When a new MTG set drops, it's always fun figuring out what new busted interactions it's enabled. Most Magic: The Gathering releases have an infinite combo or two if you look hard enough.
In Avatar: The Last Airbender there is one card that causes more combo shenanigans than any other, and that's Toph, The First Metalbender. There's plenty of neat stuff you can do with the ability to turn lands into artifacts and earthbend them, but one of the funniest involves the Emperor of Mankind's Golden Throne.
Warhammer 40k and Avatar: The Last Airbender are two franchises I never thought I'd see together, but they've been brought under one roof for this Magic: The Gathering trick. The Golden Throne is an artifact with an ability called Arcane Life Support, which states that if you would lose the game, instead you exile the throne and go down to 1 life.
But if, in a previous turn, you earthbended The Golden Throne with Toph on the field, then when it gets exiled it'll be brought right back to the battlefield, ready to protect you again. You cannot lose!
Well… sort of. In truth, this is actually a rather fragile shield, because the second time you're hit, the Golden Throne will get exiled, unless you can earthbend it up again. If you're low on life, a single creature with double strike can knock out both your extra chances, giving ample opportunity for a burn spell or another player to force you out of the game.
But if you're only hit once and can keep the Golden Throne on the field until your next turn, Toph or one of your other cards can earthbend the throne a second time, bringing your defences back online. It's by no means flawless, but it's a fun bit of extra protection against something like an overrun effect and more interesting than just throwing up a load of blockers.
At any rate this is a better Toph combo than the one with Ugin's Nexus, which I note with distaste, is still included in 8.5% of Toph decks listed on EDHREC. That combo simply doesn't work: Ugin's Nexus comes back and then makes you skip your own extra turn.
It's better than the Caged Sun combo too, which forces the game to end in a draw the second you tap a mana rock. Told you Toph was all about shenanigans!
If you've got a cooler combo than this one, let us know via the Wargamer Discord!



