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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

Anzrag, the Quake-MoleAnara, Wolvid Familiar
Color identity
RG
Mana
{3}{R}{R}{G}{G}

Prerequisites

Anzrag does not have summoning sickness. An opponent controls a creature.

Steps

  1. Activate Anzrag by paying {3}{R}{R}{G}{G}, causing opponents to block Anzrag if able this turn.
  2. Declare Anzrag as an attacker, attacking an opponent who controls a creature.
  3. 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.
  4. Any combat damage dealt to Anzrag will not kill it due to Anara giving it indestructible.
  5. 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.

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