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Chronomantic Escape

Chronomantic Escape

Sorcery$1.07

Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it. Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)

Legal in Commander

Is

Does

Combos 38

  • Chronomantic Escape + The Tenth Doctor

    • You can't be attacked
    • Lock

    Mana needed: 4,848 decks on Commander Spellbook

    How it works

    Before you start

    Chronomantic Escape in hand or in exile with at least one time counter on it.

    Steps

    If Chronomantic Escape is in your hand, cast it by paying {4}{W}{W}. Otherwise, activate The Tenth Doctor by paying {7}, causing you to time travel three times, removing all time counters from Chronomantic Escape and cast Chronomantic Escape from exile without paying its mana cost. Resolve Chronomantic Escape, preventing creatures from attacking you until your next turn, and exiling Chronomantic Espace with three time counters on it. Repeat from step 2 during each of your turns.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Paradox Haze

    • You can't be attacked
    • Lock

    Mana needed: 1,210 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun triggers, causing you to get an additional beginning phase after this phase. Move to your additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. At the beginning of your next upkeep, Chronomantic Escape and Paradox Haze trigger. Resolve the Paradox Haze trigger, causing you to get an additional upkeep step after this one. Resolve the Chronomantic Escape trigger, removing a time counter from it. Move to your next upkeep step. Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Paradox Haze + Copy Enchantment

    • You can't be attacked
    • Lock

    Mana needed: 113 decks on Commander Spellbook

    How it works

    Before you start

    Paradox Haze and Copy Enchantment attached to you.

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. During the first upkeep step of your next turn, Paradox Haze and Copy Enchantment each trigger, causing you to get two additional upkeep steps. Move through your first and second upkeep steps, removing two time counters from Chronomantic Escape. Move through your final upkeep step, removing the final time counter from Chronomantic Escape and causing you to cast it from exile without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Spark Double

    • You can't be attacked
    • Lock

    Mana needed: 98 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Spark Double each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Auton Soldier

    • You can't be attacked
    • Lock

    Mana needed: 79 decks on Commander Spellbook

    How it works

    Before you start

    Auton Soldier is a copy of Sphinx of the Second Sun.

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Sakashima of a Thousand Faces

    • You can't be attacked
    • Lock

    Mana needed: 55 decks on Commander Spellbook

    How it works

    Before you start

    Sakashima of a Thousand Faces is a copy of Sphinx of the Second Sun.

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Clever Impersonator

    • You can't be attacked
    • Lock

    Mana needed: 31 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Clever Impersonator each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Mirrorhall Mimic // Ghastly Mimicry

    • You can't be attacked
    • Lock

    Mana needed: 28 decks on Commander Spellbook

    How it works

    Before you start

    Mirrorhall Mimic // Ghastly Mimicry is a copy of Sphinx of the Second Sun.

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Glasspool Mimic // Glasspool Shore

    • You can't be attacked
    • Lock

    Mana needed: 27 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Glasspool Mimic each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗
  • Chronomantic Escape + Sphinx of the Second Sun + Sakashima the Impostor

    • You can't be attacked
    • Lock

    Mana needed: 24 decks on Commander Spellbook

    How it works

    Steps

    Cast Chronomantic Escape by paying {4}{W}{W}, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. At the beginning of your postcombat main phase, Sphinx of the Second Sun and Sakashima the Impostor each trigger, causing you to get two additional beginning phases after this phase. Move to your first additional beginning phase. At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself. Repeat from step 3 one additional time. At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost. Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and exiling Chronomantic Escape with three time counters on it. Repeat from step 2.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Silverquill, the DisputantChronomantic Escape is an Instant or sorcery, which Silverquill, the Disputant can use.
  2. Aziza, Mage Tower CaptainChronomantic Escape is an Instant or sorcery, which Aziza, Mage Tower Captain can use.
  3. Feather, Radiant ArbiterChronomantic Escape is an Instant or sorcery, which Feather, Radiant Arbiter can use.
  4. Sevinne, the ChronoclasmChronomantic Escape is an Instant or sorcery, which Sevinne, the Chronoclasm can use.
  5. Shiko and Narset, UnifiedShiko and Narset, Unified copies your spells and Chronomantic Escape is an Instant or sorcery.

View Chronomantic Escape on Scryfall