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
  1. At the beginning of your combat phase, Fire Nation Turret triggers, giving Hellkite Charger firebending 2 until end of turn.
  2. Declare Hellkite Charger as an attacker, triggering its firebending ability, its regular ability and Avatar Roku.
  3. Resolve the Avatar Roku and firebending triggers, adding ten {R}.
  4. 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.
  5. Repeat.
2,843 decks Colorless View on Commander Spellbook →
Results: Infinite turns · Lock
Show steps
  1. Activate Fire Nation Turret by paying {R}, putting a charge counter on it.
  2. Repeat step 1 two additional times.
  3. Activate Resourceful Defense by paying {4}{W}, moving all charge counters from Fire Nation Turret onto Magistrate's Scepter.
  4. 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.
  5. Repeat each turn.
84 decks Colorless View on Commander Spellbook →
Results: Near-infinite combat phases · Near-infinite damage to all players · Near-infinite +1/+1 counters on a creature
Show steps
  1. At the beginning of your combat phase, Fire Nation Turret triggers, giving The Incredible Hulk +2/+0 and firebending 2 until end of turn.
  2. Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}.
  3. Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player.
  4. The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one.
  5. Repeat each combat phase.
54 decks Colorless View on Commander Spellbook →
Results: Infinite turns · Lock
Show steps
  1. Activate Trazyn using Fire Nation Turret's ability by paying {R}, putting a charge counter on Trazyn.
  2. Repeat step 1 two additional times.
  3. 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.
  4. Repeat each turn.
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