Combos with Fire Nation Turret
4 known combos in Commander — View Fire Nation Turret
Results:
Infinite combat phases
· Infinite red mana
· Infinitely powerful creatures you control until end of turn
Show steps
- At the beginning of your combat phase, Fire Nation Turret triggers, giving Hellkite Charger firebending 2 until end of turn.
- Declare Hellkite Charger as an attacker, triggering its firebending ability, its regular ability and Avatar Roku.
- Resolve the Avatar Roku and firebending triggers, adding ten {R}.
- Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- Activate Fire Nation Turret by paying {R}, putting a charge counter on it.
- Repeat step 1 two additional times.
- Activate Resourceful Defense by paying {4}{W}, moving all charge counters from Fire Nation Turret onto Magistrate's Scepter.
- Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one.
- Repeat each turn.
Results:
Near-infinite combat phases
· Near-infinite damage to all players
· Near-infinite +1/+1 counters on a creature
Show steps
- At the beginning of your combat phase, Fire Nation Turret triggers, giving The Incredible Hulk +2/+0 and firebending 2 until end of turn.
- Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}.
- Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player.
- The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one.
- Repeat each combat phase.
Results:
Infinite turns
· Lock
Show steps
- Activate Trazyn using Fire Nation Turret's ability by paying {R}, putting a charge counter on Trazyn.
- Repeat step 1 two additional times.
- Activate Trazyn using Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one.
- Repeat each turn.
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