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Don & Leo, Problem Solvers

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

    Mana needed: 44 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + Niko, Light of Hope + Timestream Navigator

    • Infinite turns

    Mana needed: 9 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise

    • Infinite turns

    Mana needed: 8 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Spark Double

    • Infinite turns

    Mana needed: 5 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Marvin, Murderous Mimic

    • Infinite turns

    Mana needed: 4 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Barbara Wright

    • Infinite turns

    Mana needed: 3 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces

    • Infinite turns

    Mana needed: 3 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + Wormfang Manta + Hushwing Gryff

    • Infinite turns

    3 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + Wormfang Manta + Tocatli Honor Guard

    • Infinite turns

    3 decks on 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.

    Commander Spellbook ↗
  • Don & Leo, Problem Solvers + Wormfang Manta + Torpor Orb

    • Infinite turns

    3 decks on 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.

    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. Heroes in a Half ShellDon & Leo, Problem Solvers is a Mutant, which Heroes in a Half Shell can use.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Arcades, the StrategistDon & Leo, Problem Solvers blinks / re-enters your creatures, which Arcades, the Strategist can use because it triggers when your creatures enter.
  7. 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.
  8. Noctis, Heir ApparentDon & Leo, Problem Solvers blinks / re-enters your creatures, which Noctis, Heir Apparent can use because it triggers when your creatures enter.
  9. 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.
  10. 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.

View Don & Leo, Problem Solvers on Scryfall