
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay . When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
Terra mills two each combat and connects in the air for evasive damage, then pays to reanimate a power-3-or-less creature tapped from your graveyard each combat. You fill your yard with small value creatures, swing with flying Terra, and reanimate a body every turn to snowball card advantage, ETB triggers, and aristocrats fodder until you outvalue the table or grind through with sacrifice loops.
Tighten the curve toward power-3-or-less ETB creatures (Karmic Guide, Murderous Redcap, Solemn Simulacrum) and add free or cheap sacrifice outlets like Goblin Bombardment and Ashnod's Altar to convert reanimation into combo loops. Improve the mana base with fast lands, fetches, and Mardu fixing, add resilience through Eternal Witness and reanimation backups, and include protection like Lightning Greaves to keep Terra connecting every turn.
Played-with rates from 2 Mythicwyrm decks.
→ Infinite LTB, Infinite ETB, Infinite sacrifice triggers
→ Infinite ETB, Infinite LTB, Infinite combat damage
→ Infinite LTB, Infinite ETB, Infinite sacrifice triggers
→ Infinite self-discard triggers, Near-infinite ETB, Infinite draw triggers
→ Infinite ETB, Infinite LTB, Infinite combat damage
Combos via Commander Spellbook.
Same color identity (BRW), by popularity.