
Opalescence
Enchantment$35.10
Each other non-Aura enchantment is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Legal in Commander
Is
Combos 49
Opalescence + Parallax Wave
- Exile all creatures opponents control
- Exile all creatures that enter the battlefield under an opponent's control
- Infinite blinking
- Infinite creature ETB
- Infinite creature LTB
Commander Spellbook ↗How it works
Steps
Activate Parallax Wave by removing a fade counter from it, exiling a creature you control. Activate Parallax Wave again by removing a fade counter from it, targeting a creature an opponent controls. In response, activate Parallax Wave again by removing a fade counter from it, exiling itself. Parallax Wave's last ability triggers, returning itself and other creatures exiled by Parallax Wave to the battlefield. Let the remaining ability resolve, permanently exiling the creature your opponent controls. Repeat.
Opalescence + Enchanted Evening
- Destroy all permanents with mana value 0
- Destroy all permanents with mana value 0 upon entering
- Mass Land Denial
Commander Spellbook ↗How it works
Steps
All permanents become enchantment creatures with power and toughness equal to their mana value. All permanents with a mana value of zero will be destroyed due to having zero toughness.
Opalescence + Out of Time
- Permanently phase out all creatures and non-Aura enchantments on the battlefield
- Lock
Commander Spellbook ↗How it works
Steps
Cast Out of Time by paying {1}{W}{W}. When Out of Time enters the battlefield, it triggers, causing you to untap all creatures and phase them out until Out of Time leaves the battlefield. Because Opalescence causes all non-Aura enchantments to become creatures, it and Out of Time also phase out. Because Out of Time is phased out, and has no way to phase back in, all permanents phased out by it are permanently phased out.
Opalescence + Touch the Spirit Realm
- Infinite creature ETB
- Infinite creature LTB
Commander Spellbook ↗How it works
Steps
Cast Touch the Spirit Realm by paying {2}{W}. When Touch the Spirit Realm enters the battlefield, it triggers, exiling itself until it leaves the battlefield. When Touch the Spirit Realm leaves the battlefield, it returns itself from exile to the battlefield. Repeat from step 2.
Opalescence + Parallax Wave + Enchanted Evening
- Exile all permanents opponents control
Commander Spellbook ↗How it works
Steps
Activate Parallax Wave by removing a fade counter from it, exiling a permanent you control. Activate Parallax Wave again by removing a fade counter from it, targeting a permanent an opponent controls. In response, activate Parallax Wave again by removing a fade counter from it, exiling itself. Parallax Wave's last ability triggers, returning itself and other permanents exiled by Parallax Wave to the battlefield. Let the remaining ability resolve, permanently exiling the permanent your opponent controls. Repeat.
Opalescence + Journey to Nowhere
- Infinite creature ETB
- Infinite creature LTB
Commander Spellbook ↗How it works
Steps
Cast Journey to Nowhere by paying {1}{W}. Journey to Nowhere enters the battlefield, triggering its first ability, exiling itself. Journey to Nowhere leaves the battlefield, triggering its second ability, returning itself from exile to the battlefield. Repeat from step 2.
Opalescence + Day of the Dragons
- Draw the game
Commander Spellbook ↗How it works
Steps
Cast Day of the Dragons by paying {4}{U}{U}{U}. Day of the Dragons enters the battlefield, triggering itself, exiling itself and all other creatures you control and creating a 5/5 Dragon creature token for each creature exiled. When Day of the Dragons leaves the battlefield, it triggers itself, causing you to sacrifice all Dragons you control and return Day of the Dragons and the other exiled cards to the battlefield. Repeat from step 2. Note that this is a mandatory loop that will end the game in a draw unless you have a way to end it or to use it for a game-winning effect.
Opalescence + Parallax Wave + Skybind
- Exile all creatures an opponent plays
- Exile all creatures opponents control
- Exile all creatures that enter the battlefield under an opponent's control
- Exile all nonenchantment permanents opponents control each turn until end of turn
- Infinite blinking
- Infinite blinking of creatures and enchantments
- Infinite creature ETB
- Infinite creature LTB
- Lock
- Mass Land Denial
Commander Spellbook ↗How it works
Before you start
At least one fade counter on Parallax Wave.
Steps
Optionally, activate Parallax Wave by removing a fade counter from it, exiling a creature you control. Optionally, activate Parallax Wave by removing a fade counter from it, targeting a creature an opponent controls. In response activate Parallax Wave by removing a fade counter from it, exiling itself. Parallax Wave's last ability triggers, returning itself and any permanents exiled by Parallax Wave to the battlefield. When Parallax Wave enters the battlefield, Skybind triggers, exiling any nonenchantment permanent and creating a delayed triggred ability. Repeat any number of times. Resolve all Parallax Wave triggers targeting creatures opponents control, exiling those creatures forever. At the beginning of the next end step, Skybind's delayed triggered abilities trigger, returning all permanents exiled by Skybind to the battlefield.
Opalescence + Sakashima the Impostor + Detention Sphere
- Infinite creature ETB
- Infinite creature LTB
Commander Spellbook ↗How it works
Steps
Cast Sakashima the Impostor by paying {2}{U}{U}, having it enter the battlefield as a copy of Detention Sphere that is a 3/3 legendary enchantment creature named Sakishima the Imposter. When Sakashima the Impostor, it triggers its first ability from Detention Sphere, exiling itself. Sakashima the Impostor leaves the battlefield, triggering its second ability from Detention Sphere, returning itself to the battlefield as a copy of Detention Sphere that is a 3/3 legendary creature named Sakashima the Impostor. Repeat from step 2 any number of times. End the loop by choosing a different creature to copy or a different permanent to exile, or by declining to exile anything.
Opalescence + Central Elevator // Promising Stairs + Spy Kit
- Win the game
Commander Spellbook ↗How it works
Before you start
Spy Kit attached to Promising Stairs. Promising Stairs is unlocked.
Steps
At the beginning of your upkeep, Promising Stairs triggers, causing you to surveil 1 and win the game.
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.
- Sythis, Harvest's HandOpalescence is an Enchantment, which Sythis, Harvest's Hand can use.
- Pearl-Ear, Imperial AdvisorOpalescence is an Enchantment, which Pearl-Ear, Imperial Advisor can use.
- Yenna, Redtooth RegentOpalescence is an Enchantment, which Yenna, Redtooth Regent can use.
- Calix, Guided by FateOpalescence is an Enchantment, which Calix, Guided by Fate can use.
- Yuna, Hope of SpiraOpalescence is an Enchantment, which Yuna, Hope of Spira can use.
- Zur, Eternal SchemerOpalescence is an Enchantment, which Zur, Eternal Schemer can use.
- Satsuki, the Living LoreOpalescence is an Enchantment, which Satsuki, the Living Lore can use.
- Terra, Magical Adept // Esper TerraOpalescence is an Enchantment, which Terra, Magical Adept // Esper Terra can use.
- Narci, Fable SingerOpalescence is an Enchantment, which Narci, Fable Singer can use.
- Anikthea, Hand of ErebosOpalescence is an Enchantment, which Anikthea, Hand of Erebos can use.