Chronomantic Escape + Sphinx of the Second Sun + Spark Double
Produces: You can't be attacked, Lock
- Chronomantic Escape
- Sphinx of the Second Sun
- Spark Double
- Color identity
- WU
- Mana
- {4}{W}{W}
Steps
- Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it.
- At the beginning of your postcombat main phase, Sphinx of the Second Sun and Spark Double each trigger, causing you to get two additional beginning phases after this phase.
- Move to your first additional beginning phase.
- At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself.
- Repeat from step 3 one additional time.
- At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost.
- Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it.
- Repeat from step 2.
How to execute this combo
The "Chronomantic Escape + Sphinx of the Second Sun + Spark Double" combo takes 8 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.