Whenever Medomai deals combat damage to a player, take an extra turn after this one.
Medomai can't attack during extra turns.
Resolve Medomai, protect it, and connect for combat damage to chain extra turns. Each connection nets you another full turn of land drops, draws, and attacks, snowballing card and board advantage until you bury the table. Use the extra turns to deploy threats and stax pieces while everyone else watches.
Extra turns translate directly into doubled draws, land drops, and attack steps—massive raw advantage
Evasive 4/4 flier connects easily and protects itself by ending the table's interaction window
Azorius gives the best protection suite (counters, fogs, blink) to keep Medomai alive
6 mana for a creature that does nothing the turn it lands unless it can swing
Hard removal, edicts, or chump blockers stop the extra-turn engine cold
Medomai 'can't attack during extra turns,' so chains require re-enabling attacks or letting opponents untap
Limited to UW means weak board wipes recovery and no ramp/recursion outside the colors