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Summon the School | Intruder Alarm | Cryptolith Rite
Color Identity: G, W, U
Cards
Summon the School
Intruder Alarm
Cryptolith Rite
Prerequisites
Summon the School
in hand.
Intruder Alarm
and
Cryptolith Rite
on the battlefield.
You control at least three Merfolk without summoning sickness.
({1} magic symbol)
if you control exactly three Merfolk available.
Steps
Activate at least three Merfolk you control by tapping them, adding at least
({2} magic symbol)
({W} magic symbol)
.
Cast
Summon the School
by paying
({3} magic symbol)
({W} magic symbol)
, creating two 1/1 Merfolk Wizard creature tokens.
When the Merfolk Wizards enter the battlefield,
Intruder Alarm
triggers twice.
Resolve the first trigger, untapping all creatures.
Activate at least three Merfolk you control by tapping them, adding at least
({2} magic symbol)
({W} magic symbol)
.
Resolve the second
Intruder Alarm
trigger, untapping all creatures.
If needed or desired, activate a Merfolk you control by tapping it, adding
({1} magic symbol)
.
Activate
Summon the School
by tapping four untapped Merfolk you control, returning
Summon the School
from your graveyard to your hand.
Repeat from step 2.
If you control four or more Merfolk that does not have summoning sickness, this combo nets infinite colored mana.
Results
Infinite colored mana.
Infinite creature tokens.
Infinite ETB.
Infinite magecraft triggers.
Infinite mana creatures you control can produce.
Infinite storm count.
Infinite untap of all creatures.
Metadata
In 89 decks according to EDHREC.