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Fire Nation Palace

Fire Nation Palace

Land$1.35

This land enters tapped unless you control a basic land. : Add . , : Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)

Legal in Commander

Combos 8

  • Fire Nation Palace + Avatar Roku, Firebender + Hellkite Charger

    • Infinite combat phases
    • Infinite red mana
    • Infinitely powerful creatures you control until end of turn

    Mana needed: 5,749 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Hellkite Charger

    Steps

    Activate Fire Nation Palace by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn. Declare Hellkite Charger as an attacker, triggering its firebending ability, its regular ability and Avatar Roku. Resolve the Avatar Roku and firebending triggers, adding ten {R}. Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one. Repeat from step 2.

    Commander Spellbook ↗
  • Fire Nation Palace + Hellkite Charger + Isshin, Two Heavens as One

    • Infinite combat phases
    • Infinite red mana

    Mana needed: 2,058 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Hellkite Charger

    Steps

    Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn. Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice. Resolve both Hellkite Charger firebending triggers, adding eight {R}. Resolve the first Hellkite Charger trigger, choosing not to pay. Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one. Repeat from step 2.

    Commander Spellbook ↗
  • Fire Nation Palace + Hellkite Charger + Windcrag Siege

    • Infinite combat phases
    • Infinite red mana

    Mana needed: 1,045 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Hellkite Charger

    Steps

    Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn. Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice. Resolve both Hellkite Charger firebending triggers, adding eight {R}. Resolve the first Hellkite Charger trigger, choosing not to pay. Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one. Repeat from step 2.

    Commander Spellbook ↗
  • Fire Nation Palace + Bruce Banner // The Incredible Hulk + Pyrohemia

    • Near-infinite combat phases
    • Near-infinite damage to all players
    • Near-infinite +1/+1 counters on a creature

    Mana needed: 1,035 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill The Incredible Hulk.

    Steps

    Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving The Incredible Hulk firebending 4 until end of turn. Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}{R}{R}. Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player. The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one. Repeat from step 2 each combat phase.

    Commander Spellbook ↗
  • Fire Nation Palace + Hellkite Charger + Roaming Throne

    • Infinite combat phases
    • Infinite red mana

    Mana needed: 816 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Hellkite Charger

    Steps

    Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn. Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice. Resolve both Hellkite Charger firebending triggers, adding eight {R}. Resolve the first Hellkite Charger trigger, choosing not to pay. Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one. Repeat from step 2.

    Commander Spellbook ↗
  • Fire Nation Palace + Bruce Banner // The Incredible Hulk + Walking Ballista

    • Infinite +1/+1 counters on a creature
    • Infinite combat phases

    Mana needed: 159 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill The Incredible Hulk.

    Steps

    Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving The Incredible Hulk firebending 4 until end of turn. Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}{R}{R}. Holding priority, activate Walking Ballista's first ability by paying {4}, putting a +1/+1 counter on it. Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 1 damage to The Incredible Hulk. The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one. Repeat from step 2 each combat phase.

    Commander Spellbook ↗
  • Fire Nation Palace + Hellkite Charger + Wulfgar of Icewind Dale

    • Infinite combat phases
    • Infinite red mana

    Mana needed: 126 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Hellkite Charger

    Steps

    Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn. Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice. Resolve both Hellkite Charger firebending triggers, adding eight {R}. Resolve the first Hellkite Charger trigger, choosing not to pay. Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one. Repeat from step 2.

    Commander Spellbook ↗
  • Fire Nation Palace + Hellkite Charger + Mirror Room // Fractured Realm

    • Infinite combat phases
    • Infinite red mana

    Mana needed: 8 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Hellkite Charger Fractured Realm is unlocked.

    Steps

    Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn. Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice. Resolve both Hellkite Charger firebending triggers, adding eight {R}. Resolve the first Hellkite Charger trigger, choosing not to pay. Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one. Repeat from step 2.

    Commander Spellbook ↗

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

View Fire Nation Palace on Scryfall