Accedi

Thousand-Faced Shadow + Peregrine Drake + Mistblade Shinobi

Produces: Infinite combat damage to one opponent, Infinite creature tokens, Infinite ETB, Infinite LTB

Thousand-Faced ShadowPeregrine DrakeMistblade Shinobi
Color identity
U

Prerequisites

Mistblade Shinobi and Peregrine Drake do not have summoning sickness. An opponent cannot block Mistblade Shinobi or Peregrine Drake. You control up to five lands that can tap to produce at least {2}{U}{U}{U}.

Steps

  1. Declare Peregrine Drake and Mistblade Shinobi as attackers.
  2. When they aren't blocked, activate up to five lands you control by tapping them, adding at least {2}{U}{U}{U}.
  3. Activate Thousand-Faced Shadow's ninjutsu ability by paying {2}{U}{U} and returning Mistblade Shinobi from the battlefield to your hand, putting Thousand-Faced Shadow onto the battlefield from your hand tapped and attacking.
  4. When Thousand-Faced Shadow enters the battlefield, it triggers, creating a token copy of Peregrine Drake that is tapped and attacking.
  5. When the Peregrine Drake token enters the battlefield, it triggers, untapping up to five lands.
  6. Activate Mistblade Shinobi's ninjutsu ability by paying {U} and returning Thousand-Faced Shadow from the battlefield to your hand, putting Mistblade Shinobi onto the battlefield from your hand tapped and attacking.
  7. Repeat from step 2.
  8. Deal combat damage using the Peregrine Drake tokens, dealing infinite combat damage to the defending opponent.
  9. If you control up to five lands that can tap to produce at least {3}{U}{U}{U}, this combo nets infinite mana.

How to execute this combo

The "Thousand-Faced Shadow + Peregrine Drake + Mistblade Shinobi" combo takes 9 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 combat damage to one opponent, Infinite creature tokens, Infinite ETB, Infinite LTB.

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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