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Y'shtola Rhul

Y'shtola Rhul

Legendary Creature — Cat Druid3/5$4.47

At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step.

Legal in Commander

Is

Does

Combos 34

  • Y'shtola Rhul + The Legend of Kuruk // Avatar Kuruk + Spark Double

    • Infinite turns

    Mana needed: 195 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, Y'shtola Rhul triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Y'shtola Rhul + The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise

    • Infinite turns

    Mana needed: 144 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, Y'shtola Rhul triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Y'shtola Rhul + The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces

    • Infinite turns

    Mana needed: 105 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, Y'shtola Rhul 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 ↗
  • Y'shtola Rhul + The Legend of Kuruk // Avatar Kuruk + Sakashima the Impostor

    • Infinite turns

    Mana needed: 48 decks on Commander Spellbook

    How it works

    Steps

    Activate Sakashima the Impostor 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, Y'shtola Rhul triggers, blinking Sakashima the Impostor. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Y'shtola Rhul + The Legend of Kuruk // Avatar Kuruk + Auton Soldier

    • Infinite turns

    Mana needed: 35 decks on Commander Spellbook

    How it works

    Steps

    Activate Auton Soldier 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, Y'shtola Rhul triggers, blinking Auton Soldier. Choose to have it enter the battlefield as a copy of Avatar Kuruk. Repeat each turn.

    Commander Spellbook ↗
  • Y'shtola Rhul + The Legend of Kuruk // Avatar Kuruk + Lulu, Stern Guardian

    • Infinite turns

    Mana needed: 28 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, Y'shtola Rhul 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 ↗
  • Y'shtola Rhul + Niko, Light of Hope + Timestream Navigator

    • Infinite turns

    Mana needed: 22 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. Y'shtola Rhul then triggers, blinking Niko. When Niko enters, it triggers, creating two Shard tokens. Repeat each turn.

    Commander Spellbook ↗
  • Y'shtola Rhul + Wormfang Manta + Torpor Orb

    • Infinite turns

    13 decks on Commander Spellbook

    How it works

    Steps

    Blink Wormfang Manta using Y'shtola Rhul. Wormfang Manta's first ability won't trigger due to Torpor Orb. Wormfang Manta's second ability triggers, causing you to take an extra turn after this one. Repeat each turn.

    Commander Spellbook ↗
  • Y'shtola Rhul + The Legend of Kuruk // Avatar Kuruk + Marvin, Murderous Mimic

    • Infinite turns

    Mana needed: 13 decks on Commander Spellbook

    How it works

    Steps

    Activate Marvin 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, Y'shtola Rhul triggers, blinking Marvin. Repeat each turn.

    Commander Spellbook ↗
  • Y'shtola Rhul + Infinite Guideline Station + Time Sieve

    • Infinite turns

    Mana needed: 12 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, Y'shtola Rhul 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 ↗

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. Elrond, Lord of RivendellY'shtola Rhul blinks / re-enters your creatures, which Elrond, Lord of Rivendell can use because it has an enter-the-battlefield trigger.
  2. Clement, the WorrywortY'shtola Rhul blinks / re-enters your creatures, which Clement, the Worrywort can use because it has an enter-the-battlefield trigger.
  3. Massimo, the MagicianY'shtola Rhul blinks / re-enters your creatures, which Massimo, the Magician can use because it has an enter-the-battlefield trigger.
  4. Galadriel, Light of ValinorY'shtola Rhul blinks / re-enters your creatures, which Galadriel, Light of Valinor can use because it triggers when your creatures enter.
  5. Lonis, CryptozoologistY'shtola Rhul blinks / re-enters your creatures, which Lonis, Cryptozoologist can use because it triggers when your creatures enter.
  6. Ezuri, Claw of ProgressY'shtola Rhul blinks / re-enters your creatures, which Ezuri, Claw of Progress can use because it triggers when your creatures enter.
  7. Arcades, the StrategistY'shtola Rhul blinks / re-enters your creatures, which Arcades, the Strategist can use because it triggers when your creatures enter.
  8. The Blue SpiritY'shtola Rhul blinks / re-enters your creatures, which The Blue Spirit can use because it triggers when your creatures enter.
  9. Denry Klin, Editor in ChiefY'shtola Rhul blinks / re-enters your creatures, which Denry Klin, Editor in Chief can use because it triggers when your creatures enter.
  10. Riku of Two ReflectionsY'shtola Rhul blinks / re-enters your creatures, which Riku of Two Reflections can use because it triggers when your creatures enter.

View Y'shtola Rhul on Scryfall