The 5 Best Infinite Flicker Combos In Magic The Gathering

The 5 Best Infinite Flicker Combos In Magic The Gathering

Have a creature re-enter the battlefield as many times you like with these infinite flicker combos.



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The 5 Best Infinite Flicker Combos In Magic The Gathering

Magic the Gathering is full of endless combos, and many of them are excellent ways to secure yourself the win in any game. Some of the most potent are infinite flickers, or blinks, which allow a creature to enter, leave, and then re-enter the battlefield, looped for as long as you need it to.

Setting up entire combos around creatures leaving and re-entering might sound a bit pointless until you remember the myriad enter the battlefield (ETB) triggers found in a huge number of creatures. Through infinite flickers you can do almost anything: infinite life, infinite damage, endlessly buffing up your other creatures, making tokens, the works. Here are the five best infinite flicker combos you can put in your Commander deck.

As a note, most infinite flicker combos tend to use a combination of a handful of cards: Panharmonicon, Felidar Guardian, Ephemerate, Cloudshift, Restoration Angel, and Lumbering Battlement. To avoid just listing effectively the same combos over and over again, we’ll be swapping out combos that are too similar to another with ones that can fit into different colour identities, even if they’re not quite as popular.

5 Feldon of the Third Path, Worldgorger Dragon, Illusionist’s Bracers, and Anger

The 5 Best Infinite Flicker Combos In Magic The Gathering

Infinite flicker? In mono-red? It’s easier than you might think, especially if your commander is the popular artifact-loving Feldon of the Third Path.

First, you need enough mana that comes from sources that enter the battlefield untapped, like basic lands or most mana rocks. In total, you’ll need to be able to free up to five generic and one red mana. You’ll also need Feldon of the Third Path on the battlefield, equipped with Illusionist’s Bracers, and Worldgorger Dragon and Anger both in your graveyard.

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First, activate Feldon’s ability and make a token copy of Worldgorger Dragon. Illusionist’s Bracers will copy that ability, which you should also use to target the Worldgorger Dragon. When the first Worldgorger Dragon enters the battlefield, it will exile all permanents you control. When the second token enters, it will also exile all permanents you control, but the only thing it will see is that first Worldgorger Dragon.



When that Worldgorger Dragon is exiled by the second, all of your permanents exiled by it will re-enter the battlefield, including Feldon, all your lands, and any other creatures with enter-the-battlefield triggers you want to abuse. This is why it’s important to have untapped mana sources, as now you can pay to re-equip Feldon of the Third Path with Illusionist’s Bracers for three generic mana, and repeat the process all over again, using the haste given to it by the Anger in your graveyard.

4 Basalt Monolith, Dockside Extortionist, and Eldrazi Displacer

The 5 Best Infinite Flicker Combos In Magic The Gathering

This one is a bit more situation than most others, requiring your opponents to control at least three artifacts or enchantments. However, the more artifacts your opponents control, the better it is – four or more will also equal infinite mana!

First, have Dockside Extortionist, Basalt Monolith and Eldrazi Displacer already on the battlefield. Use Basalt Monolith to pay for Eldrazi Displacer’s ability, flickering Dockside Extortionist. When it re-enters the battlefield, Dockside Extortionist will then make as many treasure tokens as artifacts and enchantments your opponents’ control. As long as that’s at least three, you can use your three treasure tokens to pay to untap Basalt Monolith to start the loop again.

Though this combo only flickers one creature, there is a lot that can be done with it. Most notably, Impact Tremors, Purphoros God of the Forge, or Terror of the Peaks can wipe out the whole table just from the enter triggers Dockside would make.

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3 Panharmonicon, Archaeomancer, High Tide, and Ghostly Flicker

The 5 Best Infinite Flicker Combos In Magic The Gathering

Almost all of the most popular infinite flicker combos use Panharmonicon in some way, but this combo is notable for being possible in any blue-using deck.


For it to work, you need Panharmonicon, Archaeomancer, and an Island that enters the battlefield untapped. First, cast High Tide, and then Ghostly Flicker the Island and the Archaeomancer. When the Archaeomancer re-enters the battlefield, Panharmonicon will double its enter trigger and let you return two instants or sorceries from your graveyard to your hand: Ghostly Flicker and High Tide.

Re-cast High Tide, and repeat the loop as many times as you want. Each time you cast High Tide that turn, you’ll be adding an additional one blue mana whenever you tap the island, and this stacks for each High Tide you cast, resulting in infinite blue mana. This means that, eventually, you won’t have to Ghostly Flicker the Island every time, and can instead target other things with ETB triggers for a bit of extra variety.

2 Lumbering Battlement, Restoration Angel, and Ephemerate

The 5 Best Infinite Flicker Combos In Magic The Gathering

A mono-white infinite flicker combo that doesn’t use Panharmonicon is pretty rare, and this is a fun one. It is a little bit confusing, though.

To help understand it, you need to know how the rules treat flickered creatures. If a creature is exiled and returns to the battlefield, the creature that enters the battlefield isn’t considered the same entity as the one that left. It’s seen as a new creature with no knowledge of what it was before it was exiled. We’re going to abuse this to have two creatures with banishing effects (exile until it leaves the battlefield) play off of each other.

With Restoration Angel already on the battlefield, play Lumbering Battlement. With its ETB trigger, exile Restoration Angel and any other creatures you want infinitely flickered. Then, target the Lumbering Battlement with Ephemerate. The Lumbering Battlement will flicker, causing the Restoration Angel to re-enter the battlefield at more or less the same time. From there, you can stack the triggers and put Lumbering Battlement re-exiling Restoration Angel on top of Restoration Angel exiling Lumbering Battlement.

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The result is that Lumbering Battlement will exile Restoration Angel, and then the ability still on the stack from Restoration Angel will resolve, exiling the Lumbering Battlement. Because Restoration Angel isn’t on the battlefield when it exiles Lumbering Battlement, Lumbering Battlement immediately returns to the battlefield. But because Lumbering Battlement left the battlefield, even for a second, Restoration Angel comes back too. After all, creatures have no memory of what they were before they were exiled.

Re-stack the triggers and you can repeat this process as many times as you like.

1 Panharmonicon, Felidar Guardian, and Restoration Angel (or Spark Double)

The go-to infinite blink combo uses cards we’ve already seen, Panharmonicon and Restoration Angel, alongside Felidar Guardian. However, if you’re playing in white and blue, you can also swap out Restoration Angel for Spark Double and have the same effect.

You’ll need Felidar Guardian, another non-Angel creature you want to blink, and Panharmonicon on already out on the battlefield. Then, cast Restoration Angel and use the ETB trigger double by Panharmonicon to exile both Felidar Guardian and a second non-Angel creature. When Felidar Guardian comes back, you can then target the Restoration Angel and the other creature with its ETB triggers and endlessly repeat the process. If you’re working with Spark Double instead of Restoration Angel, simply have Spark Double enter the battlefield as a copy of Felidar Guardian. Everything else works exactly the same.

If you don’t need to flicker any more creatures, such as if you’ve got a life-giving ETB trigger like Soul warden or Impassioned Orator, you can completely cut out the Panharmonicon.

This combo is so popular because of how flexible it is. It only uses three relatively cheap cards that all fit into a single colour identity. As long as your Commander has access to white, you can use this combo with virtually no drawbacks.

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