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1001 More Things to Do with Infinite Mana (EDH / Commander)

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The deck revolves around generating infinite mana either through flickering a few choice creatures infinitely or by recurring Cloud of Faeries an infinite number of times.

There are three possible variations for generating infinite mana through flickering. These are:

Cast Ghostly Flicker/Displace targeting Peregrine Drake and Archaeomancer/Mnemonic Wall/Salvager of Secrets/Scrivener. Archaeomancer/Mnemonic Wall/Salvager of Secrets/Scrivener returns Ghostly Flicker/Displace to your hand and Peregrine Drake untaps five lands (at least one of which generates blue mana). As Ghostly Flicker/Displace is only 2U, you can cast it again and still have two mana floating. This can be done infinite times to generate infinite mana.

Cast Ghostly Flicker/Displace targeting Cloud of Faeries and Archaeomancer/Mnemonic Wall/Salvager of Secrets/Scrivener with Sunscape Familiar and Azorius Chancery in play. Cloud of Faeries untaps Azorius Chancery and another land. Archaeomancer/Mnemonic Wall/Salvager of Secrets/Scrivener returns Ghostly Flicker/Displace to your hand. As Sunscape Familiar discounts blue spells by 1 Ghostly Flicker/Displace only cost 1U to cast, allowing you to float a mana from the non-Azorius Chancery land you untapped. This can be done infinite times to generate infinite mana.

Cast High Tide then Ghostly Flicker/Displace targeting Cloud of Faeries and Archaeomancer/Mnemonic Wall/Salvager of Secrets/Scrivener, tapping two Islands for the mana needed for the spell, floating a blue mana.Archaeomancer/Mnemonic Wall/Salvager of Secrets/Scrivener returns Ghostly Flicker/Displace to your hand and Cloud of Faeries untaps the two Islands. You can do this an infinite number of times generating a surplus blue mana every time, allowing you to generate infinite blue mana. Once you have infinite blue mana, you can use Clous of Faeries' ability to untap two land that generates white mana an infinite number of times, thereby generating an infinite amount of white mana.

There are three ways of generating infinite mana by recurring Cloud of Faeries an infinite number of times using Tehtmos High Priest Fanatical Devotion Shimmering Wings and 3 or four other cards. These are:

Using High Tide and 2 Islands: Have Tethmos High Priest and Fanatical Devotion in play. Cast High Tide. Tap 2 Islands, generating four blue mana. Use two of that mana to cast Cloud of Faeries, then untap the two Islands with Cloud of Faeries' ability. Sacrifice Cloud of Faeries to Fanatical Devotion (the target for Fanatical Devotion's ability doesn't really matter, but if you target Tethmos High Priest it might help protect the combo). Use one of the remaining floating blue mana to enchant Tethmos High Priest with Shimmering Wings, leaving you with one blue mana floating. This triggers Tetmos High Priest's ability, which you use to return Cloud of Faeries to the battlefield. In response to Cloud of Faeries' ability you tap two Islands, which you target with Cloud of Faeries' ability, untapping them and leaving you with five blue mana floating. You use one of these blue mana to return Shimmering Wings to your hand. From here on out you can continue to sacrifice Cloud of Faeries and enchanting Tethmos High Priest to return it to the battlefield (netting you two blue mana per cycle) infinite times generating infinite blue mana. Once you have infinite blue mana, you can use Cloud of Faeries' ability to untap lands that generate white mana instead to also generate you infinite white mana.

Using High Tide, 1 Island, 1 Plains and Conviction: Have Tethmos High Priest and Fanatical Devotion in play. Cast High Tide. Tap 1 Islands and 1 Plains, generating two blue mana and 1 white mana. Use the white mana and one of the blue mana to cast Cloud of Faeries, then untap the Island and the Plains with Cloud of Faeries' ability. Sacrifice Cloud of Faeries to Fanatical Devotion (the target for Fanatical Devotion's ability doesn't really matter, but if you target Tethmos High Priest it might help protect the combo). Use the remaining floating blue mana to enchant Tethmos High Priest with Shimmering Wings, leaving you with no mana floating. This triggers Tetmos High Priest's ability, which you use to return Cloud of Faeries to the battlefield. In response to Cloud of Faeries' ability you tap an Island and a Plains, which you target with Cloud of Faeries' ability, untapping them and leaving you with two blue mana and one white mana floating. You use one of these blue mana to return Shimmering Wings to your hand. From here on out you can continue to sacrifice Cloud of Faeries and enchanting Tethmos High Priest to return it to the battlefield (netting you one white mana per cycle) infinite times generating infinite white mana. Once you have infinite white mana, you start enchanting Tethmos High Priest with Conviction instead of Shimmering Wings, but otherwise continuing the combo (netting you one blue mana per cycle) until you have infinite blue mana.

Using Azorius Chancery, 1 Island and Conviction: Have Tethmos High Priest, Fanatical Devotion and Azorius Chancery in play. Tap Azorius Chancery and 1 Island, generating two blue mana and 1 white mana. Use the white mana and one of the blue mana to cast Cloud of Faeries, then untap Azorius Chancery and the Island with Cloud of Faeries' ability. Sacrifice Cloud of Faeries to Fanatical Devotion (the target for Fanatical Devotion's ability doesn't really matter, but if you target Tethmos High Priest it might help protect the combo). Use the remaining floating blue mana to enchant Tethmos High Priest with Shimmering Wings, leaving you with no mana floating. This triggers Tetmos High Priest's ability, which you use to return Cloud of Faeries to the battlefield. In response to Cloud of Faeries' ability you tap Azorius Chancery and an Island, which you target with Cloud of Faeries' ability, untapping them and leaving you with two blue mana and one white mana floating. You use one of these blue mana to return Shimmering Wings to your hand. From here on out you can continue to sacrifice Cloud of Faeries and enchanting Tethmos High Priest to return it to the battlefield (netting you one white mana per cycle) infinite times generating infinite white mana. Once you have infinite white mana, you start enchanting Tethmos High Priest with Conviction instead of Shimmering Wings, but otherwise continuing the combo (netting you one blue mana per cycle) until you have infinite blue mana.

There are five types of payoff for one or both of the infinite mana. Some require you to have a certain permanent in play, while you go through the infinite mana cycle, while others only work once you've generated infinite mana. The five types of payoff are:

Infinite Bounce: With infinite mana, you can cast Capsize with buyback an infinite amount of times, allowing you to bounce all of your opponents permanents (including lands).

Infinite Mill:
Once you have infinite mana, you can change one of your targets for Displace/Ghostly Flicker to a snow-land, allowing you to flicker that land an infinite number of times, causing Iceberg Cancrix to mill your opponent for an infinite amount of cards (Only works with Ghostly Flicker/Displace, not the other infinite mana loop).
Or
At least one creatures in your combos are blue. As such, whenever they enter the battlefield Sage's Row Denizen mills an opponent. As this is done infinite times, Sage's Row Denizen mills your opponents for an infinite amount of cards.

Infinit Opponent Sacrifice: Once you have infinite mana, you can change one of your targets for Displace/Ghostly Flicker to Rishadan Cutpurse. Eventually your opponents will run out of mana to pay for Rishadan Cutpurse's ability and will have to sacrifice all of their permanents, unless they have a way of generating infinite mana themselves (This only works with Ghostly Flicker/Displace, not the other infinite mana loop).

Infinite Life: If God-Pharoah's Faithful/Soul's Attendant/Soul Warden/Suture Priest is in play, while you execute an infinite combo, you gain an infinite amount of life, as two (at least one of which is blue) creatures enter the battlefield with every cycle of the combo.

Infinite Damage: Once you've generated infinite mana with, you can switch the target of Ghostly Flicker/Displace from Peregrine Drake/Cloud of Faeries to Sunscorched Desert to deal infinite damage (This only works with Ghostly Flicker/Displace, not the other infinite mana loop).

There are a few other cards of note in the deck. These are:

Unruly Mob gets infinitely large of the Tethmos High Priest combos.

Expedition Map is great for finding Azorius Chancery or Sunscorched Desert.

Merchant Scroll finds a lot of the combo pieces for the deck or things that find those combo pieces.

Dizzy Spell has transmute and can tutor for High Tide or Shimmering Wings or alernatively Soul's Attendant or Soul Warden.

Muddle the Mixture has transmute and can tutor for Cloud of Faeries, Conviction, Sun Clasp or Iceberg Cancrix.

Drift of Phantasms has transmute and can tutor for Displace, Ghostly Flicker, Tethmos High Priest or Fanatical Devotion, or alternatively Sage's Row Denizen or Rishadan Cutpurse.

Vedalken Aethermage has wizardcycling and can be used to find Archaeomancer, Salvager of Secrets or Scrivener.

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This deck appears to be legal in EDH / Commander.

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