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Refuse // Cooperate

Refuse // Cooperate

Instant // Instant$0.17

Refuse deals damage to target spell's controller equal to that spell's mana value.

Aftermath (Cast this spell only from your graveyard. Then exile it.) Copy target instant or sorcery spell. You may choose new targets for the copy.

Legal in Commander

Is

Does

Rewards

Combos 10

  • Refuse // Cooperate + Sevinne, the Chronoclasm

    • Infinite magecraft triggers

    Mana needed: 494 decks on Commander Spellbook

    How it works

    Before you start

    You have an instant or sorcery card in hand.

    Steps

    Cast any instant or sorcery spell. Holding priority, cast Cooperate from your graveyard by paying {2}{U}. Sevinne triggers, creating a copy of Cooperate, targeting Cooperate. Resolve the copy of Cooperate, creating a copy of Cooperate, targeting Cooperate. Repeat step 4.

    Commander Spellbook ↗
  • Refuse // Cooperate + Alania, Divergent Storm

    • Infinite magecraft triggers

    Mana needed: 369 decks on Commander Spellbook

    How it works

    Before you start

    You have not cast an instant or sorcery spell this turn. You have a sorcery card in hand.

    Steps

    Cast the additional sorcery by paying its mana cost. Alania triggers; choose not to have an opponent draw a card. Holding priority, cast Cooperate from your graveyard by paying {2}{U}, targeting the additional sorcery. Alania triggers, causing an opponent to draw a card and you to copy Cooperate, with the copy targeting the original Cooperate. Resolve the copy of Cooperate, copying the original Cooperate, with the copy targeting the original Cooperate. Repeat step 5.

    Commander Spellbook ↗
  • Refuse // Cooperate + Kalamax, the Stormsire

    • Infinite +1/+1 counters on a creature

    Mana needed: 347 decks on Commander Spellbook

    How it works

    Before you start

    You have an additional castable sorcery.

    Steps

    Cast any sorcery by paying its mana cost. Holding priority, cast Cooperate by paying its mana cost. Kalamax's first and second abilities trigger. Resolve the first ability, creating a copy of Cooperate and choosing to copy the original Cooperate. Resolve the second ability, putting a +1/+1 counter on Kalamax. Resolve the Cooperate copy, creating a copy of Cooperate. Kalamax's second ability triggers, putting a +1/+1 counter on itself. Repeat from step 6 any number of times.

    Commander Spellbook ↗
  • Refuse // Cooperate + Sevinne, the Chronoclasm + Ral, Storm Conduit

    • Infinite damage

    161 decks on Commander Spellbook

    How it works

    Before you start

    At least 1 instant or sorcery in hand with mana available to cast it. {2}{U} also available.

    Steps

    Cast the spell in your hand. In response cast Refuse // Cooperate from your graveyard to copy it. Sevinne, the Chronoclasm's ability triggers copying Refuse // Cooperate. Copy the original Refuse // Cooperate. Repeat. For each copy made Ral, Storm Conduit will trigger dealing 1 damage to an opponent.

    Commander Spellbook ↗
  • Refuse // Cooperate + Rootha, Mercurial Artist

    • Infinite magecraft triggers

    Mana needed: 160 decks on Commander Spellbook

    How it works

    Steps

    Cast an instant or sorcery spell, or wait for an opponent to cast one. Holding priority, cast Cooperate from your graveyard by paying {2}{U}, targeting the spell. Activate Rootha by paying {2} and returning it to your hand, copying Cooperate, with the copy targeting the original Cooperate. Resolve the copy of Cooperate, copying Cooperate, targeting the original Cooperate. Repeat step 4.

    Commander Spellbook ↗
  • Refuse // Cooperate + Prismari, the Inspiration

    • Infinite magecraft triggers

    Mana needed: 114 decks on Commander Spellbook

    How it works

    Before you start

    You have another instant or sorcery card in hand with the mana to cast it and applicable target(s) if needed.

    Steps

    Cast any other instant or sorcery by paying its mana cost. Holding priority, cast Cooperate from your graveyard by paying its mana cost, targeting the instant or sorcery cast in step 1. Cooperate's storm ability triggers, creating at least one copy of Cooperate targeting the original Cooperate. Resolve a copy of Cooperate, copying Cooperate targeting the original Cooperate. Repeat step 4.

    Commander Spellbook ↗
  • Refuse // Cooperate + Adaptive Training Post

    • Infinite magecraft triggers

    90 decks on Commander Spellbook

    How it works

    Before you start

    You have an instant or sorcery card in hand with enough mana to cast it. You have enough mana to cast Refuse // Cooperate

    Steps

    Cast the additional instant or sorcery by paying its mana cost. If Adaptive Training Post had two charge counters on it, it triggers, putting a charge counter on it. Holding priority, activate Adaptive Training Post by removing three charge counters from it, copying the next instant or sorcery spell you cast this turn. Cast Cooperate from your graveyard by paying its mana cost, targeting the spell cast in step 1. Adaptive Training Post triggers, copying Cooperate, with the copy targeting the original Cooperate. Resolve the copy of Cooperate, copying the original Cooperate, with the copy targeting the original Cooperate. Repeat step 5.

    Commander Spellbook ↗
  • Refuse // Cooperate + Gravitic Punch + Kalamax, the Stormsire

    • Infinite +1/+1 counters on a creature
    • Infinite damage

    Mana needed: 50 decks on Commander Spellbook

    How it works

    Before you start

    You have not cast an instant spell this turn.

    Steps

    Cast Gravitic Punch by paying its mana cost, targeting Kalamax. Holding priority, cast Cooperate by paying its aftermath cost, targeting Gravitic Punch. Kalamax's first and second abilities trigger. Resolve the first ability, creating a copy of Cooperate targeting the original Cooperate. Resolve the second ability, putting a +1/+1 counter on Kalamax. Resolve the Cooperate copy, creating a copy of Cooperate, targeting the original Cooperate. Kalamax's second ability triggers, putting a +1/+1 counter on itself. Repeat from step 6 any number of times. Once you have an arbitrarily large Kalamax, have the final Cooperate copy target Gravitic Punch. This'll create two copies of Gravitic Punch in addition to the original Gravitic Punch. Resolve all Gravitic Punches, dealing infinite damage to each of up to three opponents.

    Commander Spellbook ↗
  • Refuse // Cooperate + Errant, Street Artist + Reality Spasm

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

    Mana needed: 1 decks on Commander Spellbook

    How it works

    Before you start

    You control at least two mana producing permanents, one of which can tap to produce at least {U}.

    Steps

    Cast Reality Spasm by paying at least {3}{U}{U}, targeting at least three permanents and choosing the untap mode. Holding priority, cast Cooperate from your graveyard by paying its mana cost, copying Reality Spasm, targeting at least three permanents. Holding priority, activate at least two mana-producing permanents you control by tapping them, adding at least {1}{U}. Activate Errant by paying {1}{U} and tapping it, copying the Reality Spasm copy, targeting Errant and at least two mana-producing permanents you control. Resolve the copy of Reality Spasm from step 3, untapping Errant and at least two mana-producing permanents you control. Repeat from step 3.

    Commander Spellbook ↗
  • Refuse // Cooperate + Bloodthirsty Conqueror + Arcbond

    • Infinite damage
    • Infinite lifegain triggers
    • Infinite lifegain

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    Bloodthirsty Conqueror has indestructible. You control another indestructible creature. You have a way to deal damage to Bloodthirsty Conqueror.

    Steps

    Cast Arcbond by paying {2}{R}, targeting Bloodthirsty Conqueror. Holding priority, cast Cooperate from your graveyard by paying its mana cost, copying Arcbond, with the copy targeting another indestructible creature you control. Resolve both Arcbonds. Deal damage to Bloodthirsty Conqueror. Arbond triggers, dealing that much damage to each player and each other creature. Bloodthirsty Conqueror triggers for each opponent dealt damage, and Arcbond triggers due to the other indestructible creature being dealt damage. Resolve all Bloodthirsty Conqueror triggers, causing you to gain life. Resolve the Arcbond trigger, dealing that much damage to each player and each other creature. Bloodthirsty Conqueror triggers for each opponent dealt damage, and Arcbond triggers due to Bloodthirsty Conqueror being dealt damage. Resolve all Bloodthirsty Conqueror triggers, causing you to gain life. Resolve the Arcbond trigger, dealing that much damage to each player and each other creature. Repeat form step 6.

    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. Iroh, Grand LotusIroh, Grand Lotus casts cards from your graveyard, which Refuse // Cooperate can use.
  2. Niv-Mizzet, SupremeNiv-Mizzet, Supreme casts cards from your graveyard, which Refuse // Cooperate can use.
  3. Ral, Monsoon Mage // Ral, Leyline ProdigyRal, Monsoon Mage // Ral, Leyline Prodigy reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.
  4. Mizzix of the IzmagnusMizzix of the Izmagnus reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.
  5. Magnus the RedMagnus the Red reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.
  6. Kaza, Roil ChaserKaza, Roil Chaser reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.
  7. Vadrik, Astral ArchmageVadrik, Astral Archmage reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.
  8. Melek, Reforged ResearcherMelek, Reforged Researcher reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.
  9. Iron Lad, Young AvengerIron Lad, Young Avenger reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.
  10. Avatar Aang // Aang, Master of ElementsAvatar Aang // Aang, Master of Elements reduces your spell costs, which Refuse // Cooperate can use because it rewards an Instant or sorcery.

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