
Fortune, Loyal Steed
Legendary Creature — Beast Mount2/4$0.27
When Fortune enters, scry 2. Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control. Saddle 1
Legal in Commander
Is
Does
Rewards
Combos 22
Fortune, Loyal Steed + The Legend of Kuruk // Avatar Kuruk + Spark Double
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
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. Activate Fortune's saddle ability by tapping Spark Double, causing Fortune to become saddled until end of turn. Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Spark Double. Choose to have Spark Double enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Fortune, Loyal Steed + The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
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. Activate Fortune's saddle ability by tapping Chameleon, causing Fortune to become saddled until end of turn. Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Chameleon. Choose to have Chameleon enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Fortune, Loyal Steed + The Legend of Kuruk // Avatar Kuruk + Auton Soldier
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
Steps
Activate Auton Soldier 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. Activate Fortune's saddle ability by tapping Auton Soldier, causing Fortune to become saddled until end of turn. Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Auton Soldier. Choose to have Auton Soldier enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Fortune, Loyal Steed + The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
Steps
Activate Sakashima 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. Activate Fortune's saddle ability by tapping Sakashima, causing Fortune to become saddled until end of turn. Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Sakashima. Choose to have Sakashima enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Fortune, Loyal Steed + The Legend of Kuruk // Avatar Kuruk + Sakashima the Impostor
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
Steps
Activate Sakashima 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. Activate Fortune's saddle ability by tapping Sakashima, causing Fortune to become saddled until end of turn. Declare Fortune as an attacker. At end of combat, Fortune triggers, blinking it and Sakashima. Choose to have Sakashima enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.
Fortune, Loyal Steed + Wormfang Manta + Tocatli Honor Guard
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
Steps
Blink Wormfang Manta using Fortune. 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.
Fortune, Loyal Steed + Wormfang Manta + Torpor Orb
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
Steps
Blink Wormfang Manta using Fortune. 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.
Fortune, Loyal Steed + Wormfang Manta + Hushbringer
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
Steps
Blink Wormfang Manta using Fortune. Wormfang Manta's first ability won't trigger due to Hushbringer. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.
Fortune, Loyal Steed + Wormfang Manta + Doorkeeper Thrull
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune.
Steps
Blink Wormfang Manta using Fortune. Wormfang Manta's first ability won't trigger due to Doorkeeper Thrull. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.
Fortune, Loyal Steed + Timestream Navigator + Recruiter of the Guard
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Fortune. You have the city's blessing.
Steps
Activate Timestream Navigator 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. Activate Fortune's saddle ability by tapping the creature you want to blink, saddling Fortune. Declare Fortune as an attacker, attacking a player who cannot kill it in combat. When Fortune attacks, it triggers, creating a delayed triggered ability. At end of combat, Fortune's delayed triggered ability resolves, blinking it and Recruiter of the Guard. When Recruiter of the Guard enters, it triggers, searching your library for Timestream Navigator and putting it into your hand. Cast Timestream Navigator by paying {1}{U}. 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.
- Lulu, Loyal HollyphantFortune, Loyal Steed taps your creatures, which Lulu, Loyal Hollyphant can use because it cares how many of your creatures are tapped.
- Captain America, Living LegendFortune, Loyal Steed taps your creatures, which Captain America, Living Legend can use because it triggers when your creature becomes tapped.
- Plargg, Dean of Chaos // Augusta, Dean of OrderFortune, Loyal Steed taps your creatures, which Plargg, Dean of Chaos // Augusta, Dean of Order can use because it cares how many of your creatures are tapped.
- Gandalf the WhiteGandalf the White copies your triggered abilities, which Fortune, Loyal Steed can use because it has an enter-the-battlefield trigger.
- Aurelia, the WarleaderAurelia, the Warleader has extra combat phases, which Fortune, Loyal Steed can use because it has an attack trigger.
- Tifa, Martial ArtistTifa, Martial Artist has extra combat phases, which Fortune, Loyal Steed can use because it has an attack trigger.
- Aang and KataraFortune, Loyal Steed taps your creatures, which Aang and Katara can use because it cares how many of your creatures are tapped.
- Sami, Ship's EngineerFortune, Loyal Steed taps your creatures, which Sami, Ship's Engineer can use because it cares how many of your creatures are tapped.
- Emmara, Soul of the AccordFortune, Loyal Steed taps your creatures, which Emmara, Soul of the Accord can use because it triggers when your creature becomes tapped.
- Saint Traft and Rem KarolusFortune, Loyal Steed taps your creatures, which Saint Traft and Rem Karolus can use because it triggers when your creature becomes tapped.