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Clockspinning

Clockspinning

Instant$0.43

Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

Legal in Commander

Is

Combos 76

  • Clockspinning + There and Back Again

    • Infinite artifact tokens
    • Infinite colored mana
    • Infinite Treasure tokens

    Mana needed: 7,769 decks on Commander Spellbook

    How it works

    Steps

    At the beginning of your precombat main phase, There and Back Again triggers, putting a lore counter on it and triggering its third chapter ability. Holding priority, cast Clockspinning with buyback by paying {3}{U}, removing a lore counter from There and Back Again and returning Clockspinning to your hand. Resolve the There and Back Again ability, creating a 6/6 Smaug legendary creature token. Cast Clockspinning with buyback by paying {3}{U}, putting a lore counter from There and Back Again and returning Clockspinning to your hand. There and Back Again's third chapter ability triggers. Holding priority, cast Clockspinning with buyback by paying {3}{U}, removing a lore counter from There and Back Again and returning Clockspinning to your hand. Resolve the There and Back Again ability, creating a 6/6 Smaug legendary creature token. Put either Smaug into your graveyard due to the legend rule. The Smaug that dies triggers, creating fourteen Treasure tokens. Activate eight Treasure tokens by tapping and sacrificing them, adding {6}{U}{U}. Repeat from step 4.

    Commander Spellbook ↗
  • Clockspinning + Orvar, the All-Form + Peregrine Drake

    • Infinite copies of permanents you control
    • Infinite creature tokens
    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    5,333 decks on Commander Spellbook

    How it works

    Before you start

    You control up to five lands that can tap to produce at least {4}{U}.

    Steps

    Activate up to five lands you control by tapping them, adding at least {4}{U}. Cast Clockspinning with buyback by paying {3}{U}, targeting Peregrine Drake. Orvar's first ability triggers, creating a token copy of Peregrine Drake. The Peregrine Drake token enters the battlefield, untapping up to five lands. Resolve Clockspinning, returning it to your hand. Repeat. Once you have infinite mana, you can target any permanents you control in step 2 to create infinite token copies of them.

    Commander Spellbook ↗
  • Clockspinning + Orvar, the All-Form + Spark Double

    • Infinite copies of permanents you control
    • Infinite creature tokens
    • Infinite mana lands you control can produce
    • Infinite proliferate

    Mana needed: 3,579 decks on Commander Spellbook

    How it works

    Before you start

    You control an Island that enters the battlefield untapped.

    Steps

    Cast Clockspinning with buyback by paying {3}{U}, targeting Spark Double. Orvar triggers, creating a token copy of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar. Resolve Clockspinning, returning it to your hand. Cast Clockspinning with buyback by paying {3}{U}, targeting Spark Double. Orvar and the Spark Double token trigger, creating two token copies of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar. Resolve Clockspinning, returning it to your hand. Cast Clockspinning with buyback by paying {3}{U}, targeting any Island that enters the battlefield untapped. Orvar, Spark Double and the three Spark Double tokens trigger, creating five token copies of the Island. Resolve Clockspinning, returning it to your hand. Activate four of the Island tokens by tapping them, adding {U}{U}{U}{U}. Repeat from step 7. Once you have infinite mana, you can then target any permanent using Clockspinning to get infinite tokens of them.

    Commander Spellbook ↗
  • Clockspinning + Orvar, the All-Form + Sakashima of a Thousand Faces

    • Infinite copies of permanents you control
    • Infinite creature tokens
    • Infinite mana lands you control can produce
    • Infinite proliferate

    Mana needed: 2,739 decks on Commander Spellbook

    How it works

    Before you start

    You control an Island that enters the battlefield untapped.

    Steps

    Cast Clockspinning with buyback by paying {3}{U}, targeting Sakashima of a Thousand Faces. Orvar triggers, creating a token copy of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar. Resolve Clockspinning, returning it to your hand. Cast Clockspinning with buyback by paying {3}{U}, targeting Sakashima of a Thousand Faces. Orvar and the Sakashima of a Thousand Faces token trigger, creating two token copies of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar. Resolve Clockspinning, returning it to your hand. Cast Clockspinning with buyback by paying {3}{U}, targeting any Island that enters the battlefield untapped. Orvar, Sakashima of a Thousand Faces and the three Sakashima of a Thousand Faces tokens trigger, creating five token copies of the Island. Resolve Clockspinning, returning it to your hand. Activate four of the Island tokens by tapping them, adding {U}{U}{U}{U}. Repeat from step 7. Once you have infinite mana, you can then target any permanent using Clockspinning to get infinite tokens of them.

    Commander Spellbook ↗
  • Clockspinning + Orvar, the All-Form + Roaming Throne

    • Infinite creature tokens
    • Infinite mana permanents you control can produce
    • Infinite copies of permanents you control

    Mana needed: 1,757 decks on Commander Spellbook

    How it works

    Before you start

    any creature type chosen with Roaming Throne. You control a nonlegendary permanent that enters the battlefield untapped and that can tap to produce at least {U}.

    Steps

    Cast Clockspinning with buyback by paying {3}{U}, targeting Roaming Throne. Orvar triggers twice, creating two token copies of Roaming Throne. Resolve Clockspinning, returning it to your hand. Cast Clockspinning with buyback by paying {3}{U}, targeting Roaming Throne. Orvar triggers four times, creating four token copies of Roaming Throne. Resolve Clockspinning, returning it to your hand. Cast Clockspinning with buyback by paying {3}{U}, targeting any nonlegendary permanent you control that enters the battlefield untapped and that can tap to produce at least {U}. Orvar triggers eight times, creating eight copies of the mana-producing permanent. Resolve Clockspinning, returning it to your hand. Activate four of the copies of the mana-producing permanent by tapping them, adding at least {U}{U}{U}{U}. Repeat from step 7.

    Commander Spellbook ↗
  • Clockspinning + Taigam, Master Opportunist + Time Stretch

    • Infinite turns

    Mana needed: 904 decks on Commander Spellbook

    How it works

    Before you start

    You've cast exactly one spell this turn.

    Steps

    Cast Time Stretch by paying its mana cost. Taigam triggers, copying Time Stretch and exiling the original Time Stretch with four time counters on it. Resolve the Time Stretch copy, causing you to take two extra turns after this one. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Stretch and returning Clockspinning to your hand. Repeat step 4 one additional time. Move to your next turn. At the beginning of your upkeep, Time Stretch's suspend ability triggers, removing a time counter from it. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Stretch and returning Clockspinning to your hand. Time Stretch's suspend ability triggers, causing you to cast it from exile without paying its mana cost. Repeat from step 2.

    Commander Spellbook ↗
  • Clockspinning + Orvar, the All-Form + Treachery

    • Infinite copies of permanents you control
    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    794 decks on Commander Spellbook

    How it works

    Before you start

    You control up to five lands that can tap to produce at least {4}{U}.

    Steps

    Activate up to five lands you control by tapping them, adding at least {4}{U}. Cast Clockspinning with buyback by paying {3}{U}, targeting Treachery. Orvar's first ability triggers, causing you to create a copy of Treachery and attach it to any creature. The Treachery token enters the battlefield, causing you to untap up to five lands. Resolve Clockspinning, returning it to your hand. Repeat. Once you have infinite mana, you can target any other permanents you control in step 2 to get infinite token copies of them.

    Commander Spellbook ↗
  • Clockspinning + Taigam, Master Opportunist + Time Warp

    • Infinite turns

    Mana needed: 664 decks on Commander Spellbook

    How it works

    Before you start

    You've cast exactly one spell this turn.

    Steps

    Cast Time Warp by paying its mana cost. Taigam triggers, copying Time Warp and exiling the original Time Warp with four time counters on it. Resolve the Time Warp copy, causing you to take an extra turn after this one. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Warp and returning Clockspinning to your hand. Repeat step 4 one additional time. Move to your next turn. At the beginning of your upkeep, Time Warp's suspend ability triggers, removing a time counter from it. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Time Warp and returning Clockspinning to your hand. Time Warp's suspend ability triggers, causing you to cast it from exile without paying its mana cost. Repeat from step 2.

    Commander Spellbook ↗
  • Clockspinning + Taigam, Master Opportunist + Nexus of Fate

    • Infinite turns

    Mana needed: 593 decks on Commander Spellbook

    How it works

    Before you start

    You've cast exactly one spell this turn.

    Steps

    Cast Nexus of Fate by paying its mana cost. Taigam triggers, copying Nexus of Fate and exiling the original Nexus of Fate with four time counters on it. Resolve the Nexus of Fate copy, causing you to take an extra turn after this one. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Nexus of Fate and returning Clockspinning to your hand. Repeat step 4 one additional time. Move to your next turn. At the beginning of your upkeep, Nexus of Fate's suspend ability triggers, removing a time counter from it. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Nexus of Fate and returning Clockspinning to your hand. Nexus of Fate's suspend ability triggers, causing you to cast it from exile without paying its mana cost. Repeat from step 2.

    Commander Spellbook ↗
  • Clockspinning + Taigam, Master Opportunist + Temporal Mastery

    • Infinite turns

    Mana needed: 545 decks on Commander Spellbook

    How it works

    Before you start

    You've cast exactly one spell this turn.

    Steps

    Cast Temporal Mastery by paying its mana cost. Taigam triggers, copying Temporal Mastery and exiling the original Temporal Mastery with four time counters on it. Resolve the Temporal Mastery copy, causing you to take an extra turn after this one. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Temporal Mastery and returning Clockspinning to your hand. Repeat step 4 one additional time. Move to your next turn. At the beginning of your upkeep, Temporal Mastery's suspend ability triggers, removing a time counter from it. Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Temporal Mastery and returning Clockspinning to your hand. Temporal Mastery's suspend ability triggers, causing you to cast it from exile without paying its mana cost. 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. Kitsa, Otterball EliteClockspinning is an Instant or sorcery, which Kitsa, Otterball Elite can use.
  2. Stella Lee, Wild CardStella Lee, Wild Card copies your spells and Clockspinning is an Instant or sorcery.
  3. Naru Meha, Master WizardNaru Meha, Master Wizard copies your spells and Clockspinning is an Instant or sorcery.
  4. Gandalf the GreyGandalf the Grey copies your spells and Clockspinning is an Instant or sorcery.
  5. Lutri, the SpellchaserLutri, the Spellchaser copies your spells and Clockspinning is an Instant or sorcery.
  6. Rootha, Mercurial ArtistRootha, Mercurial Artist copies your spells and Clockspinning is an Instant or sorcery.
  7. Uyo, Silent ProphetUyo, Silent Prophet copies your spells and Clockspinning is an Instant or sorcery.
  8. Jin-Gitaxias, Progress TyrantClockspinning is an Instant or sorcery, which Jin-Gitaxias, Progress Tyrant can use.
  9. Prismari, the InspirationClockspinning is an Instant or sorcery, which Prismari, the Inspiration can use.
  10. Storm, Force of NatureClockspinning is an Instant or sorcery, which Storm, Force of Nature can use.

View Clockspinning on Scryfall