MTG x TMNT has now been fully revealed to the world, and prerelease is only a week away. With everything officially on the table, players can start picking up older cards to fully unlock the power of their favorite characters. In your quest to make your favorite TMNT character shine, infinite combos are a great place to start.
Chrome Dome and Metalworker

Chrome Dome is one of the many new and surprisingly powerful pieces of artifact-matter support coming in MTG x TMNT. Alongside cards like Pinnacle Emmisary and the new Ravenous Robots, Chrome Dome’s Anthem effect is already attractive. That said, this card’s activated ability creates all kinds of different infinite combos, the simplest of which occurs when paired with Metalworker.
For this combo to work, you do need at least three artifacts in hand so that Metalworker can create six colorless mana. Assuming that this is the case, all you need to do is tap your Metalworker for mana and use Chrome Dome to create copies of it. You’ll be netting one mana for each copy you create, granting both infinite colorless mana and infinite creature tokens. Eventually, you’ll net so much mana that the Metalworkers you create won’t need to tap, allowing you to swing for infinite damage.
Both of these cards are already extremely powerful in artifacts-matters decks, making this combo a shoo-in for the archetype. As a result, the only real downside to this combo is its accessibility. Thanks to its powerful status on the Reserved List, Metalworker isn’t exactly available at a reasonable price. Unless you’re willing to spend $150 of the artifact, this combo might be outside of your price range.
Fortunately, there are some other infinite combos you can use with Chrome Dome, but they do require more specific cards to work. Chrome Dome, Krark-Clan Ironworks, and an artifact that makes multiple other artifacts, like Myr Battlesphere, go infinite the same way that Metalworker and Chrome Dome do. Simulacrum Synthesizer and Krark-Clan Ironworks also work, thanks to these cards seeing token copies of themselves. To-date, players have already discovered 18 different Chrome Dome combos for artifact players to try.
The Neutrinos and Aurelia, the Warleader

While all of the MTG x TMNT rares and mythics got revealed early, there are a surprising number of powerful commons and uncommons that look poised to create problems. The Neutrinos is just another card on a surprisingly long list, shockingly creating a two-card Boros infinite combo in Standard.
So long as your opponents can’t block down your creatures, The Neutrinos and Aurelia, the Warleader can deal infinite damage by creating infinite combats. Simply order your attack triggers so The Neutrinos resolves first, exiling Aurelia and returning it tapped and attacking. Aurelia’s ability will then untap your creatures, setting up another combat. Since Aurelia was flickered, every combat will be the first time that she attacks.
While this combo is surprisingly powerful, the amount of mana needed to pull it off means that it likely won’t be a part of any competitively viable Standard deck. The combo also doesn’t work if your opponent has a beefy Reach blocker, and it can be easily broken up with removal. Despite this, you can be certain that some crafty Standard player will catch you offguard if you aren’t careful.
Raphael, Ninja Destroyer and Pyrohemia

For any Raphael fans out there, there are a fair few ways to go infinite with his signature main set mythic. Thanks to adding red mana whenever damaged, Raphael can easily go infinite with a consistent source of damage, but there’s a catch.
Sadly, since Raphael, Ninja Destroyer only has four toughness, it won’t take long for consistent damage to wear the angry turtle down. To avoid this, you need to give Raphael Indestructible, which can be accomplished in a few different ways. Mithril Coat is probably the best way to do this, since it functions as an instant speed protection spell that doesn’t wear off.
Once Raphael is Indestructible, he will act as a mana outlet that can activate Pyrohemia infinite times. Refreshing your red mana on each activation, Pyrohemia can deal infinite damage to all creatures and players. This means that, so long as you have more life than everyone else, this combo will win you the game.
Similarly, if Raphael is Indestructible, you can turn any mass-damage card into a gigantic ritual. Using Dawnsire, Sunstar Dreadnaught‘s ability on Raphael, for example, will grant you a temporary 100 red mana. In a Fire Lord Azula deck, this could wreak absolute havoc.
Two-Card Death Combos

MTG x TMNT introduced a lot of new cards that care about an opponent losing half of something. Whether it’s life or their library, it’s rather easy to turn these half-loss cards into an instant loss with a good partner in crime. If you’re looking to maximize any of these new cards, there are lots of combos to consider. Better yet, most of these combos will be Standard legal.
Dark Leo & Shredder, alongside Shredder, Shadow Master, both have effects that cause an opponent to lose half of their life. Combo these with cards like Wound Reflection, Bloodletter of Aclazotz, or Archfiend of Despair, and they’ll lose all of their life instantaneously.
Similarly, Kitsune’s Technique can cause opponents to mill half of their library out of nowhere. Both Bruvac, the Grandolinquent and Aetherdrift’s Riverchurn Monument can finish the job, forcing an opponent to mill their entire library. Thanks to Kitsune Technique’s Sneak cost, this combo seems like it could be an interesting alternate win con that could be sideboarded in against slower decks.
Lots of Combos to Try
Bizarrely, despite all of the new MTG x TMNT combos found here, they actually barely scratch the surface. Whether it’s the new, crazy Sewer-Veillance Cam, or new +1/+1 counter combos enabled by The Mighty Mutanimals and Rocksteady, Mutant Marauder, there are all kinds of new variants on old favorites ready to try.
With so many new combos at players’ fingertips, there’s a fair chance that the new MTG TMNT cards could cause some increase in demand for older combos. That said, because a lot of these cards do not appear to be popular Commanders, and the combos themselves don’t seem competitive, it’ll be tough to know for sure. Either way, showing off new MTG x TMNT cards in a variety of Commander decks should be surprisingly easy.
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