Last updated on March 15, 2026

Time Stretch | Illustration by Dominik Mayer
Today we’re diving into one of the most powerful and frustrating ways to take over a game: going infinite on turns. If you’ve ever dreamed of playing solo in a multiplayer match, this is your moment.
These combos don’t just give you value—they give you everything. They let you untap, draw, and swing again and again while your opponents sit back and watch.
Let’s explore the wild world of infinite turn combos, and rank them accordingly.
What Are Infinite Turn Combos in MTG?

Time Walk | Illustrated by Chris Rahn
Infinite turn combos are setups that let you take turn after turn without letting your opponents respond. These combos usually involve casting extra turn spells like Time Warp over and over, often with help from cards that return spells from the graveyard or copy them. Once the loop is set up, you get to untap, draw, and attack repeatedly—basically playing the game alone while your opponents just watch.
While some infinite turn combos require a lot of mana or setup, others can go off surprisingly with just two pieces.
I’ll rank the combos based on how many pieces they need and how easy it is to assemble them.
Honorable Mention
While digging through infinite turn combos, I came across a fun little interaction between Elite Arcanist and Time Stop. It’s not a true infinite turn loop, but if you imprint Time Stop onto the Arcanist and activate it during your opponent’s upkeep, you can keep cutting their turns short before they really start.
#15. Mindslaver + Academy Ruins
Cards – Mindslaver, Academy Ruins
Prerequisites – You control both Academy Ruins and Mindslaver, and you have enough mana to activate Mindslaver and use Academy Ruins each turn.
Variations – Creatures like Emry, Lurker of the Loch or Muldrotha, the Gravetide are excellent replacements for Academy Ruins for 0 mana investment per loop. Tameshi, Reality Architect also works, but you need way more mana, while with Prototype Portal you need exactly 10 per iteration.
Execution – Activate Mindslaver to control your opponent’s next turn. After it resolves, use Academy Ruins to put Mindslaver on top of your library. On your next turn, draw and replay Mindslaver, activate it again, and repeat the process. This still allows for other players to take turns during a multiplayer game, so it's best used when you've whittled the game down to just you and one other opponent.
#14. Aetherblade Agent + Ultimecia + Agatha's Soul Cauldron
Cards – Aetherblade Agent, Ultimecia, Time Sorceress, Agatha's Soul Cauldron
Prerequisites – Agatha's Soul Cauldron is on the battlefield. Aetherblade Agent has been exiled with it, and Ultimecia, Time Sorceress has a +1/+1 counter, so it gains Aetherblade Agent’s activated transform ability. You also need enough mana or life to activate the transform ability each loop, and enough cards in your graveyard to exile for Ultimecia’s transformation.
Variations – Other transform creatures (like Voldaren Pariah or Bloodline Keeper) may work in place of Aetherblade Agent, but you must exile them with Agatha's Soul Cauldron to grant an accessible activated ability when conditions are met.
Execution – Use Ultimecia, Time Sorceress’s built-in transformation ability by paying and exiling eight cards from your graveyard to turn it into Ultimecia, Omnipotent. When it transforms, Ultimecia’s Time Compression ability triggers and gives you an extra turn. Before that extra turn ends, use the ability granted by Aetherblade Agent through Agatha's Soul Cauldron (paying ) to transform Ultimecia back into its Time Sorceress form. On your new turn, repeat the process—activate Ultimecia’s transformation, take another extra turn, then revert it back using the Agent’s granted ability.
Cards – Timestream Navigator, Riptide Laboratory, Inalla, Archmage Ritualist
Prerequisites – You control Inalla, Archmage Ritualist (either on the battlefield or in the command zone) and have the city's blessing (10 or more permanents). You also control Riptide Laboratory and can cast Timestream Navigator. You must have at least available to activate the Laboratory and to use the Navigator’s ability.
Variations – River Song is an easier way to pull this off since you get to draw cards from the bottom instead, and Timestream Navigator is always put at the bottom.
Execution – Cast Timestream Navigator while Inalla, Archmage Ritualist is active. Inalla’s eminence ability triggers, and you pay to create a token copy of the Navigator with haste. Tap the token to activate its ability, paying and putting it on the bottom of your library to take an extra turn. Before the end step, use Riptide Laboratory to bounce the original Timestream Navigator back to your hand. On your extra turn, recast the Navigator, make another token with Inalla, and repeat the loop.
#12. Scroll Rack + God-Eternal Kefnet + Time Warp
Cards – Scroll Rack, God-Eternal Kefnet, Time Warp
Prerequisites – You control God-Eternal Kefnet and Scroll Rack, and Time Warp is in your hand. You need at least 1 mana to activate Scroll Rack and enough mana to cast the copied Time Warp each turn.
Variations – Jace, the Mind Sculptor, or a Brainstorm exiled with Isochron Scepter every turn also does the trick instead of Scroll Rack.
Execution – On your turn, use Scroll Rack to put Time Warp from your hand onto the top of your library. When you draw your card for the turn, reveal it with God-Eternal Kefnet’s ability. Since it’s an instant or sorcery, you create a discounted copy and may cast it. Use the copy to take an extra turn. On that extra turn, repeat the process: Use Scroll Rack to return Time Warp to the top of your deck, reveal it with Kefnet, cast the copy, and go infinite.
#11. Temur Sabertooth + Time Warp + Archaeomancer
Cards – Temur Sabertooth, Time Warp, Archaeomancer
Prerequisites – You have Temur Sabertooth on the battlefield. Archaeomancer is also on the battlefield, and you have Time Warp in your hand or graveyard. You need enough mana to cast Time Warp and also activate Sabertooth's ability each turn.
Variations – Any extra turn spell like Temporal Manipulation or Capture of Jingzhou can take the place of Time Warp. You can also swap in other bounce or flicker effects for Temur Sabertooth, like Conjurer's Closet or Deadeye Navigator. If you don’t use Sabertooth, you can still loop extra turns with Archaeomancer and a consistent blink engine.
Execution – Start by casting Time Warp to take an extra turn. Archaeomancer brings it back to your hand when it enters the battlefield. After Time Warp resolves, use Temur Sabertooth to bounce Archaeomancer to your hand. On your new turn, recast Archaeomancer to get Time Warp back again. As long as you have the mana, you can repeat this loop to take infinite turns.
#10. Yore-Tiller Nephilim + Medomai the Ageless + Viscera Seer
Cards – Yore-Tiller Nephilim, Medomai the Ageless, Viscera Seer (or any free sacrifice outlet)
Prerequisites – You control Yore-Tiller Nephilim, Medomai the Ageless, and a free sacrifice outlet like Viscera Seer or Carrion Feeder.
Variations – You can use other sacrifice outlets like Ashnod's Altar for mana or Altar of Dementia for self-mill; however, any sacrifice outlet that works at instant speed or at the end step can make the loop consistent.
Execution – Attack with Medomai the Ageless to trigger an extra turn. On your next turn, attack with Yore-Tiller Nephilim to reanimate Medomai the Ageless from the graveyard, tapped and attacking. After combat, sacrifice Medomai with your outlet. Then repeat: During each extra turn, Yore-Tiller Nephilim brings back Medomai, who gives you another turn. As long as the loop remains unbroken and you can continue to sacrifice Medomai, you take infinite turns.
#9. Hushwing Gryff + Wormfang Manta + Conjurer’s Closet
Cards – Hushwing Gryff, Wormfang Manta, Conjurer's Closet (or any repeatable flicker engine like Displacer Kitten)
Prerequisites – You have all three permanents on the battlefield.
Variations – Any flicker setup that can consistently blink Wormfang Manta—like Ghostly Flicker plus Archaeomancer or Thassa, Deep-Dwelling—can be adapted to extend the loop. Tocatli Honor Guard can replace Hushwing Gryff.
Execution – Since Hushwing Gryff prevents enter the battlefields triggers, you won't skip your next turn when Wormfang Manta comes into play, and with the help of Conjurer's Closet, your Manta’s leave the battlefield ability triggers to give you an extra turn. This sets up an endless loop of turns as long as you can keep flickering.
#8. Inalla, Archmage Ritualist + Wanderwine Prophets
Cards – Inalla, Archmage Ritualist, Wanderwine Prophets
Prerequisites – You control Inalla, Archmage Ritualist (either as your commander or on the battlefield). You’re able to cast Wanderwine Prophets, and it must be able to deal combat damage safely to a player. You also have enough mana to pay Inalla's wizard-copy trigger.
Variations – You can substitute Inalla, Archmage Ritualist with Deeproot Pilgrimage, but Inalla is the most direct line. Stonybrook Schoolmaster is also another option but requires correct sequencing.
Execution – Cast Wanderwine Prophets for . When it enters the battlefield, both its own trigger and Inalla, Archmage Ritualist’s ability go on the stack. Pay 1 to Inalla’s trigger to make a token copy of the Prophets. That token enters the battlefield and exiles the original as part of its champion effect. The original Prophets' trigger resolves but doesn’t do anything now. Move to combat and attack with the token copy. When it deals combat damage to a player, you sacrifice it to take an extra turn. That sacrifice causes the original Wanderwine Prophets to return to the battlefield, and the loop starts again: Inalla triggers, you pay 1 to make another token, it champions the original, and you repeat the process each combat.
#7. Magar of the Magic Strings + Final Fortune + Sundial of the Infinite
Cards – Magar of the Magic Strings, Final Fortune, Sundial of the Infinite
Prerequisites – You control Magar of the Magic Strings and Sundial of the Infinite, and Final Fortune is in your hand. You must be able to safely deal combat damage to an opponent with the creature Magar animates.
Variations – A better replacement for Magar of the Magic Strings is to add Isochron Scepter instead. Warrior's Oath and Last Chance can replace Final Fortune.
Execution – Start by casting Final Fortune, which gives you an extra turn but would normally make you lose the game at the end of that turn. On that extra turn, use Magar of the Magic Strings to target Final Fortune in your graveyard. This exiles it and creates a 3/3 that copies the exiled spell if it deals combat damage. Swing with the 3/3 creature—if it connects, you get to cast a free copy of Final Fortune to give you another extra turn. Before the turn ends and the “you lose the game” trigger resolves, activate Sundial of the Infinite to end the turn prematurely and skip the lose-the-game trigger entirely.
On your next extra turn, repeat the process: Use Magar to animate Final Fortune again, attack, cast it for free, and end the turn with Sundial. This loop gives you infinite extra turns without ever losing the game.
#6. Sage of Hours + Ezuri, Claw of Progress
Cards – Sage of Hours, Ezuri, Claw of Progress
Prerequisites – You control both Sage of Hours and Ezuri, Claw of Progress. You must already have at least five experience counters.
Variations – The key to this is putting enough counters on Sage of Hours. One way is with a 5 power or greater Piper Wright, Publick Reporter along with enough mana to pass the counters to the Sage. A less troublesome combo is to add Experiment Kraj and Pili-Pala, needing a total of 6 mana to pull off the combo.
Execution – During combat, Ezuri, Claw of Progress triggers and puts five +1/+1 counters on Sage of Hours. After combat, activate Sage of Hours’ ability by removing all five counters to take an extra turn. In that new turn, repeat the process to stack five counters onto Sage again, and remove them to continue taking extra turns.
#5. Walk the Aeons + Azusa, Lost but Seeking + Ramunap Excavator
Cards – Walk the Aeons, Azusa, Lost but Seeking, Ramunap Excavator
Prerequisites – You control Azusa, Lost but Seeking and Ramunap Excavator. You also have at least three untapped Islands and a total of six or more lands to cast Walk the Aeons.
Variations – If Azusa, Lost but Seeking isn’t available, you can use cards like Oracle of Mul Daya plus Wayward Swordtooth to play multiple lands per turn.
Instead of Ramunap Excavator you can use Crucible of Worlds or Conduit of Worlds to play lands from your graveyard.
Execution – Cast Walk the Aeons using its buyback cost by sacrificing three lands. Take the extra turn. During that turn, replay the three lands you sacrificed using Azusa, Lost but Seeking’s extra land plays and Ramunap Excavator’s graveyard recursion. With your lands back, you can generate the mana and sacrifices needed to cast Walk the Aeons again.
#4. Conjurer’s Closet + Mnemonic Wall + Time Stretch
Cards – Conjurer's Closet, Mnemonic Wall, and Time Stretch
Prerequisites – You control both Conjurer's Closet and Mnemonic Wall, and Time Stretch is in your graveyard or hand. You must be able to cast Time Stretch at least once to begin the loop.
Variations – You can swap Time Stretch for cheaper extra-turn spells like Time Warp, Temporal Manipulation, or Walk the Aeons. You can replace Conjurer's Closet with similar blink effects like Thassa, Deep-Dwelling or Flickerform. You could also substitute Mnemonic Wall with Pinnacle Monk if you venture into other colors.
Execution – Cast Time Stretch to take two extra turns. At your end step, use Conjurer's Closet to blink Mnemonic Wall. When it re-enters the battlefield, it returns Time Stretch from your graveyard to your hand. On your next turn, cast Time Stretch again and repeat the process. Each cycle gives you two more turns, so you can chain infinite turns as long as the loop is uninterrupted.
#3. Ghostly Flicker + Mystic Sanctuary + Archaeomancer + Time Warp
Cards – Ghostly Flicker, Mystic Sanctuary, Archaeomancer, Time Warp
Prerequisites – You control Mystic Sanctuary (with at least three other Islands so it enters untapped) and Archaeomancer, and you can cast Ghostly Flicker. Time Warp is in your hand or graveyard.
Variations – Any Anarchist effect can substitute Archaeomancer, but with Trade Routes on the battlefield, you can also have an effective replacement that doesn’t need major setup other than the extra turn effect.
Execution – Cast Time Warp to take an extra turn. On that turn, cast Ghostly Flicker targeting Mystic Sanctuary and Archaeomancer. Mystic Sanctuary returns Time Warp to the top of your library, and Archaeomancer returns Ghostly Flicker to your hand. On your next draw step, draw Time Warp and cast it again. Repeat the loop each turn for infinite extra turns.
#2. Planar Portal + Beacon of Tomorrows
Cards – Planar Portal, Beacon of Tomorrows
Prerequisites – You have Planar Portal on the battlefield and enough mana to search and play Beacon of Tomorrows.
Variations – Without Planar Portal, exiling a Mystical Tutor with Isochron Scepter also works. Varragoth, Bloodsky Sire’s boast ability can also help, but you need to cast Beacon first then attack and activate Varragoth’s ability to put Beacon on top of your library and repeat indefinitely; sequencing is key. A cheaper way to accomplish this is also to add Archmage Ascension with enough quest counters to search for cards instead of drawing them.
Execution – Cast Beacon of Tomorrows to take an extra turn and shuffle it back into your deck when it resolves. Activate Planar Portal to search for Beacon of Tomorrows, and if you have the mana, you can cast it again or do so in your next extra turn. Repeat this process indefinitely.
#1. Time Sieve + Thopter Assembly
Cards – Time Sieve, Thopter Assembly
Prerequisites – Time Sieve is on the battlefield and untapped, and you can generate at least five artifact tokens per loop—typically through Thopter Assembly’s bounce ability at upkeep.
Variations – Instead of Thopter Assembly, you can use combinations like Sword of the Meek and Thopter Foundry to create five tokens a turn.
Tivit, Seller of Secrets can substitute Thopter Assembly for as long as you have at least three opponents.
If you have enough mana you can also use Myr Battlesphere along with Emry, Lurker of the Loch as part of this combo.
Execution – Sacrifice five artifact tokens to Time Sieve to take an extra turn. On that extra turn, use Thopter Assembly or another source to create five new artifact tokens. Repeat this loop every turn by feeding the new tokens to Time Sieve to give yourself infinite extra turns.
What Brackets Can You Play Infinite Turn Combos in?
You can start playing infinite turn combos in Bracket 3, but only if they’re meant for the late game—they have to take a lot of setup or cost a bunch of mana. Once you move up to Bracket 4 (optimized) and Bracket 5 (cEDH), there are no restrictions. At those levels, infinite combos are fully accepted and often expected as part of high-power or competitive play.
Wrap Up

Time Warp | Illustration by Jon Foster
There are tons of ways to take infinite turns, and with so many Time Warp-style effects out there, it’s easy to build in redundancy, especially in formats like Commander.
Which combo was your favorite? Did I miss one that deserves a spot on the list? Let me know in the comments or on the Draftsim Discord! If you want to catch more articles like this, be sure to follow us on social media so you never miss a thing.
Take care, and see you next time.
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