Combos with The Thing

15 known combos in Commander — View The Thing

Results: Infinite turns · Lock
Show steps
  1. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on a creature you control.
  2. Activate Resourceful Defense by paying {4}{W}, moving five +1/+1 counters from a creature to Sage of Hours.
  3. Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  4. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Wurmcalling with buyback by paying {2}{G}{G}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Whispers of the Muse with buyback by paying {5}{U}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Whim of Volrath with buyback by paying {2}{U}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Sprout Swarm with buyback by paying at most {4}{U}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Searing Touch with buyback by paying {4}{R}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Recruit the Worthy with buyback by paying {3}{W}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Mystic Speculation with buyback by paying {2}{U}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Mind Games with buyback by paying {2}{U}{U}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Invulnerability with buyback by paying {4}{W}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Seething Anger with buyback by paying {3}{R}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Haze of Rage with buyback by paying {3}{R}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Fanning the Flames with buyback by paying {3}{R}{R}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Verdant Touch with buyback by paying {4}{G}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
Results: Infinite turns · Lock
Show steps
  1. Cast Elvish Fury with buyback by paying {4}{G}, returning it to your hand.
  2. At the beginning of your combat phase, The Thing's first ability triggers, putting four +1/+1 counters on it.
  3. Declare The Thing as an attacker. Its second ability triggers, causing you to pay {R}{G}{W}{U} to double the number of +1/+1 counters on it.
  4. Activate The Thing using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
  5. Repeat each turn.
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