Aesi, Tyrant of Gyre Strait + Walk the Aeons + Mystic Sanctuary + Ancient Greenwarden
Produces: Infinite turns, Lock
- Aesi, Tyrant of Gyre Strait
- Walk the Aeons
- Mystic Sanctuary
- Ancient Greenwarden
- Color identity
- GU
- Mana
- {4}{U}{U} each turn
Prerequisites
You control at least four Islands.
Steps
- Cast Walk the Aeons by paying {4}{U}{U}, sacrificing Mystic Sanctuary and two other Islands, causing you to take an extra turn after this one and returning Walk the Aeons to your hand.
- Play any Island except Mystic Sanctuary from your graveyard.
- When the land enters the battlefield, Aesi triggers twice, allowing you to draw two cards.
- Move to your next turn.
- Cast Walk the Aeons by paying {4}{U}{U}, causing you to take an extra turn after this one.
- Play any Island except Mystic Sanctuary from your graveyard.
- When the land enters the battlefield, Aesi triggers twice, allowing you to draw two cards.
- Play Mystic Sanctuary from your graveyard.
- When Mystic Sanctuary enters the battlefield, it and Aesi trigger twice.
- Resolve the first Mystic Sanctuary trigger, putting Walk the Aeons on top of your library from your graveyard.
- Resolve the second Mystic Sanctuary trigger, doing nothing.
- Resolve the Aesi triggers, causing you to draw Walk the Aeons and up to one additional card from the top of your library.
- Move to your next turn.
- Repeat.
How to execute this combo
The "Aesi, Tyrant of Gyre Strait + Walk the Aeons + Mystic Sanctuary + Ancient Greenwarden" combo takes 14 steps in order. Make sure you have the mana open and permanents listed in the prerequisites before you start — opponents can respond between steps.
The end result: Infinite turns, Lock.
Practice the line offline: lay out the cards, walk through each step, and note where you can lose the combo (summoning sickness, lack of priority, removal on a key permanent). In game, announce each step clearly; in casual play you can offer to shortcut after demonstrating the loop.
The best window is a turn when opponents are tapped out or after they commit a spell — hold protection (a counter, Vexing Shusher) if the combo wins on the spot.