
Don & Leo, Problem Solvers
Legendary Creature — Mutant Ninja Turtle4/6$0.32
Vigilance At the beginning of your end step, exile up to one target artifact you control and up to one target creature you control. Then return them to the battlefield under their owners' control.
Legal in Commander
Is
Does
Rewards
Combos 28
Don & Leo, Problem Solvers + Infinite Guideline Station + Time Sieve
- Infinite turns
Commander Spellbook ↗How it works
Before you start
You control at least five multicolored permanents.
Steps
Cast Infinite Guideline Station either from your hand or from the command zone by paying {W}{U}{B}{R}{G} plus commander tax if applicable. When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control. Activate Infinite Guideline Station's station ability by tapping any number of creatures with total power 12 or greater, putting at least twelve charge counters on Infinite Guideline Station, causing it to become a creature. Activate Time Sieve by tapping it and sacrificing five Robots, causing you to take an extra turn after this one. At the beginning of your end step, Don & Leo triggers, blinking Infinite Guideline Station. When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control. Repeat from step 3 each turn.
Don & Leo, Problem Solvers + Niko, Light of Hope + Timestream Navigator
- Infinite turns
Commander Spellbook ↗How it works
Before you start
You control a Shard that doesn't have summoning sickness. You have the city's blessing.
Steps
Activate Niko by paying {2} and tapping it, exiling Timestream Navigator and causing Shards you control to become a copy of Timestream Navigator until the end step. Activate a Shard by paying {2}{U}{U}, tapping it and putting it from the battlefield onto the bottom of your library, causing you to take an extra turn after this one. At the beginning of the next end step, Timestream Navigator is returned from exile to the battlefield. Don & Leo then triggers, blinking Niko. When Niko enters, it triggers, creating two Shard tokens. Repeat each turn.
Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Chameleon using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Don & Leo triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Spark Double
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Spark Double using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Don & Leo triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Marvin, Murderous Mimic
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Marvin using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Don & Leo triggers, blinking Marvin. Repeat each turn.
Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Barbara Wright
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Don & Leo triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk. Choose to have it enter with three lore counters due to its read-ahead ability given to it by Barbara Wright. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.
Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces
- Infinite turns
Commander Spellbook ↗How it works
Steps
Activate Sakashima of a Thousand Faces using Avatar Kuruk's ability by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, Don & Leo triggers, blinking Sakashima of a Thousand Faces. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Don & Leo, Problem Solvers + Wormfang Manta + Hushwing Gryff
- Infinite turns
Commander Spellbook ↗How it works
Steps
Blink Wormfang Manta using Don & Leo. Wormfang Manta's first ability won't trigger due to Hushwing Gryff. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.
Don & Leo, Problem Solvers + Wormfang Manta + Tocatli Honor Guard
- Infinite turns
Commander Spellbook ↗How it works
Steps
Blink Wormfang Manta using Don & Leo. Wormfang Manta's first ability won't trigger due to Tocatli Honor Guard. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.
Don & Leo, Problem Solvers + Wormfang Manta + Torpor Orb
- Infinite turns
Commander Spellbook ↗How it works
Steps
Blink Wormfang Manta using Don & Leo. Wormfang Manta's first ability won't trigger due to Torpor Orb. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.
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.
- Heroes in a Half ShellDon & Leo, Problem Solvers is a Mutant, which Heroes in a Half Shell can use.
- Massimo, the MagicianDon & Leo, Problem Solvers blinks / re-enters your creatures, which Massimo, the Magician can use because it has an enter-the-battlefield trigger.
- Breya, Etherium ShaperDon & Leo, Problem Solvers blinks / re-enters your creatures, which Breya, Etherium Shaper can use because it has an enter-the-battlefield trigger.
- Tetzin, Gnome Champion // The Golden-Gear ColossusDon & Leo, Problem Solvers blinks / re-enters your creatures, which Tetzin, Gnome Champion // The Golden-Gear Colossus can use because it has an enter-the-battlefield trigger.
- Galadriel, Light of ValinorDon & Leo, Problem Solvers blinks / re-enters your creatures, which Galadriel, Light of Valinor can use because it triggers when your creatures enter.
- Arcades, the StrategistDon & Leo, Problem Solvers blinks / re-enters your creatures, which Arcades, the Strategist can use because it triggers when your creatures enter.
- Denry Klin, Editor in ChiefDon & Leo, Problem Solvers blinks / re-enters your creatures, which Denry Klin, Editor in Chief can use because it triggers when your creatures enter.
- Noctis, Heir ApparentDon & Leo, Problem Solvers blinks / re-enters your creatures, which Noctis, Heir Apparent can use because it triggers when your creatures enter.
- Tivit, Seller of SecretsDon & Leo, Problem Solvers blinks / re-enters your creatures, which Tivit, Seller of Secrets can use because it has an enter-the-battlefield trigger.
- Malcator, Purity OverseerDon & Leo, Problem Solvers blinks / re-enters your creatures, which Malcator, Purity Overseer can use because it has an enter-the-battlefield trigger.