the front side of Pippin, Warden of Isengard
the back of a classic MtG card
the front side of Krark-Clan Ironworks
the back of a classic MtG card
the front side of Umbral Mantle
the back of a classic MtG card
the front side of Academy Manufactor
the back of a classic MtG card

Color Identity: B, G

Initial Card State

  1.  All permanents on the battlefield.

Notable Prerequisites

  1. Pippin does not have summoning sickness.
  2. Umbral Mantle attached to Pippin.

Mana Needed

  1. ({1} magic symbol)   available.

Steps

  1. Activate Pippin's first ability by paying ({1} magic symbol)   and tapping it, creating two Food, two Clue and two Treasure artifact tokens.
  2. Activate Krark-Clan Ironworks twice by sacrificing two of the tokens, adding ({C} magic symbol)  ({C} magic symbol)  ({C} magic symbol)  ({C} magic symbol)  .
  3. Activate Pippin by paying ({3} magic symbol)   and untapping it, giving it +2/+2 until end of turn.
  4. Repeat.

Results

  1. Infinite card draw.
  2. Infinite Clue tokens.
  3. Infinite colored mana.
  4. Infinite colorless mana.
  5. Infinite draw triggers.
  6. Infinite Food tokens.
  7. Infinite lifegain.
  8. Infinite lifegain triggers.
  9. Infinitely large Pippin until end of turn.
  10. Infinite Treasure tokens.
  11. Infinite untap of creatures you control.
  12. Infinitely large creature until end of turn.

Metadata

  1. In 6 decks according to EDHREC.
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