Anzrag, the Quake-Mole + Anara, Wolvid Familiar
Produces: Near-infinite combat phases, Near-infinite untap of creatures you control, Near-infinite mana creatures you control can produce


- Color identity
- RG
- Mana
- {3}{R}{R}{G}{G}
Prerequisites
Anzrag does not have summoning sickness. An opponent controls a creature.
Steps
- Activate Anzrag by paying {3}{R}{R}{G}{G}, causing opponents to block Anzrag if able this turn.
- Declare Anzrag as an attacker, attacking an opponent who controls a creature.
- The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- Any combat damage dealt to Anzrag will not kill it due to Anara giving it indestructible.
- Repeat from step 3 each combat phase.
How to execute this combo
The "Anzrag, the Quake-Mole + Anara, Wolvid Familiar" combo takes 5 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: Near-infinite combat phases, Near-infinite untap of creatures you control, Near-infinite mana creatures you control can produce.
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.