High Tide + Archaeomancer + Snap
Produces: Infinite ETB, Infinite LTB, Infinite storm count



- Color identity
- U
- Mana
- {U}
Prerequisites
You control at least four untapped Islands.
Steps
- Cast High Tide by paying {U}, causing Islands to add an additional {U} this turn.
- Activate two Islands by tapping them, adding {U}{U}{U}{U}.
- Cast Archaeomancer by paying {2}{U}{U}.
- Archaeomancer enters the battlefield, returning High Tide from your graveyard to your hand.
- Activate an Island by tapping it, adding {U}{U}.
- Cast High Tide by paying {U}, causing Islands to add an additional {U} this turn.
- Activate an Island by tapping it, adding {U}{U}{U}.
- Cast Snap by paying {1}{U}, returning Archaeomancer from the battlefield to your hand and untapping two Islands.
- Activate two Islands by tapping them, adding six {U}.
- Cast Archaeomancer by paying {2}{U}{U}.
- Archaeomancer enters the battlefield, returning Snap from your graveyard to your hand.
- 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.