Prerequisites
- Wormfang Manta on the battlefield
- Mistmeadow Witch on the battlefield
- Karn, Argent Defender on the battlefield
each turn available
Steps
- Activate Mistmeadow Witch by paying
, exiling and returning (at end step) Wormfang Manta
- When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one
- Wormfang Manta entering does not cause its abillity to trigger due to Karn
- Repeat each turn
Results
Required Cards 3

Wormfang Manta
Creature — Nightmare Fish Beast

Mistmeadow Witch
Creature — Kithkin Wizard

Karn, Argent Defender
Legendary Artifact Creature — Golem