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Damage Control Crew

Damage Control Crew

Creature — Human Citizen3/3$0.17

When this creature enters, choose one — • Repair — Return target card with mana value 4 or greater from your graveyard to your hand. • Impound — Exile target artifact or enchantment.

Legal in Commander

Is

Does

Rewards

Combos 33

  • Damage Control Crew + Dour Port-Mage + Capture of Jingzhou

    • Infinite turns

    Mana needed: 2 decks on Commander Spellbook

    How it works

    Steps

    Cast Capture of Jingzhou by paying its mana cost, causing you to take an extra turn after this one. Cast Damage Control Crew by paying its mana cost. When Damage Control Crew enters the battlefield, it triggers, returning Capture of Jingzhou from your graveyard to your hand. Move to your next turn. Activate Dour Port-Mage by paying {1}{U} and tapping it, returning Damage Control Crew from the battlefield to your hand. Dour Port-Mage triggers, causing you to draw a card. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Dour Port-Mage + Temporal Manipulation

    • Infinite turns

    Mana needed: 2 decks on Commander Spellbook

    How it works

    Steps

    Cast Temporal Manipulation by paying its mana cost, causing you to take an extra turn after this one. Cast Damage Control Crew by paying its mana cost. When Damage Control Crew enters the battlefield, it triggers, returning Temporal Manipulation from your graveyard to your hand. Move to your next turn. Activate Dour Port-Mage by paying {1}{U} and tapping it, returning Damage Control Crew from the battlefield to your hand. Dour Port-Mage triggers, causing you to draw a card. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Continue? + Phyrexian Altar

    • Infinite colored mana
    • Infinite recursion of creatures you control

    2 decks on Commander Spellbook

    How it works

    Before you start

    You control another nontoken creature.

    Steps

    Activate Phyrexian Altar by sacrificing Damage Control Crew and another nontoken creature, adding {1}{W}. Cast Continue? by paying {1}{W}, returning Damage Control Crew and at least one other creature from your graveyard to the battlefield. When Damage Control Crew enters, it triggers, returning Continue? from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Dour Port-Mage + Time Warp

    • Infinite turns

    Mana needed: 2 decks on Commander Spellbook

    How it works

    Steps

    Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one. Cast Damage Control Crew by paying its mana cost. When Damage Control Crew enters the battlefield, it triggers, returning Time Warp from your graveyard to your hand. Move to your next turn. Activate Dour Port-Mage by paying {1}{U} and tapping it, returning Damage Control Crew from the battlefield to your hand. Dour Port-Mage triggers, causing you to draw a card. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Jin-Gitaxias // The Great Synthesis + Time Stretch

    • Near-infinite turns

    Mana needed: 1 decks on Commander Spellbook

    How it works

    Before you start

    You have at least eight cards in hand.

    Steps

    At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its third chapter ability then triggers, causing you to cast Time Stretch and Damage Control Crew without paying their mana costs, and then exiling The Great Synthesis and returning it to the battlefield as Jin-Gitaxias. Resolve Time Stretch, causing you to take two extra turns after this one. Resolve the Damage Control Crew spell. When it enters, it triggers, returning Time Stretch from your graveyard to your hand. Activate Jin-Gitaxias by paying {3}{U}, exiling it and returning it to the battlefield as The Great Synthesis. When The Great Synthesis enters with a lore counter on it, its first ability triggers, causing you to draw cards equal to the number of cards in your hand and not have a maximum hand size for the rest of the game. Move to your first extra turn. At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its second chapter ability then triggers, returning all non-Phyrexian creatures (including Damage Control Crew) from the battlefield to their owner's hand. Repeat from step 1 during your second extra turn

    Commander Spellbook ↗
  • Damage Control Crew + Extravagant Replication + Capture of Jingzhou

    • Infinite turns

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Steps

    Cast Capture of Jingzhou by paying its mana cost, causing you to take an extra turn after this one. Move to your next turn. At the beginning of your upkeep, Extravagant Replication triggers, creating a token copy of Damage Control Crew. When the Damage Control Crew token enters the battlefield, it triggers, returning Capture of Jingzhou from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Extravagant Replication + Temporal Manipulation

    • Infinite turns

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Steps

    Cast Temporal Manipulation by paying its mana cost, causing you to take an extra turn after this one. Move to your next turn. At the beginning of your upkeep, Extravagant Replication triggers, creating a token copy of Damage Control Crew. When the Damage Control Crew token enters the battlefield, it triggers, returning Temporal Manipulation from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Extravagant Replication + Walk the Aeons

    • Infinite turns

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Steps

    Cast Walk the Aeons by paying its mana cost, causing you to take an extra turn after this one. Move to your next turn. At the beginning of your upkeep, Extravagant Replication triggers, creating a token copy of Damage Control Crew. When the Damage Control Crew token enters the battlefield, it triggers, returning Walk the Aeons from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Extravagant Replication + Time Warp

    • Infinite turns

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Steps

    Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one. Move to your next turn. At the beginning of your upkeep, Extravagant Replication triggers, creating a token copy of Damage Control Crew. When the Damage Control Crew token enters the battlefield, it triggers, returning Time Warp from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Damage Control Crew + Extravagant Replication + Notorious Throng

    • Infinite turns

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You control a Rogue that does not have summoning sickness and that cannot be blocked by an opponent.

    Steps

    Deal combat damage to an opponent using a Rogue. Cast Notorious Throng for its prowl cost by paying {5}{U}, causing you to take an extra turn after this one. Move to your next turn. At the beginning of your upkeep, Extravagant Replication triggers, creating a token copy of Damage Control Crew. When the Damage Control Crew token enters the battlefield, it triggers, returning Notorious Throng from your graveyard to your hand. Repeat.

    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. The Fourteenth DoctorThe Fourteenth Doctor copies creatures, which Damage Control Crew can use because it has an enter-the-battlefield trigger.
  2. Yarok, the DesecratedYarok, the Desecrated copies your triggered abilities, which Damage Control Crew can use because it has an enter-the-battlefield trigger.
  3. Mister FantasticMister Fantastic copies your triggered abilities, which Damage Control Crew can use because it has an enter-the-battlefield trigger.
  4. Emiel the BlessedEmiel the Blessed blinks / re-enters your creatures, which Damage Control Crew can use because it has an enter-the-battlefield trigger.
  5. Moritte of the FrostMoritte of the Frost copies creatures, which Damage Control Crew can use because it has an enter-the-battlefield trigger.
  6. The MimeoplasmThe Mimeoplasm copies creatures, which Damage Control Crew can use because it has an enter-the-battlefield trigger.
  7. Ulalek, Fused AtrocityUlalek, Fused Atrocity copies your triggered abilities, which Damage Control Crew can use because it has an enter-the-battlefield trigger.
  8. Kogla, the Titan ApeDamage Control Crew is a Human, which Kogla, the Titan Ape can use.
  9. Sigarda, Font of BlessingsDamage Control Crew is a Human, which Sigarda, Font of Blessings can use.
  10. Katilda, Dawnhart PrimeDamage Control Crew is a Human, which Katilda, Dawnhart Prime can use.

View Damage Control Crew on Scryfall