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Damage Control CrewHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Marvel's Spider-Man· September 26, 2025
Carte Magic Damage Control Crew

Damage Control Crew is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

When this creature enters, choose one — • Repair — Return target card with mana value 4 or greater from your graveyard to your hand. • Impound — Exile target artifact or enchantment.

How it works : Damage Control Crew

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a card in a graveyard has {X} in its mana cost, X is 0 when determining its mana value.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Dour Port-Mage
+Temporal Manipulation
+Damage Control Crew
#1

Dour Port-Mage + Temporal Manipulation + Damage Control Crew

Infinite turnsLock
  1. 1Cast Temporal Manipulation by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Cast Damage Control Crew by paying its mana cost.
  3. 3When Damage Control Crew enters the battlefield, it triggers, returning Temporal Manipulation from your graveyard to your hand.
  4. 4Move to your next turn.
  5. 5Activate Dour Port-Mage by paying {1}{U} and tapping it, returning Damage Control Crew from the battlefield to your hand.
  6. 6Dour Port-Mage triggers, causing you to draw a card.
  7. 7Repeat.
Continue?
+Phyrexian Altar
+Damage Control Crew
#2

Continue? + Phyrexian Altar + Damage Control Crew

Infinite creature ETBInfinite creature LTBInfinite colored manaInfinite death triggers
  1. 1Activate Phyrexian Altar by sacrificing Damage Control Crew and another nontoken creature, adding {1}{W}.
  2. 2Cast Continue? by paying {1}{W}, returning Damage Control Crew and at least one other creature from your graveyard to the battlefield.
  3. 3When Damage Control Crew enters, it triggers, returning Continue? from your graveyard to your hand.
  4. 4Repeat.
Dour Port-Mage
+Capture of Jingzhou
+Damage Control Crew
#3

Dour Port-Mage + Capture of Jingzhou + Damage Control Crew

Infinite turnsLock
  1. 1Cast Capture of Jingzhou by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Cast Damage Control Crew by paying its mana cost.
  3. 3When Damage Control Crew enters the battlefield, it triggers, returning Capture of Jingzhou from your graveyard to your hand.
  4. 4Move to your next turn.
  5. 5Activate Dour Port-Mage by paying {1}{U} and tapping it, returning Damage Control Crew from the battlefield to your hand.
  6. 6Dour Port-Mage triggers, causing you to draw a card.
  7. 7Repeat.
Dour Port-Mage
+Time Warp
+Damage Control Crew
#4

Dour Port-Mage + Time Warp + Damage Control Crew

Infinite turnsLock
  1. 1Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one.
  2. 2Cast Damage Control Crew by paying its mana cost.
  3. 3When Damage Control Crew enters the battlefield, it triggers, returning Time Warp from your graveyard to your hand.
  4. 4Move to your next turn.
  5. 5Activate Dour Port-Mage by paying {1}{U} and tapping it, returning Damage Control Crew from the battlefield to your hand.
  6. 6Dour Port-Mage triggers, causing you to draw a card.
  7. 7Repeat.
Lumra, Bellow of the Woods
+Famished Worldsire
+Eldrazi Confluence
+Spelunking
#5

Lumra, Bellow of the Woods + Famished Worldsire + Eldrazi Confluence + Spelunking

Infinite blinkingInfinite blinking of nonland permanentsInfinite colorless manaInfinite creature ETB
  1. 1Activate any number of lands by tapping them, adding at least {2}{C}{C}.
  2. 2Cast Eldrazi Confluence by paying {2}{C}{C}, selecting its second mode three times, blinking Lumra, Damage Control Crew and Famished Worldsire.
  3. 3As Famished Worldsire enters, choose to sacrifice at least the lands tapped for mana in step 1, causing Famished Worldsire to then enter with three +1/+1 counters for each land sacrificed.
  4. 4When Lumra, Damage Control Crew and Famished Worldsire enter, they each trigger.
  5. 5Resolve the Lumra trigger, causing you to mill four cards and return all land cards from your graveyard to the battlefield untapped due to Spelunking.
  6. 6Resolve the Damage Control Crew trigger, returning Eldrazi Confluence from your graveyard to your hand.
  7. 7Resolve the Famished Worldsire trigger, causing you to look at some cards from the top of your library and put any land cards from among them onto the battlefield untapped due to Spelunking.
  8. 8Repeat.
Lumra, Bellow of the Woods
+Famished Worldsire
+Eldrazi Confluence
+Horizon Explorer
#6

Lumra, Bellow of the Woods + Famished Worldsire + Eldrazi Confluence + Horizon Explorer

Infinite blinkingInfinite blinking of nonland permanentsInfinite colorless manaInfinite creature ETB
  1. 1Activate any number of lands by tapping them, adding at least {2}{C}{C}.
  2. 2Cast Eldrazi Confluence by paying {2}{C}{C}, selecting its second mode three times, blinking Lumra, Damage Control Crew and Famished Worldsire.
  3. 3As Famished Worldsire enters, choose to sacrifice at least the lands tapped for mana in step 1, causing Famished Worldsire to then enter with three +1/+1 counters for each land sacrificed.
  4. 4When Lumra, Damage Control Crew and Famished Worldsire enter, they each trigger.
  5. 5Resolve the Lumra trigger, causing you to mill four cards and return all land cards from your graveyard to the battlefield untapped due to Horizon Explorer.
  6. 6Resolve the Damage Control Crew trigger, returning Eldrazi Confluence from your graveyard to your hand.
  7. 7Resolve the Famished Worldsire trigger, causing you to look at some cards from the top of your library and put any land cards from among them onto the battlefield untapped due to Horizon Explorer.
  8. 8Repeat.
Jin-Gitaxias // The Great Synthesis
+Time Stretch
+Damage Control Crew
#7

Jin-Gitaxias // The Great Synthesis + Time Stretch + Damage Control Crew

LockNear-infinite turns
  1. 1At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its third chapter ability then triggers, causing you to cast Time Stretch and Damage Control Crew without paying their mana costs, and then exiling The Great Synthesis and returning it to the battlefield as Jin-Gitaxias.
  2. 2Resolve Time Stretch, causing you to take two extra turns after this one.
  3. 3Resolve the Damage Control Crew spell. When it enters, it triggers, returning Time Stretch from your graveyard to your hand.
  4. 4Activate Jin-Gitaxias by paying {3}{U}, exiling it and returning it to the battlefield as The Great Synthesis.
  5. 5When The Great Synthesis enters with a lore counter on it, its first ability triggers, causing you to draw cards equal to the number of cards in your hand and not have a maximum hand size for the rest of the game.
  6. 6Move to your first extra turn. At the beginning of your precombat main phase, The Great Synthesis triggers, putting a lore counter on it. Its second chapter ability then triggers, returning all non-Phyrexian creatures (including Damage Control Crew) from the battlefield to their owner's hand.
  7. 7Repeat from step 1 during your second extra turn
Lumra, Bellow of the Woods
+Famished Worldsire
+Eldrazi Confluence
+Amulet of Vigor
#8

Lumra, Bellow of the Woods + Famished Worldsire + Eldrazi Confluence + Amulet of Vigor

Infinite blinkingInfinite blinking of nonland permanentsInfinite colorless manaInfinite creature ETB
  1. 1Activate any number of lands by tapping them, adding at least {2}{C}{C}.
  2. 2Cast Eldrazi Confluence by paying {2}{C}{C}, selecting its second mode three times, blinking Lumra, Damage Control Crew and Famished Worldsire.
  3. 3As Famished Worldsire enters, choose to sacrifice at least the lands tapped for mana in step 1, causing Famished Worldsire to then enter with three +1/+1 counters for each land sacrificed.
  4. 4When Lumra, Damage Control Crew and Famished Worldsire enter, they each trigger.
  5. 5Resolve the Lumra trigger, causing you to mill four cards and return all land cards from your graveyard to the battlefield
  6. 6When the lands enter, Amulet of Vigor triggers that many times, untapping the lands.
  7. 7Resolve the Damage Control Crew trigger, returning Eldrazi Confluence from your graveyard to your hand.
  8. 8Resolve the Famished Worldsire trigger, causing you to look at some cards from the top of your library and put any land cards from among them onto the battlefield
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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