Charismatic Conqueror + Silverquill Lecturer
Produces: Infinite creature ETB, Infinite creature tokens, Infinite creature ETB for target opponent, Infinite creature tokens for target opponent
- Charismatic Conqueror
- Silverquill Lecturer
- Color identity
- W
- Mana
- {1}{W}
Steps
- Cast Charismatic Conqueror by paying {1}{W}.
- Charismatic Conqueror triggers, causing you and an opponent to copy it.
- Resolve the opponent's copy of Charismatic Conqueror, and then resolve your copy of Charismatic Conqueror.
- When your Charismatic Conqueror token enters the battlefield, the opponent's Charismatic Conqueror triggers, causing you to tap your Charismatic Conqueror token.
- Resolve the original Charismatic Conqueror spell.
- When the nontoken Charismatic Conqueror enters the battlefield, the opponent's Charismatic Conqueror triggers, causing you to not tap the nontoken Charismatic Conqueror, and causing the opponent to create a 1/1 Vampire creature token.
- When the opponent's Vampire token enters the battlefield, both Charismatic Conquerors you control trigger, causing you to create at least one 1/1 Vampire creature token.
- When your Vampire token enters the battlefield, the opponent's Charismatic Conqueror triggers, causing you to not tap the Vampire token, and causing the opponent to create a 1/1 Vampire creature token.
- Repeat from step 7.
How to execute this combo
The "Charismatic Conqueror + Silverquill Lecturer" combo takes 9 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 creature ETB, Infinite creature tokens, Infinite creature ETB for target opponent, Infinite creature tokens for target opponent.
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.