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Fire Nation Turret

Fire Nation Turret

Artifact$7.91

At the beginning of combat on your turn, up to one target creature gets +2/+0 and gains firebending 2 until end of turn. : Put a charge counter on this artifact. Remove fifty charge counters from this artifact: It deals 50 damage to any target.

Legal in Commander

Is

Does

Combos 4

  • Fire Nation Turret + Hellkite Charger

    • Infinite combat phases
    • Infinite damage
    • Infinite red mana

    Mana needed: 6,087 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Hellkite Charger.

    Steps

    At the beginning of your combat phase, Fire Nation Turret triggers, giving Hellkite Charger firebending 2 until end of turn. Declare Hellkite Charger as an attacker, triggering its innate ability and each instance of firebending it has. Resolve all firebending triggers, adding {R}{R} for each trigger. Resolve the other Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures you control and get an additional combat phase after this one. Repeat each combat phase.

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

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

    213 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill The Incredible Hulk.

    Steps

    At the beginning of your combat phase, Fire Nation Turret triggers, giving The Incredible Hulk +2/+0 and firebending 2 until end of turn. Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {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 each combat phase.

    Commander Spellbook ↗
  • Fire Nation Turret + Magistrate's Scepter + Resourceful Defense

    • Infinite turns

    Mana needed: 136 decks on Commander Spellbook

    How it works

    Steps

    Activate Fire Nation Turret by paying {R}, putting a charge counter on it. Repeat step 1 two additional times. Activate Resourceful Defense by paying {4}{W}, moving all charge counters from Fire Nation Turret onto Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗
  • Fire Nation Turret + Trazyn the Infinite + Magistrate's Scepter

    • Infinite turns

    Mana needed: 1 decks on Commander Spellbook

    How it works

    Steps

    Activate Trazyn using Fire Nation Turret's ability by paying {R}, putting a charge counter on Trazyn. Repeat step 1 two additional times. Activate Trazyn using Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, 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. Solphim, Mayhem DominusFire Nation Turret damages opponents and Solphim, Mayhem Dominus multiplies your damage.
  2. Torbran, Thane of Red FellFire Nation Turret damages opponents and Torbran, Thane of Red Fell multiplies your damage.
  3. Gisela, Blade of GoldnightFire Nation Turret damages opponents and Gisela, Blade of Goldnight multiplies your damage.
  4. Kuja, Genome Sorcerer // Trance Kuja, Fate DefiedFire Nation Turret damages opponents and Kuja, Genome Sorcerer // Trance Kuja, Fate Defied multiplies your damage.
  5. Neriv, Heart of the StormFire Nation Turret damages opponents and Neriv, Heart of the Storm multiplies your damage.
  6. Tor Wauki the YoungerFire Nation Turret damages opponents and Tor Wauki the Younger multiplies your damage.
  7. Hawkeye, Young AvengerFire Nation Turret damages opponents and Hawkeye, Young Avenger multiplies your damage.
  8. Rem Karolus, Stalwart SlayerFire Nation Turret damages opponents and Rem Karolus, Stalwart Slayer multiplies your damage.
  9. Taii Wakeen, Perfect ShotFire Nation Turret damages opponents and Taii Wakeen, Perfect Shot multiplies your damage.
  10. Rankle and TorbranFire Nation Turret damages opponents and Rankle and Torbran multiplies your damage.

View Fire Nation Turret on Scryfall