leylines
My decksNew deck
The Mighty Thor, Jane Foster

The Mighty Thor, Jane Foster

Legendary Creature — Human God Hero3/3$0.27

Flying Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control. Whenever an Equipment you control enters, draw a card.

Legal in Commander

Is

Does

Rewards

Combos 46

  • The Mighty Thor, Jane Foster + Aurelia, the Warleader

    • Infinite combat phases
    • Infinite mana creatures you control can produce

    636 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill creatures you control.

    Steps

    Declare Aurelia and The Mighty Thor as attackers, triggering their abilities. Resolve the Mighty Thor trigger, blinking Aurelia and causing it to enter tapped and attacking. Resolve the Aurelia trigger, causing you to untap all creatures you control and to get an combat phase after this one. Repeat each combat phase.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + Thor, God of Thunder + Time Warp

    • Infinite turns

    Mana needed: 42 decks on Commander Spellbook

    How it works

    Before you start

    The Mighty Thor doesn't have summoning sickness.

    Steps

    Cast Time Warp by paying its mana cost. Thor's second ability triggers, dealing damage to any target. Resolve Time Warp, causing you to take an extra turn after this one Blink Thor using The Mighty Thor. When Thor enters, it triggers, exiling Time Warp from your graveyard and allowing you to cast it from exile until the end of your next turn. Move to your next turn. Cast Time Warp from exile by paying its mana cost. Repeat from step 2.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + Infinite Guideline Station + Time Sieve

    • Infinite turns

    Mana needed: 18 decks on Commander Spellbook

    How it works

    Before you start

    You control at least five multicolored permanents.

    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, The Mighty Thor 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 ↗
  • The Mighty Thor, Jane Foster + Thor, God of Thunder + Temporal Manipulation

    • Infinite turns

    Mana needed: 10 decks on Commander Spellbook

    How it works

    Before you start

    The Mighty Thor doesn't have summoning sickness.

    Steps

    Cast Temporal Manipulation by paying its mana cost. Thor's second ability triggers, dealing damage to any target. Resolve Temporal Manipulation, causing you to take an extra turn after this one Blink Thor using The Mighty Thor. When Thor enters, it triggers, exiling Temporal Manipulation from your graveyard and allowing you to cast it from exile until the end of your next turn. Move to your next turn. Cast Temporal Manipulation from exile by paying its mana cost. Repeat from step 2.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + The Legend of Kuruk // Avatar Kuruk + Spark Double

    • Infinite turns

    Mana needed: 10 decks on Commander Spellbook

    How it works

    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. At the beginning of your end step, The Mighty Thor triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise

    • Infinite turns

    Mana needed: 5 decks on Commander Spellbook

    How it works

    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. At the beginning of your end step, The Mighty Thor triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + Timestream Navigator + Recruiter of the Guard

    • Infinite turns

    Mana needed: 4 decks on Commander Spellbook

    How it works

    Before you start

    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. Blink Recruiter of the Guard using The Mighty Thor. 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.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + The Legend of Kuruk // Avatar Kuruk + Karn's Bastion

    • Infinite turns

    Mana needed: 4 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk 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. At the beginning of your end step, The Mighty Thor triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Karn's Bastion by paying {4} and tapping it, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces

    • Infinite turns

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Steps

    Activate Sakashima of a Thousand Faces 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. At the beginning of your end step, The Mighty Thor triggers, blinking Sakashima of a Thousand Faces. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • The Mighty Thor, Jane Foster + The Legend of Kuruk // Avatar Kuruk + Lulu, Stern Guardian

    • Infinite turns

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk 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. At the beginning of your end step, The Mighty Thor triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Lulu by paying {3}{U}, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. 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. Mister FantasticMister Fantastic copies your triggered abilities, which The Mighty Thor, Jane Foster can use because it has an attack trigger.
  2. Najeela, the Blade-BlossomNajeela, the Blade-Blossom has extra combat phases, which The Mighty Thor, Jane Foster can use because it has an attack trigger.
  3. Ulalek, Fused AtrocityUlalek, Fused Atrocity copies your triggered abilities, which The Mighty Thor, Jane Foster can use because it has an attack trigger.
  4. Captain America, Team LeaderThe Mighty Thor, Jane Foster is a Hero, which Captain America, Team Leader can use.
  5. Cid, Timeless ArtificerThe Mighty Thor, Jane Foster is a Hero, which Cid, Timeless Artificer can use.
  6. Director Nick FuryThe Mighty Thor, Jane Foster is a Hero, which Director Nick Fury can use.
  7. Éowyn, ShieldmaidenThe Mighty Thor, Jane Foster is a Human, which Éowyn, Shieldmaiden can use.
  8. Arcade GannonThe Mighty Thor, Jane Foster is a Human, which Arcade Gannon can use.
  9. Goldbug, Humanity's Ally // Goldbug, Scrappy ScoutThe Mighty Thor, Jane Foster is a Human, which Goldbug, Humanity's Ally // Goldbug, Scrappy Scout can use.
  10. Katilda and LierThe Mighty Thor, Jane Foster is a Human, which Katilda and Lier can use.

View The Mighty Thor, Jane Foster on Scryfall