Last updated on February 19, 2026

Continue | Illustration by Irina Nordsol

Continue? | Illustration by Irina Nordsol

The Teenage Mutant Ninja Turtles Commander precon, Turtle Power! was revealed yesterday. Among hormonal turtles and cartoon ninjas is a potent instant with game-warping power:

Continue? is an incredible infinite combo enabler and protection spell with the potential to become a Commander staple.

Continue? Infinite Combo Lines

Eternal Witness - Illustration by Chris Rahn

Eternal Witness | Illustration by Chris Rahn

The potential of Continue? lies in its ability to facilitate infinite sacrifice loops. Here’s a simple example:

In addition to the above cards, you need any other creature. Sacrifice E-Wit and the miscellaneous creature to Phyrexian Altar, then reanimate them with Continue?. When the two creatures enter, Eternal Witness returns Continue? to your hand. This can be repeated ad nauseam.

Many sacrifice loops requiring plugging in another piece, but these four cards can potentially win the game alone. Substitute “any other creature” for Gray Merchant of Asphodel, or Blood Artist, or anything else that turns entering the battlefield/dying into life loss, and you win. Or you add a third creature for infinite mana.

The combo is also quite flexible. You always need a sacrifice outlet, but it doesn't need to be Phyrexian Altar. Pitiless Plunderer works with any free sacrifice outlet, making Treasure instead of direct mana. You could use Warren Soultrader with Blood Artist to offset the life loss. Even Kheru Goldkeeper works, as long as you have the mana to cast Continue? for the first time.

And Eternal Witness has many substitutes for cards that return an instant or sorcery to your hand:

Those aren’t all the options, just the better ones!

Continue? Combos in Commander

Pitiless Plunderer - Illustration by David Palumbo

Pitiless Plunderer[/card | Illustration by David Palumbo

[card]Continue? has plenty of combo lines, but where do they fit in your Commander decks? Since these combos use multiple pieces and are easy to interact with, Continue? won’t shake up cEDH—at least, not with those lines. However, it seems very appropriate for Brackets 3 and 4.

Another drawback to a multi-card (and, in this case, multi-color) combo is that it can be tricky to build your deck around. The more pieces you add, the harder assembly becomes—that’s why the Bracket system targets specifically two-card combos. From this perspective, Continue? probably isn’t worth building around solo. But it works as part of an engine.

Look back over the cards this instant works with: Eternal Witness, Phyrexian Altar, Pitiless Plunderer. These are frequent includes among decks ending the game in various sacrifice loops. Continue? loops shouldn’t be considered a replacement but an enhancement, a new line to make your deck slightly more consistent and robust.

You could argue that it leads to an issue of redundancy. Too many versions of one effect clogs up the hand, and the same can be said of combos. Add too many lines and your find yourself staring at Pestermite and Thassa's Oracle. But Continue? does not need to be “just” a combo card—it also works as protection.

Continue? as Protection

Damnation - Illustration by Kev Walker

Damnation | Illustration by Kev Walker

You want to combo off with Pitiless Plunderer. You have your other combo cards ready—but a timely Get Lost wrecks everything…until Continue? returns the pirate to play, and you get back into the swing of things.

Cards that serve multiple roles are invaluable in Commander. Deckbuilding becomes easier when you have protection and a combo in one card, leaving more room for card draw or interaction. It could even be an upgrade over a card that’s strictly used to combo off, and doesn’t help you outside the turn you win.

It’s worth considering how powerful a protection spell Continue? is outside of combos. For most decks, getting their four best creatures back post-board wipe comes close to ignoring the wrath altogether. Imagine a dinosaur deck that loses mana dorks, but gets Pantlaza, Etali, Earthshaker Dreadmaw and Gishath back. That player is probably just fine.

2 mana is almost criminally low for this effect—Malakir Rebirth and its variants typically cost 1, and this has a far higher ceiling. Some decks could even favor this over a Heroic Intervention-style protection spell since it retriggers enters abilities.

Whether it shows up as a combo card or a humble protection spell, expect to see Continue? at your Commander pods—if people can get over the TMT art style.

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