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Wanderwine Prophets

Wanderwine Prophets

Creature — Merfolk Wizard4/4$11.97

Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.

Legal in Commander

Is

Rewards

Combos 15

  • Wanderwine Prophets + Deeproot Pilgrimage

    • Infinite turns

    9,908 decks on Commander Spellbook

    How it works

    Before you start

    Wanderwine Prophets does not have summoning sickness and cannot be blocked by an opponent.

    Steps

    Declare Wanderwine Prophets as an attacker. Deeproot Pilgrimage triggers, creating a 1/1 Merfolk creature token. Deal combat damage to an opponent using Wanderwine Prophets. Wanderwine Prophets triggers, causing you to sacrifice the Merfolk token and take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗
  • Wanderwine Prophets + Stonybrook Schoolmaster

    • Infinite turns

    1,388 decks on Commander Spellbook

    How it works

    Before you start

    Wanderwine Prophets and Stonybrook Schoolmaster do not have summoning sickness. Opponents can not block creatures you control.

    Steps

    Attack with Wanderwine Prophets and Stonybrook Schoolmaster. Stonybrook Schoolmaster triggers, creating a 1/1 Merfolk Wizard token. Wanderwine Prophets deals combat damage, sacrificing the Merfolk token. You get an extra turn. Pass the turn. Repeat.

    Commander Spellbook ↗
  • Wanderwine Prophets + Inalla, Archmage Ritualist

    • Infinite combat damage
    • Infinite turns

    Mana needed: 1,292 decks on Commander Spellbook

    How it works

    Before you start

    Opponents are unable to block Wanderwine prophets.

    Steps

    Cast Wanderwine Prophets by paying {4}{U}{U}. Wanderwine Prophets enters the battlefield, triggering Inalla and Wanderwine Prophets. Resolve Inalla's trigger, causing you to pay {1} to create a token copy of Wanderwine Prophets. Token copy of Wanderwine Prophets enters the battlefield, championing original Wanderwine Prophets. Resolve the Wanderwine Prophets trigger, does nothing. Move to combat. Declare token copy of Wanderwine Prophets as attacker. Deal combat damage with Wanderwine Prophets. Token copy of Wanderwine Prophets triggers, causing you to sacrifice itself and take an extra turn after this one. Token copy of Wanderwine Prophets leaves the battlefield, returning Wanderwine Prophets to the battlefield from exile. Repeat step 2 to 5. Move to your next turn. Repeat from step 6.

    Commander Spellbook ↗
  • Wanderwine Prophets + Inalla, Archmage Ritualist + Ashnod's Altar

    • Infinite colorless mana
    • Infinite combat damage
    • Infinite turns

    Mana needed: 707 decks on Commander Spellbook

    How it works

    Before you start

    Opponents are unable to block Wanderwine prophets.

    Steps

    Cast Wanderwine Prophets by paying {4}{U}{U}. Wanderwine Prophets enters the battlefield, triggering its champion ability and Inalla. Resolve the Inalla trigger, causing you to pay {1} to create a token copy of Wanderwine Prophets with haste. The token Wanderwine Prophets enters the battlefield, championing the nontoken Wanderwine Prophets. The nontoken Wanderwine Prophets leaves the battlefield, returning nothing from exile to the battlefield. Resolve the nontoken Wanderwine Prophets trigger from step 2, choosing not to exile anything. Activate Ashnod's Altar by sacrificing the Mistbind Clique token, adding at least one mana. The Wanderwine Prophets token leaves the battlefield, returning the nontoken Wanderwine Prophets from exile to the battlefield. Repeat from step 2 until satisfied. When the nontoken wanderwine Prophets enters the battlefield, it triggers Inalla and Wanderwine Prophets. Resolve Inalla's trigger, causing you to pay {1} to create a token copy of Wanderwine Prophets. Token copy of Wanderwine Prophets enters the battlefield, championing original Wanderwine Prophets. Resolve the Wanderwine Prophets trigger, does nothing. Move to combat. Declare token copy of Wanderwine Prophets as attacker. Deal combat damage with Wanderwine Prophets. Token copy of Wanderwine Prophets triggers, causing you to sacrifice itself and take an extra turn after this one. Token copy of Wanderwine Prophets leaves the battlefield, returning Wanderwine Prophets to the battlefield from exile. Repeat step 2 to 5. Move to your next turn. Repeat from step 14.

    Commander Spellbook ↗
  • Wanderwine Prophets + Molten Echoes

    • Infinite turns

    Mana needed: 554 decks on Commander Spellbook

    How it works

    Before you start

    "Wizard" or "Merfolk" chosen with Molten Echoes. An opponent cannot block your creature.

    Steps

    Cast Wanderwine Prophets by paying {4}{U}{U}. Wanderwine Prophets's Champion a Merfolk ability and Molten Echoes's ability trigger. Resolve Molten Echoes's ability, creating a token copy of Wanderwine Prophets with haste. The token Wanderwine Prophets triggers, exiling the original Wanderwine Prophets until the token leaves the battlefield. Resolve the remaining Champion a Merfolk ability, declining to exile anything. Deal combat damage to an opponent with the token Wanderwine Prophets. The token Wanderwine Prophets triggers, allowing you to sacrifice it to take an extra turn. The token's Champion a Merfolk ability returns the original Wanderwine Prophets from exile to the battlefield. Repeat steps 2 through 5 one additional time. At the beginning of your end step, exile the new token copy of Wanderwine Prophets. The token's Champion a Merfolk ability returns the original Wanderwine Prophets from exile to the battlefield. Repeat steps 2 through 5 one additional time. Repeat from step 6 each turn.

    Commander Spellbook ↗
  • Wanderwine Prophets + Maskwood Nexus

    • Infinite turns

    Mana needed: 337 decks on Commander Spellbook

    How it works

    Before you start

    Wanderwine Prophet does not have summoning sickness. Wanderwine Prophets cannot be blocked and killed by an opponent.

    Steps

    Activate Maskwood Nexus by paying {3} and tapping it, creating a 2/2 Shapeshifter creature token with changeling. Deal combat damage with Wanderwine Prophets. Wanderwine Prophets triggers, causing you to sacrifice the Changeling token and take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗
  • Wanderwine Prophets + Inalla, Archmage Ritualist + Phyrexian Altar

    • Infinite combat damage
    • Infinite turns

    Mana needed: 206 decks on Commander Spellbook

    How it works

    Before you start

    Opponents are unable to block Wanderwine prophets.

    Steps

    Cast Wanderwine Prophets by paying {4}{U}{U}. Wanderwine Prophets enters the battlefield, triggering its champion ability and Inalla. Resolve the Inalla trigger, causing you to pay {1} to create a token copy of Wanderwine Prophets with haste. The token Wanderwine Prophets enters the battlefield, championing the nontoken Wanderwine Prophets. The nontoken Wanderwine Prophets leaves the battlefield, returning nothing from exile to the battlefield. Resolve the nontoken Wanderwine Prophets trigger from step 2, choosing not to exile anything. Activate Phyrexian Altar by sacrificing the Mistbind Clique token, adding at least one mana. The Wanderwine Prophets token leaves the battlefield, returning the nontoken Wanderwine Prophets from exile to the battlefield. Repeat from step 2 until satisfied. When the nontoken wanderwine Prophets enters the battlefield, it triggers Inalla and Wanderwine Prophets. Resolve Inalla's trigger, causing you to pay {1} to create a token copy of Wanderwine Prophets. Token copy of Wanderwine Prophets enters the battlefield, championing original Wanderwine Prophets. Resolve the Wanderwine Prophets trigger, does nothing. Move to combat. Declare token copy of Wanderwine Prophets as attacker. Deal combat damage with Wanderwine Prophets. Token copy of Wanderwine Prophets triggers, causing you to sacrifice itself and take an extra turn after this one. Token copy of Wanderwine Prophets leaves the battlefield, returning Wanderwine Prophets to the battlefield from exile. Repeat step 2 to 5. Move to your next turn. Repeat from step 14.

    Commander Spellbook ↗
  • Wanderwine Prophets + Extravagant Replication

    • Infinite turns

    135 decks on Commander Spellbook

    How it works

    Before you start

    Wanderwine Prophets does not have summoning sickness. You control at least one other merfolk. Wanderwine Prophets cannot be blocked by opponents.

    Steps

    Declare Wanderwine Prophets as an attacker. Deal combat damage to an opponent using Wanderwine Prophets. Wanderwine Prophets triggers, causing you to sacrifice the Merfolk token and take an extra turn after this one. At the begining of your upkeep Extravagant Replication triggers creating a copy of a merfolk you control. Repeat each turn.

    Commander Spellbook ↗
  • Wanderwine Prophets + Followed Footsteps

    • Infinite turns

    42 decks on Commander Spellbook

    How it works

    Before you start

    Followed Footsteps attached to a Merfolk you control. Wanderwine Prophets does not have summoning sickness. Opponents can not block creatures you control.

    Steps

    At the beginning of your upkeep, create a token copy of the merfolk enchanted with Followed Footsteps. Attack with Wanderwine Prophets. Wanderwine Prophets deals combat damage, sacrificing the token copy of the merfolk. You get an extra turn. Pass the turn. Repeat.

    Commander Spellbook ↗
  • Wanderwine Prophets + Deeproot Historian + Abundance

    • Near-infinite turns

    Mana needed: 14 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block Wanderwine Prophets. There is a Merfolk card exiled by Wanderwine Prophets. You have a land card in hand.

    Steps

    Deal combat damage to an opponent using Wanderwine Prophets. Wanderwine Prophets triggers, sacrificing itself and causing you to take an extra turn after this one. When Wanderwine Prophets dies, it triggers, returning all cards exiled with it to the battlefield. Cast Wanderwine Prophets from your graveyard for its retrace cost by paying {4}{U}{U} and discarding a land card. When Wanderwine Prophets enters the battlefield, it triggers, exiling another Merfolk you control. Move to your next turn. During your draw step, choose to reveal cards from the top of your library until you reveal a land card and put it into your hand. 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. Svyelun of Sea and SkySvyelun of Sea and Sky is a Merfolk, which Wanderwine Prophets can use.
  2. Hakbal of the Surging SoulHakbal of the Surging Soul is a Merfolk, which Wanderwine Prophets can use.
  3. Kopala, Warden of WavesKopala, Warden of Waves is a Merfolk, which Wanderwine Prophets can use.
  4. Emperor Mihail IIEmperor Mihail II is a Merfolk, which Wanderwine Prophets can use.
  5. Kumena, Tyrant of OrazcaWanderwine Prophets is a Merfolk, which Kumena, Tyrant of Orazca can use.
  6. Namor the Sub-MarinerWanderwine Prophets is a Merfolk, which Namor the Sub-Mariner can use.
  7. Attuma, Atlantean WarlordWanderwine Prophets is a Merfolk, which Attuma, Atlantean Warlord can use.
  8. Namor, Scourge of the SeasNamor, Scourge of the Seas is a Merfolk, which Wanderwine Prophets can use.
  9. Sygg, River GuideSygg, River Guide is a Merfolk, which Wanderwine Prophets can use.
  10. Azami, Lady of ScrollsWanderwine Prophets is a Wizard, which Azami, Lady of Scrolls can use.

View Wanderwine Prophets on Scryfall