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Intruder Alarm

Intruder Alarm

Enchantment$3.92

Creatures don't untap during their controllers' untap steps. Whenever a creature enters, untap all creatures.

Legal in Commander

Is

Does

Rewards

Combos 656

  • Intruder Alarm + Hullbreaker Horror

    • Infinite mana creatures you control can produce
    • Infinite untap of creatures

    12,700 decks on Commander Spellbook

    How it works

    Before you start

    You have a nonland creature card in hand. You control another nontoken nonland reature. Other creatures you control can tap to produce enough mana to cast both creatures mentioned above after being tapped twice.

    Steps

    Activate any number of creatures you control by tapping them, adding an amount of mana. Cast the creature from your hand by paying its mana cost. Hullbreaker Horror triggers, returning another creature from the battlefield to your hand. Resolve the creature spell. When it enters, Intruder Alarm triggers, untapping all creatures. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Chulane, Teller of Tales

    • Infinite card draw
    • Near-infinite mana creatures you control can produce
    • Near-infinite untap of all creatures
    • Put all lands from your hand and library onto the battlefield

    10,466 decks on Commander Spellbook

    How it works

    Before you start

    Chulane does not have summoning sickness. You have at least one creature card in hand. Creatures you control can tap to produce at least {3} plus enough mana to cast the creature card.

    Steps

    Activate all mana-producing creatures you control by tapping them, adding at least {3}. Cast the creature card by paying its mana cost. Chulane triggers, causing you to draw a card and allowing you to put a land card onto the battlefield from your hand. When the creature enters the battlefield, Intruder Alarm triggers, untapping all creatures. Activate Chulane by paying {3} and tapping it, returning the creature to your hand from the battlefield. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Shorikai, Genesis Engine

    • Near-infinite creature tokens
    • Near-infinite card draw
    • Near-infinite untap of all creatures
    • Near-infinite looting

    7,106 decks on Commander Spellbook

    How it works

    Before you start

    You have a way to cause Shorikai to become a creature this turn. You control a creature that can tap to produce at least {1}.

    Steps

    Cause Shorikai to become a creature. Activate a creature by tapping it, adding at least {1}. Activate Shorikai by paying {1} and tapping it, causing you to draw two cards, discard a card, and create a 1/1 Pilot creature token. When the Pilot enters the battlefield, Intruder Alarm triggers, untapping all creatures. Repeat from step 2.

    Commander Spellbook ↗
  • Intruder Alarm + Shrieking Drake

    • Infinite mana creatures you control can produce
    • Infinite untap of creatures

    6,669 decks on Commander Spellbook

    How it works

    Before you start

    Creatures you control can tap to produce at least {U}.

    Steps

    Activate all mana-producing creatures you control by tapping them, adding at least {U}. Cast Shrieking Drake by paying {U}. Shrieking Drake enters the battlefield, triggering Intruder Alarm and Shrieking Drake. Resolve the Intruder Alarm's trigger, untapping all creatures you control. Resolve the Shrieking Drake's trigger, returning it to your hand. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Deadeye Navigator

    • Infinite mana creatures you control can produce

    Mana needed: 5,540 decks on Commander Spellbook

    How it works

    Before you start

    Deadeye Navigator paired with another creature. Creatures you control can tap for at least enough mana to activate your blink effect.

    Steps

    Activate all mana-producing creatures you control by tapping them, adding at least enough mana to activate Deadeye Navigator. Pay the mana cost to activate Deadeye Navigator or the soulbound creature, blinking that creature. Deadeye Navigator and Intruder Alarm both trigger. Resolve the Intruder Alarm trigger, untapping all creatures. Resolve the Deadeye Navigator ETB, pairing it with another creature you control. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Venser, Shaper Savant

    • Infinite mana creatures you control can produce
    • Infinite untap of creatures

    5,451 decks on Commander Spellbook

    How it works

    Before you start

    Creatures you control can tap to produce at least {3}{U}{U}.

    Steps

    Activate all mana producing creatures you control by tapping them, adding at least {3}{U}{U}. Cast Venser by paying {2}{U}{U}. Venser enters the battlefield, triggering itself and Intruder Alarm. Resolve the Venser trigger, returning Venser from the battlefield to your hand. Resolve the Intruder Alarm trigger, untapping all creatures. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Lullmage Mentor

    • Counter all spells opponents cast
    • Lock

    4,348 decks on Commander Spellbook

    How it works

    Before you start

    You control at least seven Merfolk.

    Steps

    Whenever an opponent casts a spell, activate Lullmage Mentor by tapping seven Merfolk you control, countering that spell. Lullmage Mentor triggers, creating a 1/1 Merfolk creature token. The Merfolk token enters the battlefield, triggering Intruder Alarm, untapping all creatures. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Sliver Queen

    • Infinite creature tokens
    • Infinite mana creatures you control can produce
    • Infinite untap of creatures

    4,256 decks on Commander Spellbook

    How it works

    Before you start

    Creatures you control can tap to produce at least {3}.

    Steps

    Activate all mana-producing creatures you control by tapping them, adding at least {3}. Activate Sliver Queen by paying {2}, creating a 1/1 Sliver creature token. The Sliver enters the battlefield, triggering Intruder Alarm, untapping all creatures. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Imperious Perfect

    • Infinite creature tokens
    • Infinite mana creatures you control can produce

    Mana needed: 3,878 decks on Commander Spellbook

    How it works

    Before you start

    Imperious Perfect does not have summoning sickness.

    Steps

    Pay {G} and tap Imperious Perfect to create a 1/1 Elf. The Elf enters untapping all creatures you control. Repeat.

    Commander Spellbook ↗
  • Intruder Alarm + Lilysplash Mentor

    • Infinite mana creatures you control can produce

    Mana needed: 3,516 decks on Commander Spellbook

    How it works

    Before you start

    Creatures you control can tap for at least enough mana to activate your blink effect.

    Steps

    Activate all mana-producing creatures you control by tapping them, adding at least enough mana to activate Lilysplash Mentor. Pay the mana cost to activate Lilysplash Mentor's ability, exiling another creature you control and returning it to the battlefield with a +1/+1 counter. Intruder Alarm triggers, untapping all creatures. Repeat.

    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. Terra, Magical Adept // Esper TerraTerra, Magical Adept // Esper Terra blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  2. Jill, Shiva's Dominant // Shiva, Warden of IceJill, Shiva's Dominant // Shiva, Warden of Ice blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  3. Thassa, Deep-DwellingThassa, Deep-Dwelling blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  4. Brago, King EternalBrago, King Eternal blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  5. Y'shtola RhulY'shtola Rhul blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  6. Kykar, Zephyr AwakenerKykar, Zephyr Awakener blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  7. Abuelo, Ancestral EchoAbuelo, Ancestral Echo blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  8. Oji, the Exquisite BladeOji, the Exquisite Blade blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  9. Elrond, Moon-ReaderElrond, Moon-Reader blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.
  10. Don & Leo, Problem SolversDon & Leo, Problem Solvers blinks / re-enters your creatures, which Intruder Alarm can use because it triggers when your creatures enter.

View Intruder Alarm on Scryfall