This is meant to be an ongoing thread cataloging all infinite and repeatable combos in the Pauper format. I'll pledge my vigilance in maintaining and updating this post as suggestions are hashed out in the thread.
Infinite combos are card groups that can execute an indefinite number of iterations within a single turn. They must be self-sustaining and stand-alone.
Repeatable combos are card combinations which can be repeated every turn, or can be repeated as many times as mana can be supplied for them.
All suggestions and corrections welcome! If you suggest a combo, please explain what it does. If it's very large and complex, include an explanation of how to pilot it. Our aim here is completeness, not quality or viability, since this will be a catalog for the ages through all future sets coming out. That being said, let's try to keep the moving parts per combo lower than, say, five...? And keep them to three colors or less...? Just for practicality's sake.
BW: Wall of Hope + Pestilence = Negate 2 life damage to yourself while dealing 2 to each creature and other player each turn spending .
Special section: Potential combo enablers.
As we move along, we might discover some cards that look like they could fit in a potential engine. These are hearty, fit cards just begging to be broken in an infinite combo. Can you find them a home?
UPDATE: I'm still here. Pauper format sorta died at my store so I'm less active at it, but I still believe this format is good for MTG. Also, RIP combo enablers Cloud of Faeries and now Peregrine Drake!
But the last one is making me wonder if the stack math checks out. Have you confirmed this one works this way? If I understand it, Kami is out, then we cast Haze, splice in Revival, and sac Kami all in one move? It seems like a card gets somewhere before something else here.
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Songs of the Damned, Mnemonic Wall, Blood Celebrant, Cavern Harpy, some sort of lifegain (such as Gary or Gnaw to the Bone). You need 8 dudes in the yard to break even, 9 to gain 1 mana each cycle, probably 12-13 to really use the loop profitably, taking into account that you're spending 3 life per cycle (UU from celebrant to cast wall and harpy, 1 life to bounce harpy). You can then either use your infinite mana to crypt rats for the win, or loop a Gray merchant of asphodel, or whatever. pit keeper can help assemble the combo.
For the infinite persist combos, Essence Warden also gives infinite life.
No. Goblin Sledder doesn't put a +1/+1 counter on it, it just gives the creature +1/+1 until end of turn. Also, if you try to target the scuzzback marauders with it, the ability will be countered because the persisted marauders aren't the same creature as the marauders you sacrificed.
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
No. Goblin Sledder doesn't put a +1/+1 counter on it, it just gives the creature +1/+1 until end of turn. Also, if you try to target the scuzzback marauders with it, the ability will be countered because the persisted marauders aren't the same creature as the marauders you sacrificed.
Drat. Well, there's still:
BG
Tortured Existence + 2*Basking Rootwalla + Carrion Feeder: +1/+1 for {B}
This doesn't work because Gravescrabbler won't be able to target itself with it's ability, it's in play when the ability checks for a target, just like with persist in your previous suggestion. For something like this to work you'd have to have Gravescrabbler in the graveyard before it's effect triggers.
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400 Terastodons and still looking for more!
370 Powered Cube on Cubetutor (it's not always up to date because I primarily use Drive).
I like where this is going. Six copies of each combo piece, cantrips and zephyr scribe to dig for them, and some cheap protection to make sure your combo pieces make it through the turn. I might try increasing the count of apostle's blessing since your creatures will need to survive your opponent's turn before you can go off.
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
One other G/W combo: Sigil of the Nayan Gods can be replaced by Conclave's Blessing and also generate infinite tokens with Devoted Druid and this one technically gives you infinite mana though that usually isn't super relevant.
Sidisi's Faithful could be used as a repetable ETB/sacrifice effect. For example, by using the Ivy lane + safehold engine, you could create as many etb/dies triggers as many U you have.
The combos involving Ivy Lane Denizen and persist... Does that actually work? From what I understand persist doesn't loop, just because it has a +1/+1 counter on it. The rule says "If it had no -1/-1 counter on it...". So wouldn't it have both, a +1/+1 counter AND a -1/-1 counter thus the "Persist" mechanic wouldn't trigger, correct?
Apathy was been errated, you can find the oracle text for it here. With this change Apathy will only trigger once on each of the controlling player's turns -- at the beginning of the upkeep step.
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400 Terastodons and still looking for more!
370 Powered Cube on Cubetutor (it's not always up to date because I primarily use Drive).
Galvanic Alchemist can also work in the slot, for 2U. Not ideal but with the creatures you given, it could serve the same function. Of course, needs to be soulbound to the mana maker, but that should not be too hard.
for Doorkeeper as other possible win conditions to utilize the Axebane Guardian infinite mana. Many other "tap and bring death" commons could be used here but I'm just pointing out ones with defender, that actually help the Defender plan.
Unlike Doorkeeper, these all let you win at instant speed, vs. waiting for them to draw a card.
Infinite combos are card groups that can execute an indefinite number of iterations within a single turn. They must be self-sustaining and stand-alone.
Repeatable combos are card combinations which can be repeated every turn, or can be repeated as many times as mana can be supplied for them.
All suggestions and corrections welcome! If you suggest a combo, please explain what it does. If it's very large and complex, include an explanation of how to pilot it. Our aim here is completeness, not quality or viability, since this will be a catalog for the ages through all future sets coming out. That being said, let's try to keep the moving parts per combo lower than, say, five...? And keep them to three colors or less...? Just for practicality's sake.
Infinite combos:
G:
Presence of Gond + Devoted Druid + Ivy Lane Denizen = Infinite elf tokens.
Ivy Lane Denizen + Aerie Ouphes = Wipe out all flying creatures indefinitely.
U:
Retraction Helix / Banishing Knack + Battered Golem / Mirran Spy + Ornithopter / (any zero-drop artifact) + Golem Foundry = Infinite golem tokens.
Retraction Helix + Zephyr Scribe + Spidersilk Net + Elusive Spellfist = Infinitely large unblockable creature.
GW:
Presence of Gond + Midnight Guard = Infinite elf tokens.
Devoted Druid + Presence of Gond + Sigil of the Nayan Gods = Infinite elf tokens.
GB:
Ivy Lane Denizen + Safehold Elite / (any green persist creature) + Bloodthrone Vampire / (any sac-to-pump black creature) = Infinitely large black creature.
Ivy Lane Denizen + Safehold Elite / (any green persist creature) + Viscera Seer = Infinite scry (pseudo-tutor).
Ivy Lane Denizen + Safehold Elite / (any green persist creature) + Viscera Seer / (any sac engine) + Deathgreeter = Infinite life.
Ivy Lane Denizen + Safehold Elite / (any green persist creature) + Viscera Seer / (any sac engine) + Essence Warden = Infinite life.
UG:
Freed from the Real + Axebane Guardian + (any creature with defender) = Infinite mana.
Freed from the Real + Krosan Restorer + (threashold) = Infinite mana.
Freed From the Real + Lifespark Spellbomb + (any 2-color land) = Infinite mana.
Freed from the Real + Axebane Guardian + Overgrown Battlement (or any defender) + Viridian Longbow = Infinite damage to creature or player. (tap add 2 mana, 1 to untap, tap to damage, 1 to untap...)
Freed from the Real + Karametra's Favor + Deepwater Hypnotist = Infinite Fog of opponent's creature's attacks.
Freed from the Real + Karametra's Favor + Sphinx's Disciple = Draw your whole deck.
UW:
Retraction Helix / Banishing Knack + Midnight Guard + Soul's Attendant + Ornithopter = Infinite life.
Retraction Helix / Banishing Knack + Stonybrook Schoolmaster + Mirran Spy + Ornithopter = Infinite merfolk tokens. (Since the tokens are blue, you can add Sage's Row Denizen for infinite mill as well).
UB:
Retraction Helix / Banishing Knack + Battered Golem / Mirran Spy + Ornithopter + Glaze Fiend = Infinitely large black creature.
Songs of the Damned + Mnemonic Wall + Blood Celebrant + Cavern Harpy = Infinite mana and creature bounce (works only with a loaded graveyard - be sure to have some way not to run out of life).
RUG:
Freed from the Real + Zhur-Taa Druid + Orochi Leafcaller = Infinite damage to opponent.
Morselhoarder + Sinking Feeling + Hermetic Study / Viridian Longbow = Infinite damage to opponent.
Freed from the Real + Karametra's Favor + Kragma Butcher = Infinite power on Kragma Butcher.
GBR:
Ivy Lane Denizen + Safehold Elite / (any green persist creature) + Viscera Seer / (any sac engine) + Hissing Iguanar = Infinite damage to opponent.
BUG:
Freed from the Real + Servant of Tymaret + Karametra's Favor = Infinite opponent life drain.
UWG:
Freed from the Real + Stonybrook Schoolmaster + Karametra's Favor = Infinite merfolk tokens. (Toss in a Judge of Currents and gain infinite life as well.)
Freed from the Real + Oreskos Sun Guide + Karametra's Favor = Gain infinite life.
RWG:
Presence of Gond + Midnight Guard + Impact Tremors = Infinite damage to opponent, without having to wait for the tokens to swing next turn.
Repeatable combos:
U:
Archaeomancer/Mnemonic Wall + Peel From Reality = Bounce an opponent creature every turn.
Archaeomancer/Mnemonic Wall + Voyage's End = Chump-block every turn with scry.
Archaeomancer/Mnemonic Wall + Ghostly Flicker = ETB effect for creature, artifact, or land every turn.
W:
Auramancer + Angelic Renewal = Chump-block every turn.
Woeleecher + Kithkin Spellduster = Destroy an enchantment per turn (or Woeleecher can of course recur persist creatures indefinitely).
G:
Ivy Lane Denizen + Grazing Kelpie = Recover cards from graveyard per
GW:
Antler Skulkin + Qasali Pridemage + Ivy Lane Denizen = Destroy artifact or enchantment each turn per
UB:
Archaeomancer/Mnemonic Wall + Recover = Chump-block every turn with card draw.
UR:
Horseshoe Crab + Quicksilver Dagger = Damage to opponent and card draw per
BG:
Tortured Existence + 2x Golgari Brownscale = Gain 2 life per
BW:
Wall of Hope + Pestilence = Negate 2 life damage to yourself while dealing 2 to each creature and other player each turn spending
Special section: Potential combo enablers.
As we move along, we might discover some cards that look like they could fit in a potential engine. These are hearty, fit cards just begging to be broken in an infinite combo. Can you find them a home?
UPDATE: I'm still here. Pauper format sorta died at my store so I'm less active at it, but I still believe this format is good for MTG. Also, RIP combo enablers Cloud of Faeries and now Peregrine Drake!
But the last one is making me wonder if the stack math checks out. Have you confirmed this one works this way? If I understand it, Kami is out, then we cast Haze, splice in Revival, and sac Kami all in one move? It seems like a card gets somewhere before something else here.
For the infinite persist combos, Essence Warden also gives infinite life.
You can use Spire Golem or Tangle Golem (with affinity) for infinite mana as well.
370 Powered Cube on Cubetutor (it's not always up to date because I primarily use Drive).
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Drat. Well, there's still:
BG
Tortured Existence + 2*Basking Rootwalla + Carrion Feeder: +1/+1 for {B}
&
B | R/G
Skirge Familiar + Stormscape Familiar OR Thunderscape Familiar + Gravescrabbler + Carrion Feeder: Infinite +1/+1
Or at least, I think so D:
This doesn't work because Gravescrabbler won't be able to target itself with it's ability, it's in play when the ability checks for a target, just like with persist in your previous suggestion. For something like this to work you'd have to have Gravescrabbler in the graveyard before it's effect triggers.
370 Powered Cube on Cubetutor (it's not always up to date because I primarily use Drive).
I like where this is going. Six copies of each combo piece, cantrips and zephyr scribe to dig for them, and some cheap protection to make sure your combo pieces make it through the turn. I might try increasing the count of apostle's blessing since your creatures will need to survive your opponent's turn before you can go off.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Except Grand Architect is rare, and doesn't fit in the Pauper constraint.
370 Powered Cube on Cubetutor (it's not always up to date because I primarily use Drive).
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Retraction Helix / Banishing Knack + Midnight Guard + Griffin Protector + Ornithopter = Infinitely Large Flying Griffin.
Also, Shield Sphere can be used in many places interchangeably with Ornithopter.
Apathy says "during the upkeep" so, I understand that, as long as you don't skip your Upkeep phase, you can do this.
370 Powered Cube on Cubetutor (it's not always up to date because I primarily use Drive).
Vigean Graftmage + (Axebane Guardian + defenders) or (Viridian Joiner + Orochi Leafcaller + any pump)
Singing Bell Strike + Viridian Joiner + Untamed Might or other pump spells.
Galvanic Alchemist can also work in the slot, for 2U. Not ideal but with the creatures you given, it could serve the same function. Of course, needs to be soulbound to the mana maker, but that should not be too hard.
1. (Galvanic Alchemist + Axebane Guardian ) + (Galvanic Alchemist + Doorkeeper) + (2 other defenders) = infinite mana /infinite mill
2. (Galvanic Alchemist + Axebane Guardian ) + Doorkeeper + Momentary Blink/Ghostly Flicker + (2 other defenders) = make infinite mana w/ Axebane Guardian, blink Galvanic Alchemist to soulbond with Doorkeeper, mill out.
You could insert:
Unlike Doorkeeper, these all let you win at instant speed, vs. waiting for them to draw a card.
It says during, not "at beginning". So couldn't he just do it during the upkeep and before the draw phase?