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Terra, Magical Adept // Esper Terra + Yenna, Redtooth Regent

Produces: Infinite LTB, Infinite ETB, Infinite colored mana, Infinite sacrifice triggers, Infinite death triggers, Draw the game, Infinite creature tokens with haste, Infinite creature copies of nonlegendary enchantments you control with haste

Terra, Magical Adept // Esper TerraYenna, Redtooth Regent
Color identity
WUBRG
Mana
{2}

Steps

  1. Activate Yenna by paying {2} and tapping it, creating a nonlegendary token copy of Esper Terra.
  2. When the Esper Terra token enters the battlefield, its first chapter ability triggers, creating a token copy of itself with haste and four lore counters on it.
  3. When the new Esper Terra token enters the battlefield, its first, second, third and fourth chapter abilities trigger.
  4. Resolve the first and second trigger, creating token copies of any nonlegendary enchantment you control.
  5. Resolve the fourth trigger, causing you to add {W}{W}{U}{U}{B}{B}{R}{R}{G}{G} and exile the Esper Terra token.
  6. Resolve the third trigger, creating a token copy of the Esper Terra token created in step 1 with haste and four lore counters on it.
  7. Repeat from step 3.

How to execute this combo

The "Terra, Magical Adept // Esper Terra + Yenna, Redtooth Regent" 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 LTB, Infinite ETB, Infinite colored mana, Infinite sacrifice triggers, Infinite death triggers, Draw the game, Infinite creature tokens with haste, Infinite creature copies of nonlegendary enchantments you control with haste.

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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