Ghostly Flicker + Peregrine Drake + Archaeomancer
Produces: Infinite blinking, Infinite ETB, Infinite landfall triggers, Infinite LTB, Infinite magecraft triggers, Infinite mana lands you control can produce, Infinite storm count, Infinite untap of lands you control



- Color identity
- U
Prerequisites
You control up to five lands that can tap to produce at least {2}{U}.
Steps
- Activate up to five lands by tapping them, adding at least {2}{U}.
- Cast Ghostly Flicker by paying {2}{U}, blinking Archaeomancer and Peregrine Drake.
- When Archaeomancer and Peregrine Drake enter the battlefield, their abilities trigger.
- Resolve the Archaeomancer trigger, returning Ghostly Flicker to your hand from your graveyard.
- Resolve the Peregrine Drake trigger, untapping up to five lands.
- Repeat.
- If you control five lands that can tap to produce at least {3}{U}, this combo nets infinite mana, and you may blink any other permanent besides Peregrine Drake.
How to execute this combo
The "Ghostly Flicker + Peregrine Drake + Archaeomancer" combo takes 7 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 blinking, Infinite ETB, Infinite landfall triggers, Infinite LTB, Infinite magecraft triggers, Infinite mana lands you control can produce, Infinite storm count, Infinite untap of lands you control.
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.