Combos with Fortune, Loyal Steed
15 known combos in Commander — View Fortune, Loyal Steed
Results:
Infinite turns
· Lock
Show steps
- Activate Chameleon using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Chameleon, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Chameleon. Choose to have Chameleon enter the battlefield as a copy of Avatar Kuruk.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Avatar Kuruk, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At the end of combat, Fortune triggers, blinking it and Avatar Kuruk and causing Avatar Kuruk to return to the battlefield as The Legend of Kuruk. Choose to have it enter with three lore counters due to its read-ahead ability given to it by Barbara Wright.
- The Legend of Kuruk's third chapter ability and Fortune trigger.
- Resolve the Legend of Kuruk trigger, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- Resolve the Fortune trigger, causing you to scry 2.
- Repeat each turn
Results:
Infinite turns
· Lock
Show steps
- Activate Sakashima using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Sakashima, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Sakashima. Choose to have Sakashima enter the battlefield as a copy of Avatar Kuruk.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Sakashima using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Sakashima, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Sakashima. Choose to have Sakashima enter the battlefield as a copy of Avatar Kuruk.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Spark Double, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Spark Double. Choose to have Spark Double enter the battlefield as a copy of Avatar Kuruk.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Auton Soldier using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Auton Soldier, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Auton Soldier. Choose to have Auton Soldier enter the battlefield as a copy of Avatar Kuruk.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Marvin using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Marvin, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At the end of combat, Fortune triggers, blinking it and Marvin.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Cast Illusion of Choice by paying {U}, allowing you to decide how each player votes this turn and causing you to draw a a card.
- Cast Plea for Power by paying {3}{U}, choosing all votes to be for time, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Scholar of the Ages, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker, triggering Fortune's ability.
- At the end of your combat phase, Fortune triggers, blinking it and Scholar of the Ages.
- When Fortune and Scholar of the Ages enter the battlefield, they trigger.
- Resolve the Fortune trigger, causing you to scry 2.
- Resolve the Scholar of the Ages trigger, returning Illusion of Choice and Plea for Power from your graveyard to your hand.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Cast Exchange of Words by paying {1}{U}{U}.
- When Exchange of Words enters the battlefield, it triggers, exchanging the text boxes of it and Wormfang Manta.
- Activate Fortune's saddle ability by tapping Exchange of Words, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker.
- At the end of your combat phase, Fortune triggers, blinking it and Exchange of Words.
- Exchange of Words leaves and enters the battlefield, triggering the second ability it gained from Wormfang Manta's textbox as well as its own ability.
- Resolve the first Exchange of Words trigger, causing you to take an extra turn after this one.
- Resolve the second Exchange of Words trigger, exchanging the text boxes of it and Wormfang Manta.
- Repeat from step 3 during each turn.
Results:
Infinite turns
· Lock
Show steps
- Cast Exchange of Words by paying {1}{U}{U}.
- When Exchange of Words enters the battlefield, it triggers, exchanging the text boxes of it and Wormfang Manta.
- Activate Fortune's saddle ability by tapping Exchange of Words, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker.
- At the end of your combat phase, Fortune triggers, blinking it and Exchange of Words.
- Exchange of Words leaves and enters the battlefield, triggering the second ability it gained from Wormfang Manta's textbox as well as its own ability.
- Resolve the first Exchange of Words trigger, causing you to take an extra turn after this one.
- Resolve the second Exchange of Words trigger, exchanging the text boxes of it and Wormfang Manta.
- Repeat from step 3 during each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Avatar Kuruk, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At the end of combat, Fortune triggers, blinking it and Avatar Kuruk and causing Avatar Kuruk to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Pir.
- The Legend of Kuruk's first and second chapter abilities trigger and Fortune trigger.
- Resolve the Fortune trigger, causing you to scry 2.
- Resolve the Legend of Kuruk triggers, causing you to scry 2, draw a card, scry 2 and draw another card.
- Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting two lore counters on it. Its third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Avatar Kuruk, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At the end of combat, Fortune triggers, blinking it and Avatar Kuruk and causing Avatar Kuruk to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Vorinclex.
- The Legend of Kuruk's first and second chapter abilities trigger and Fortune trigger.
- Resolve the Fortune trigger, causing you to scry 2.
- Resolve the Legend of Kuruk triggers, causing you to scry 2, draw a card, scry 2 and draw another card.
- Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting two lore counters on it. Its third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Avatar Kuruk, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At the end of combat, Fortune triggers, blinking it and Avatar Kuruk and causing Avatar Kuruk to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Pir.
- The Legend of Kuruk's first and second chapter abilities trigger and Fortune trigger.
- Resolve the Fortune trigger, causing you to scry 2.
- Resolve the Legend of Kuruk triggers, causing you to scry 2, draw a card, scry 2 and draw another card.
- Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting two lore counters on it. Its third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Avatar Kuruk, causing Fortune to become saddled until end of turn.
- Declare Fortune as an attacker. At the end of combat, Fortune triggers, blinking it and Avatar Kuruk and causing Avatar Kuruk to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Pir.
- The Legend of Kuruk's first and second chapter abilities trigger and Fortune trigger.
- Resolve the Fortune trigger, causing you to scry 2.
- Resolve the Legend of Kuruk triggers, causing you to scry 2, draw a card, scry 2 and draw another card.
- Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting two lore counters on it. Its third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- Activate Timestream Navigator by paying {2}{U}{U}, tapping and putting it on the bottom of your library, causing you to take an extra turn after this one.
- Activate Fortune's saddle ability by tapping Forerunner of the Coalition.
- Declare Fortune as an attacker.
- At end of combat, Fortune triggers, blinking itself and Forerunner of the Coalition.
- Forerunner of the Coalition enters, triggering its first ability, causing you to search your library for Timestream Navigator and put it on top of your library.
- Move to your next turn, drawing Timestream Navigator during your draw phase.
- Cast Timestream Navigator by paying {1}{U}.
- Timestream Navigator enters the battlefield, triggering Forerunner of the Coalition's second ability, causing each opponent to lose 1 life.
- Repeat.
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