The Tenth Doctor + Chronomantic Escape
Produces: You can't be attacked, Lock


- Color identity
- URW
- Mana
- {4}{W}{W} the first turn if Chronomantic Escape is in your hand, or {7} available otherwise, with {7} available each following turn
Prerequisites
Chronomantic Escape in hand or in exile with at least one time counter on it.
Steps
- If Chronomantic Escape is in your hand, cast it by paying {4}{W}{W}.
- Otherwise, activate The Tenth Doctor by paying {7}, causing you to time travel three times, removing all time counters from Chronomantic Escape and cast Chronomantic Escape from exile without paying its mana cost.
- Resolve Chronomantic Escape, preventing creatures from attacking you until your next turn, and exiling Chronomantic Espace with three time counters on it.
- Repeat from step 2 during each of your turns.
How to execute this combo
The "The Tenth Doctor + Chronomantic Escape" combo takes 4 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: You can't be attacked, Lock.
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.