Sign In

High Tide + Archaeomancer + Snap

Produces: Infinite ETB, Infinite LTB, Infinite storm count

High TideArchaeomancerSnap
Color identity
U
Mana
{U}

Prerequisites

You control at least four untapped Islands.

Steps

  1. Cast High Tide by paying {U}, causing Islands to add an additional {U} this turn.
  2. Activate two Islands by tapping them, adding {U}{U}{U}{U}.
  3. Cast Archaeomancer by paying {2}{U}{U}.
  4. Archaeomancer enters the battlefield, returning High Tide from your graveyard to your hand.
  5. Activate an Island by tapping it, adding {U}{U}.
  6. Cast High Tide by paying {U}, causing Islands to add an additional {U} this turn.
  7. Activate an Island by tapping it, adding {U}{U}{U}.
  8. Cast Snap by paying {1}{U}, returning Archaeomancer from the battlefield to your hand and untapping two Islands.
  9. Activate two Islands by tapping them, adding six {U}.
  10. Cast Archaeomancer by paying {2}{U}{U}.
  11. Archaeomancer enters the battlefield, returning Snap from your graveyard to your hand.
  12. Repeat from step 8.

How to execute this combo

The "High Tide + Archaeomancer + Snap" combo takes 12 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 ETB, Infinite LTB, Infinite storm count.

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.

Commander Spellbook →