite combat steps. But what do you think? Does Azorius have a more clever edge than other combos? Let us know in the comments!

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