![]() You can get ] as your second card to get Tooth and Nail back and tutor for something like ] and cast with your infinite mana. With haste with ] or ] (note: gives shroud so you need to equip and unequip), ] can go infinite with two lands: ] and any land that nets you GG such as ] or ]. ![]() For what it's worth, you should be playing mana dorks in green because they're awesome. With enough mana producers (mana dorks, ], ]), ] + ] is infinite pump. ] + ] is good, as another person mentions. There are no self-contained, two creature infinite combos in green. There are also pretty great (though complex) lines in mono Green to just destroy all of your opponents' permanents, if you want to go that route. There are a number of mono-Green mana combos available, and all the parts would fit better with your existing game plan, no dead cards required. Honestly I'd probably be suggesting ways to let Omnath kill faster, before the combo player can possibly go off. We could likely provide better suggestions than a Tooth and Nail combo. You're looking at adding a minimum of 3 cards that otherwise do little or nothing on their own. And the sorts of things it tutors for are more creatures.which generally isn't helping your Voltron plan either. ![]() Tooth and Nail is not really something you'd want in a Voltron deck, typically. ![]() Otherwise you'll wind up with dead cards that are useless outside of a specific combo that you don't even always want to use. The reason I say that is because, when you're not building a combo deck, but rather trying to build a backup combo win condition into an existing deck that already has a strategy, you want that combo and all of its pieces to synergize well with the existing strategy of the deck. It might be wiser to look at how to deal with that, specifically, rather than looking at a TandN combo. I'm all for backup win conditions, including combos.īut it sounds like you're really just trying to deal with a specific win condition - an opponent who creates infinite tokens. ![]()
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