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Goro-Goro and Satoru + Breath of Fury

Produces: Infinite combat damage, Infinite combat phases, Infinite death triggers, Infinite ETB, Infinite LTB, Infinite mana creatures you control can produce, Infinite sacrifice triggers, Infinite untap of creatures you control

Goro-Goro and SatoruBreath of Fury
Color identity
UBR
Mana
{2}{R}{R}, plus enough mana to cast the creature card in hand, if applicable

Prerequisites

You have a creature card in hand, or control another creature that entered the battlefield this turn. You control any number of creatures that can tap to produce at least {1}{R}.

Steps

  1. If needed, cast any creature card by paying its mana cost.
  2. Cast Breath of Fury by paying {2}{R}{R}, attaching it to a creature you control that entered the battlefield this turn.
  3. Activate any number of mana-producing creatures you control by tapping them, adding at least {1}{R}.
  4. Activate Goro-Goro and Satoru by paying {1}{R}, giving creatures you control haste until end of turn.
  5. Deal combat damage to an opponent using the creature with Breath of Fury attached.
  6. Breath of Fury and Goro-Goro and Satoru trigger.
  7. Resolve the Goro-Goro and Satoru trigger, creating a 5/5 Dragon Spirit creature token.
  8. Resolve the Breath of Fury trigger, causing you to sacrifice the creature it is attached to, then attach Breath of Fury to the Dragon Spirit token, then causing you to untap all creatures you control and to get an additional combat phase after this one.
  9. Repeat from step 3 each combat phase.

How to execute this combo

The "Goro-Goro and Satoru + Breath of Fury" 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 combat damage, Infinite combat phases, Infinite death triggers, Infinite ETB, Infinite LTB, Infinite mana creatures you control can produce, Infinite sacrifice triggers, Infinite untap of creatures 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.

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