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Teleportation Circle

Teleportation Circle

Enchantment$5.56

At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.

Legal in Commander

Is

Does

Rewards

Combos 66

  • Teleportation Circle + Archaeomancer + Time Warp

    • Infinite turns

    Mana needed: 1,185 decks on Commander Spellbook

    How it works

    Steps

    Cast Time Warp by paying {3}{U}{U}, causing you to take an extra turn after this one. At the beginning of your end step, Teleportation Circle triggers, blinking Archaeomancer. When Archaeomancer enters the battlefield, it triggers, returning Time Warp to your hand from your graveyard. Repeat each turn.

    Commander Spellbook ↗
  • Teleportation Circle + Azor, the Lawbringer

    • Opponents can't cast instant spells during their turns
    • Opponents can't cast sorcery spells
    • Lock

    1,021 decks on Commander Spellbook

    How it works

    Steps

    At the beginning of your end step, Teleportation Circle triggers, blinking Azor. Azor enters the battlefield, preventing opponents from casting instants or sorceries during their next turn. Repeat during each of your turns.

    Commander Spellbook ↗
  • Teleportation Circle + Glorious Protector + Icewind Stalwart

    • Infinite blinking of most creatures
    • Infinite creature ETB
    • Infinite creature LTB

    608 decks on Commander Spellbook

    How it works

    Steps

    At the beginning of your end step, Teleportation Circle triggers, blinking Glorious Protector. Glorious Protector leaves and enters the battlefield, returning Icewind Stalwart from exile to the battlefield, and triggering both Icewind Stalwart and Glorious Protector's enters-the-battlefield abilities. Resolve the Glorious Protector trigger, exiling Icewind Stalwart until Glorious Protector enters the battlefield. Resolve the Icewind Stalwart trigger, blinking Glorious Protector. Repeat from step 2.

    Commander Spellbook ↗
  • Teleportation Circle + Archaeomancer + Temporal Manipulation

    • Infinite turns

    Mana needed: 515 decks on Commander Spellbook

    How it works

    Steps

    Cast Temporal Manipulation by paying {3}{U}{U}, causing you to take an extra turn after this one. At the beginning of your end step, Teleportation Circle triggers, blinking Archaeomancer. When Archaeomancer enters the battlefield, it triggers, returning Temporal Manipulation to your hand from your graveyard. Repeat each turn.

    Commander Spellbook ↗
  • Teleportation Circle + Infinite Guideline Station + Time Sieve

    • Infinite turns

    Mana needed: 407 decks on Commander Spellbook

    How it works

    Before you start

    You control at least five multicolored permanents plus either another multicolored permanent or another creature with power 2 or greater.

    Steps

    Cast Infinite Guideline Station either from your hand or from the command zone by paying {W}{U}{B}{R}{G} plus commander tax if applicable. When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control. Activate Infinite Guideline Station's station ability by tapping any number of creatures with total power 12 or greater, putting at least twelve charge counters on Infinite Guideline Station, causing it to become a creature. Activate Time Sieve by tapping it and sacrificing five Robots, causing you to take an extra turn after this one. At the beginning of your end step, Teleportation Circle triggers, blinking Infinite Guideline Station. When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control. Repeat from step 3 each turn.

    Commander Spellbook ↗
  • Teleportation Circle + Eternal Witness + Time Warp

    • Infinite turns

    Mana needed: 403 decks on Commander Spellbook

    How it works

    Steps

    Cast Time Warp by paying {3}{U}{U}, causing you to take an extra turn after this one. At the beginning of your end step, Teleportation Circle triggers, blinking Eternal Witness. When Eternal Witness enters the battlefield, it triggers, returning Time Warp to your hand from your graveyard. Repeat each turn.

    Commander Spellbook ↗
  • Teleportation Circle + Eternal Witness + Temporal Manipulation

    • Infinite turns

    Mana needed: 303 decks on Commander Spellbook

    How it works

    Steps

    Cast Temporal Manipulation by paying {3}{U}{U}, causing you to take an extra turn after this one. At the beginning of your end step, Teleportation Circle triggers, blinking Eternal Witness. When Eternal Witness enters the battlefield, it triggers, returning Temporal Manipulation to your hand from your graveyard. Repeat each turn.

    Commander Spellbook ↗
  • Teleportation Circle + Archaeomancer + Capture of Jingzhou

    • Infinite turns

    Mana needed: 180 decks on Commander Spellbook

    How it works

    Steps

    Cast Capture of Jingzhou by paying {3}{U}{U}, causing you to take an extra turn after this one. At the beginning of your end step, Teleportation Circle triggers, blinking Archaeomancer. When Archaeomancer enters the battlefield, it triggers, returning Capture of Jingzhou to your hand from your graveyard. Repeat each turn.

    Commander Spellbook ↗
  • Teleportation Circle + Mnemonic Wall + Time Warp

    • Infinite turns

    Mana needed: 165 decks on Commander Spellbook

    How it works

    Steps

    Cast Time Warp by paying {3}{U}{U}, causing you to take an extra turn after this one. At the beginning of your end step, Teleportation Circle triggers, blinking Mnemonic Wall. When Mnemonic Wall enters the battlefield, it triggers, returning Time Warp to your hand from your graveyard. Repeat each turn.

    Commander Spellbook ↗
  • Teleportation Circle + Niko, Light of Hope + Timestream Navigator

    • Infinite turns

    Mana needed: 118 decks on Commander Spellbook

    How it works

    Before you start

    You control a Shard that doesn't have summoning sickness. You have the city's blessing.

    Steps

    Activate Niko by paying {2} and tapping it, exiling Timestream Navigator and causing Shards you control to become a copy of Timestream Navigator until the end step. Activate a Shard 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. At the beginning of the next end step, Timestream Navigator is returned from exile to the battlefield. Teleportation Circle then triggers, blinking Niko. When Niko enters, it triggers, creating two Shard tokens. 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. Samwise GamgeeSamwise Gamgee makes artifact tokens, which Teleportation Circle can use because it rewards an Artifact.
  2. Lita, Little Orphan AmphibianLita, Little Orphan Amphibian makes artifact tokens, which Teleportation Circle can use because it rewards an Artifact.
  3. Black Panther, Wakandan KingTeleportation Circle blinks / re-enters your creatures, which Black Panther, Wakandan King can use because it has an enter-the-battlefield trigger.
  4. Overseer of Vault 76Teleportation Circle blinks / re-enters your creatures, which Overseer of Vault 76 can use because it has an enter-the-battlefield trigger.
  5. Gylwain, Casting DirectorTeleportation Circle blinks / re-enters your creatures, which Gylwain, Casting Director can use because it has an enter-the-battlefield trigger.
  6. Massimo, the MagicianTeleportation Circle blinks / re-enters your creatures, which Massimo, the Magician can use because it has an enter-the-battlefield trigger.
  7. Mabel, Valley HeroTeleportation Circle blinks / re-enters your creatures, which Mabel, Valley Hero can use because it has an enter-the-battlefield trigger.
  8. Breya, Etherium ShaperTeleportation Circle blinks / re-enters your creatures, which Breya, Etherium Shaper can use because it has an enter-the-battlefield trigger.
  9. Tetzin, Gnome Champion // The Golden-Gear ColossusTeleportation Circle blinks / re-enters your creatures, which Tetzin, Gnome Champion // The Golden-Gear Colossus can use because it has an enter-the-battlefield trigger.
  10. Elas il-Kor, Sadistic PilgrimTeleportation Circle blinks / re-enters your creatures, which Elas il-Kor, Sadistic Pilgrim can use because it triggers when your creatures enter.

View Teleportation Circle on Scryfall