Combos with Inspirit, Flagship Vessel
15 known combos in Commander — View Inspirit, Flagship Vessel
Results:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter.
- Activate Inspirit's station ability by tapping Kilo.
- Kilo triggers, putting a charge counter on Magistrate's Scepter.
- Resolve Inspirit's station ability.
- 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:
Infinite turns
· Lock
Show steps
- Activate Coretapper's first ability by tapping it, putting a charge counter on Magistrate's Scepter.
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on 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:
Infinite turns
· Lock
Show steps
- At the beginning of your upkeep, Vedalken Infuser triggers, putting a charge counter on Magistrate's Scepter.
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on 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:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting four charge counters on 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:
Lock
· Infinite turns
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter.
- Declare Aurelia as an attacker, triggering its ability, causing you to untap all creatures you control and to get an additional combat phase after this one.
- Move to your second combat phase. At the beginning of the combat phase, Inspirit triggers, putting two charge counters on 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:
Lock
· Infinite turns
Show steps
- At the beginning of your combat phase, Inspirit triggers twice, putting four charge counters on 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:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting three charge counters on 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:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting four charge counters on 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:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting four charge counters on 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:
Lock
· Infinite turns
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter.
- Declare Combat Celebrant as an attacker, choosing to exert it as it attacks. Combat Celebrant triggers, causing you to untap all creatures you control and to get an additional combat phase after this one.
- Move to your second combat phase. At the beginning of the combat phase, Inspirit triggers, putting two charge counters on 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:
Lock
· Infinite turns
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter.
- Declare Fear of Missing Out as an attacker, triggering its ability, causing you to untap a creature you control and to get an additional combat phase after this one.
- Move to your second combat phase. At the beginning of the combat phase, Inspirit triggers, putting two charge counters on 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:
Lock
· Infinite turns
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter.
- Deal combat damage to an opponent using Bloodthirster, triggering its ability, causing you to untap it and to get an additional combat phase after this one.
- Move to your second combat phase. At the beginning of the combat phase, Inspirit triggers, putting two charge counters on 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:
Lock
· Infinite turns
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter.
- Declare Godo as an attacker, triggering its ability, causing you to untap it and all Samurai you control and to get an additional combat phase after this one.
- Move to your second combat phase. At the beginning of the combat phase, Inspirit triggers, putting two charge counters on 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:
Lock
· Infinite turns
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter.
- Deal combat damage to an opponent using Port Razer, triggering its ability, causing you to untap all creatures you control and to get an additional combat phase after this one.
- Move to your second combat phase. At the beginning of the combat phase, Inspirit triggers, putting two charge counters on 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:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Inspirit triggers, putting three charge counters on 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.
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