Mythos of Illuna - Illustration by Seb McKinnon

Mythos of Illuna | Illustration by Seb McKinnon

Out of all the color combinations in Magic, Temur () might be the most explosive. It blends green’s ramp, red’s aggression, and blue’s trickery into some of the wildest combos the game has to offer. You can flood the board, copy spells, or pull off an infinite loop—Temur has the power to take over a game in style.

Today, I’m going over the best Temur combos and ranking them based on how easy they are to set up. Intrigued by what those are? Let’s dive right into them!

What Are Temur Combos in MTG?

Animar, Soul of Elements - Illustration by Peter Mohrbacher

Animar, Soul of Elements | Illustration by Peter Mohrbacher

Temur combos are powerful card interactions that use the red, green, and blue colors together. These combos often create loops that give you infinite mana, draw your whole deck, or deal unlimited damage. Temur decks are known for explosive plays, like copying spells, making tons of tokens, or casting lots of free cards in one turn. The result is usually a game-ending move that overwhelms your opponents all at once.

#10. Miirym, Sentinel Wyrm + Astral Dragon + Parallel Lives

Cards Miirym, Sentinel Wyrm; Astral Dragon; Parallel Lives

Prerequisites Miirym, Sentinel Wyrm and Parallel Lives are on the battlefield. You have Astral Dragon in hand and at least mana available to cast it.

Result – Near-infinite dragon tokens, near-infinite token copies of Parallel Lives, and an overwhelming number of enter-the-battlefield triggers.

Variations Doubling Season works just like Parallel Lives in this combo and produces the same explosive result.

Execution – With Miirym, Sentinel Wyrm and Parallel Lives on the field, cast Astral Dragon. When it enters, two triggers go on the stack: one from Astral Dragon and one from Miirym. Resolve Astral Dragon’s ability first—it targets Parallel Lives and makes two token copies. Since Parallel Lives is already on the battlefield, it doubles the tokens, so you get four copies instead.

Now resolve Miirym, Sentinel Wyrm’s trigger, which creates a token copy of Astral Dragon. But with those four token doublers active, one copy turns into 32 Astral Dragon tokens. Each of those new dragons makes even more Parallel Lives tokens, snowballing into an explosion of token doublers and dragons. The numbers skyrocket out of control—way past anything manageable on a real board. For all practical purposes, you’ve created infinite tokens and infinite ETB triggers, and that’s more than enough to win the game on the spot.

#9. Miirym, Sentinel Wyrm + Worldgorger Dragon

Cards Miirym, Sentinel Wyrm; Worldgorger Dragon

Prerequisites Miirym, Sentinel Wyrm is on the battlefield. You have Worldgorger Dragon in hand and at least available to cast it. Ideally, you also have an instant-speed way to stop the loop or a win condition that uses infinite mana.

Result – Infinite blinking of your permanents, infinite ETB/LTB triggers, and infinite mana from your lands or mana-producing artifacts. Without a way to break the loop, it results in a draw due to an endless cycle. But with a proper outlet, it becomes a game-winning combo.

Variations – Including a sac outlet like Ashnod's Altar or Goblin Bombardment lets you stop the combo, or a damage engine like Purphoros, God of the Forge or Impact Tremors lets you take advantage of the infinite ETBs. If you deal lethal damage during one of the loops, you can simply stop the combo. Outside of pure Temur (), the classic Animate Dead + Worldgorger Dragon loop is another option, though it adds black. Within Temur, this combo shines for making infinite mana of any color your lands or mana rocks can produce—perfect for cards like Thrasios, Triton Hero to draw your deck and win.

Execution – Cast Worldgorger Dragon while Miirym, Sentinel Wyrm is on the battlefield. When Worldgorger Dragon enters, its ability triggers to exile all your other permanents. At the same time, Miirym triggers and creates a token copy of Worldgorger. Let Miirym’s trigger resolve first: The token enters and exiles everything—including your lands, Miirym, and the original Worldgorger Dragon (since it's now “another” permanent). When the original Worldgorger leaves play, it has nothing to return with its leaves trigger.

Now let the original Worldgorger's ETB resolve, exiling the token copy. Its leave-the-battlefield ability returns all the exiled cards. Your board is back, including Miirym and the original Worldgorger Dragon, which then enters again and repeats the process. Each time through the loop, you can tap your lands and mana rocks for mana before they get exiled, letting you float mana during that phase. You also get ETB triggers from any creatures or permanents you control, every single loop.

This cycle continues endlessly unless you interrupt it. If you have a win condition—like a direct damage trigger or a way to spend infinite mana at instant speed—you can break the loop and win. Otherwise, the loop never ends and causes a draw. So be sure to plan your exit strategy!

#8. The Locust God + Skullclamp + Cryptolith Rite

Cards The Locust God; Skullclamp; Cryptolith Rite

Prerequisites The Locust God, Skullclamp, and Cryptolith Rite are all on the battlefield. You have at least one 1/1 insect token (created by drawing a card with The Locust God) and at least mana available to equip Skullclamp.

Result – Infinite card draw, infinite 1/1 flying haste insect tokens, infinite enter/death triggers, and effectively infinite mana via Cryptolith Rite.

Variations Earthcraft can take the place of Cryptolith Rite, letting your tokens untap a basic land for mana. Ashnod's Altar or Phyrexian Altar can also sub in—using insects for mana while Skullclamp draws you two cards. Once going, they achieve the same effect: endless mana, tokens, and draws. Basically, if you can turn insects into mana and keep equipping Skullclamp for free or close to it, the loop takes off.

Execution – With The Locust God on the field, any time you draw a card, you get a 1/1 flying insect with haste. Start by paying to equip Skullclamp to one of those tokens. It dies right away due to its 0 toughness, drawing you two cards. Those draws make two more insects. Now use Cryptolith Rite to tap one of those Insects for mana to equip Skullclamp to another insect. It dies, draws you two cards, and spawns two more tokens. You repeat this over and over. Each time, you gain an extra insects, draw two cards, and generate mana from untapped tokens. After a few loops, you’ll have an unstoppable swarm, your whole deck in hand, and enough mana to cast anything you want. You can even win right away with damage-dealing triggers like Impact Tremors or just swing with a sky full of hasty bugs.

#7. Kalamax, the Stormsire + Chandra’s Ignition + Increasing Vengeance

Cards Kalamax, the Stormsire; Chandra's Ignition; Increasing Vengeance

Prerequisites Kalamax, the Stormsire is on the battlefield and tapped. You have Chandra's Ignition and Increasing Vengeance (or another copy spell like Reverberate, Twincast, or Fork) in hand. You need enough mana to cast Ignition and the copy spell. Kalamax’s copy ability must be unused this turn.

Result – Infinite damage to each opponent and every other creature, along with an infinitely large Kalamax, the Stormsire.

Variations – Any instant that copies another spell works here. Fury Storm is a more complex option that can copy multiple times by itself. Alania, Divergent Storm can serve a similar role to Kalamax, the Stormsire since it copies the first instant or sorcery each turn if you let an opponent draw a card, which also sets up a recursive copy loop.

Execution – Tap Kalamax, the Stormsire, then cast Chandra's Ignition targeting it. Before it resolves, cast Increasing Vengeance targeting Ignition. Since it’s your first instant this turn, Kalamax copies it and gains a +1/+1 counter. That copy creates another Vengeance, which puts another counter on Kalamax. Use the copy of Increasing Vengeance to make another one, which makes another one, and so on until Kalamax has infinite power. You can then let Chandra's Ignition resolve to deal infinite damage to your opponents and all their creatures.

#6. Niv-Mizzet, Parun + Keen Sense

Cards Niv-Mizzet, Parun; Keen Sense

Prerequisites Niv-Mizzet, Parun is on the battlefield. You have Keen Sense in hand and at least to cast it on Niv. Also, make sure Niv-Mizzet, Parun can survive at least 1 damage if you ever choose to target itself during the loop.

Result – Infinite card draw and near-infinite damage to opponents. You’ll end up drawing your entire deck and pinging opponents to death 1 damage at a time.

Variations Curiosity or Ophidian Eye can substitute for Keen Sense; all three enchantments trigger card draw whenever the enchanted creature deals damage. This is a classic Izzet combo (), but Keen Sense brings it into Temur colors.

Execution – Enchant Niv-Mizzet, Parun with Keen Sense. When Niv deals damage to an opponent, Keen Sense draws you a card—which then triggers Niv to deal 1 more damage. To start the loop, just draw a card from any source. This sets off an endless cycle of draw and damage, letting you ping opponents until they’re dead. If you’re worried about decking yourself, you can end the loop by aiming a damage trigger at Niv itself. However, in most cases, your opponents are gone long before your deck runs out.

#5. Riku of Two Reflections + Biovisionary + Double Major

Cards Riku of Two Reflections; Biovisionary; Double Major

Prerequisites Riku of Two Reflections is on the battlefield. You have Biovisionary and Double Major in hand. You need enough mana to cast Biovisionary, plus at least for Riku’s creature-copy ability, for Double Major, and ideally if you want Riku to copy Double Major too.

Result – You win the game during your end step by controlling four creatures named Biovisionary.

Variations – Plenty of clone effects can help pull off a Biovisionary win, but Riku of Two Reflections is especially convenient in Temur since it can copy both creature and spell cards. Quasiduplicate, Followed Footsteps, and Brudiclad, Telchor Engineer are other options, but they require extra setup or non-Temur colors. Riku + Double Major is compact, clean, and color-aligned.

Execution – Start by casting Biovisionary. Cast Double Major targeting the Biovisionary spell on the stack. Activate Riku’s instant-copy ability to copy Double Major, which will make another Biovisionary copy, for three total (the original plus two Double Major copies). You can make the fourth copy with Riku's activation when the original Biovisionary resolves and hits the field.

At this point, you control four creatures named Biovisionary—one original and three tokens. As you move to your end step, Biovisionary’s alternate win condition checks to see if you control four or more creatures with its name. If you still do and an opponent can't remove one, you win.

#4. Temur Sabertooth + Selvala, Heart of the Wilds + Maelstrom Wanderer

Cards Temur Sabertooth; Selvala, Heart of the Wilds; Maelstrom Wanderer

Prerequisites – All three permanents are on the battlefield. You have at least to activate Selvala, Heart of the Wilds.

Result – Infinite mana of any color, infinite cast triggers (including infinite cascade via Wanderer), and access to your entire deck.

Variations – Any creature with power 7 or greater can substitute for Maelstrom Wanderer, though Wanderer provides haste and double cascade, making the combo far more explosive. Alternatives like Impervious Greatwurm or Terastodon fuel Selvala, but require outside haste support (like Concordant Crossroads or Anger). Urabrask the Hidden or Rhythm of the Wild can also provide haste. Still, Maelstrom Wanderer is a perfect Temur option with built-in value.

Execution – With Maelstrom Wanderer out, Selvala, Heart of the Wilds nets 6 mana per activation (Wanderer's 7 power minus one to activate the mana ability). Use to bounce Selvala with Temur Sabertooth, then spend to recast them. Because of Wanderer’s haste, they can tap again right away. Each loop nets 1 mana, giving you infinite green—or any color via Selvala. Once you have infinite mana, you can also bounce and recast Maelstrom Wanderer to cascade through your whole deck. From there, win however you like: infinite ETBs, Thassa's Oracle, Purphoros, God of the Forge, or simply overwhelming your opponents.

#3. Dualcaster Mage + Mythos of Illuna

Cards Dualcaster Mage; Mythos of Illuna

Prerequisites – You have Dualcaster Mage and Mythos of Illuna in hand. You can produce across the sequence— to cast Mythos of Illuna, plus to cast Dualcaster Mage.

Result – Infinite creature tokens (copies of Dualcaster Mage), infinite enter-the-battlefield triggers, and infinite magecraft triggers. With a haste enabler, you also get an infinite army ready to swing.

Variations – This combo is similar to the classic Dualcaster Mage + Twinflame loop, but Mythos of Illuna allows you to go infinite in Temur () colors. Quasiduplicate and Cackling Counterpart are other options, since the addition on Mythos isn't relevant to the combo. If you run a haste enabler like Temur Ascendancy or Fervor, the token army becomes instantly lethal. Alternatively, ETB-based win conditions like Purphoros, God of the Forge or Warstorm Surge end the game without needing to attack.

Execution – Cast Mythos of Illuna targeting any permanent, then cast Dualcaster Mage with Mythos on the stack. When Dualcaster enters, it copies the Mythos spell targeting itself. That copy resolves and creates a token copy of Dualcaster Mage. Each time a new Dualcaster token enters, it copies Mythos, producing another token and repeating the loop.

You can keep going indefinitely, creating an unbounded number of Dualcaster Mage tokens. This produces infinite enter-the-battlefield triggers, infinite magecraft triggers, and an infinite army. With any payoff card that cares about spells or ETB effects—or a haste enabler—you win instantly.

#2. Kiki-Jiki, Mirror Breaker + Kiora’s Follower

Cards Kiki-Jiki, Mirror Breaker; Kiora's Follower

Prerequisites – Both Kiki-Jiki, Mirror Breaker and Kiora's Follower are on the battlefield.

Result – Infinite Kiora's Follower tokens with haste, infinite enter-the-battlefield and death triggers, and an infinite army of tapped creatures.

Variations – Any creature that untaps another permanent combos with Kiki-Jiki, Mirror Breaker. Bounding Krasis (which untaps a creature when it enters) works similarly by resetting Kiki through its ETB. Other famous combos like Pestermite or Deceiver Exarch also go infinite with Kiki, but they don’t meet the full Temur identity requirement. Kiora's Follower is the cleanest two-card infinite option in Temur colors.

Execution – Use Kiki-Jiki, Mirror Breaker’s ability to copy Kiora's Follower. Since Kiki’s tokens have haste, the new Kiora's Follower can act right away. Use the token’s ability to untap Kiki-Jiki, Mirror Breaker. Now that Kiki is untapped, repeat the process: Tap Kiki again to make another token, then use that token to untap Kiki once more. Each loop creates a new Kiora's Follower token.

You can keep doing this infinitely, generating an army of hasty tapped 2/2 creatures. On top of that, each token’s ETB and eventual death (Kiki’s tokens are sacrificed at end step) can trigger any effects you have, like Purphoros, God of the Forge or Impact Tremors. The Followers have to tap to keep the chain going, so winning via infinite attackers isn't an option here.

#1. Animar, Soul of Elements + Ancestral Statue

Cards Animar, Soul of Elements; Ancestral Statue

Prerequisites Animar, Soul of Elements on the battlefield with at least four +1/+1 counters, and Ancestral Statue in hand.

Result – Infinite +1/+1 counters on Animar, Soul of Elements, infinite enter/leave-the-battlefield triggers, and infinite storm count.

Variations – Any cheap creature that can bounce itself works similarly. For example, Palinchron can replace Ancestral Statue, untapping lands to generate infinite mana while also growing Animar, Soul of Elements.

Execution – Once Animar, Soul of Elements has at least four +1/+1 counters, you can cast Ancestral Statue for free. When it enters the battlefield, its ability lets you return it to your hand. Every time you do this, Animar gets another +1/+1 counter. You just keep playing and bouncing the Statue over and over. This makes Animar huge, and if you have anything that cares about creatures entering or leaving the battlefield, it’ll trigger an unlimited number of times.

Wrap Up

Riku of Two Reflections - Illustration by Izzy

Riku of Two Reflections | Illustration by Izzy

As you can see, Temur combos are some of the most exciting and over-the-top plays you can pull off in Magic. They’re flashy, powerful, and can end games out of nowhere.

If you liked this rundown and want to see more wild combos—or share your own—come hang out with us on social media and join our Discord server! We’re always up for a good brew. Thanks for checking this out, and as always, take care, and we will meet again in my next article.

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