Combos with The Neutrinos
15 known combos in Commander — View The Neutrinos
Results:
Infinite ETB
· Infinite LTB
· Infinite combat phases
· Infinite mana creatures you control can produce
· Infinite untap of creatures you control
Show steps
- Declare Aurelia and The Neutrinos as attackers, triggering their abilities.
- Resolve the Neutrinos trigger, blinking Aurelia and causing it to enter tapped and attacking.
- Resolve the Aurelia trigger, causing you to untap all creatures you control and to get an additional combat phase after this one.
- Repeat each combat phase.
Results:
Infinite LTB
· Infinite combat phases
· Infinite mana creatures you control can produce
· Infinite untap of creatures you control
· Infinite ETB
Show steps
- Declare The Neutrinos as an attacker, triggering it and Akki Battle Squad.
- Resolve the Akki Battle Squad trigger, causing you to untap all modified creatures you control and to get an combat phase after this one.
- Resolve the Neutrinos trigger, blinking Akki Battle Squad and causing it to enter tapped and attacking.
- Repeat each combat phase.
Results:
Infinite turns
· Lock
Show steps
- Declare The Neutrinos as an attacker, triggering its second ability, blinking Medomai and causing it to enter tapped and attacking.
- Deal combat damage using Medomai, triggering its ability, causing you to take an extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Niko by paying {2} and tapping it, exiling Timestream Navigator and causing Shards you control to become a copy of Timestream Navigator until the end step.
- Activate a Shard by paying {2}{U}{U}, tapping it and putting it from the battlefield onto the bottom of your library, causing you to take an extra turn after this one.
- Declare The Neutrinos as an attacker. It triggers, blinking Niko.
- When Niko enters, it triggers, creating two Shard tokens.
- At the beginning of the next end step, Timestream Navigator is returned from exile to the battlefield. The Neutrinos then triggers, blinking Niko.
- Repeat each turn.
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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Chameleon. Choose to have it 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Sakashima of a Thousand Faces 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Sakashima. Choose to have it 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Auton Soldier. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Sakashima the Impostor 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Sakashima. Choose to have it 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Avatar Kuruk and causing it 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 triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- Repeat.
Results:
Near-infinite extra turns
Show steps
- Cast Walk the Aeons for its buyback cost by paying {4}{U}{U} and sacrificing three Islands, causing you to take an extra turn after this one and return Walk the Aeons to your hand.
- Blink Lumra using The Neutrinos.
- When Lumra enters, it triggers, causing you to mill four cards and then return all land cards from your graveyard to the battlefield tapped.
- 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Innkeeper's Talent.
- The Legend of Kuruk's first and second chapter abilities trigger, 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with two lore counters on it due to Doubling Season.
- The Legend of Kuruk's first and second chapter abilities trigger, 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Avatar Kuruk and causing it 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, 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.
- Declare The Neutrinos as an attacker, triggering its ability, blinking Avatar Kuruk and causing it 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, 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.
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