Combos with Sage of Hours
15 known combos in Commander — View Sage of Hours
Results:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Ezuri triggers, putting at least five +1/+1 counters on Sage of Hours.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Ouroboroid triggers, putting at least five +1/+1 counters on each creature you control.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Maester Seymour triggers, putting at least five +1/+1 counters on Sage of Hours.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- At the beginning of your end step, Kratos's second ability triggers, putting at least five +1/+1 counters on Sage of Hours.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Near-infinite turns
· Lock
Show steps
- Deal combat damage to an opponent using Piper.
- Piper's first ability triggers, creating at least five Clue tokens.
- Activate a Clue by paying {2} and sacrificing it.
- Piper's second ability triggers, putting a +1/+1 counter on Sage of Hours.
- Resolve the Clue ability, causing you to draw a card.
- Repeat from step 3 four additional times.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Deal combat damage using Sage of Hours.
- Quilled Greatwurm triggers, putting that many +1/+1 counters on Sage of Hours.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Experiment Kraj by tapping it, putting a +1/+1 counter on itself.
- Activate Experiment Kraj using Pili-Pala's ability by paying {2} and untapping it, adding {1}.
- Repeat from step 2 until Experiment Kraj has five +1/+1 counters.
- Activate Experiment Kraj using Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Mairsil using Anthroplasm's ability by paying {5} and tapping it, removing all +1/+1 counters and putting five +1/+1 counters on Mairsil.
- Activate Mairsil using Sage of Hours's ability by removing five +1/+1 counters, gaining an extra turn after this one.
- Move to your next turn.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- Declare Sovereign Okinec Ahau as an attacker.
- Sovereign Okinec Ahau triggers, putting at least five +1/+1 counters on Sage of Hours.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Cast Clockspinning with buyback by paying {3}{U}, targeting Sage of Hours.
- Sage of Hours triggers, putting a +1/+1 counter on itself.
- Resolve Clockspinning, putting a +1/+1 counter on Sage of Hours and returning Clockspinning to your hand.
- Repeat from step 1 two additional times.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Immaculate Magistrate by tapping it, putting at least five +1/+1 counters on Sage of Hours.
- Activate Sage of Hours' ability by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- Activate Experiment Kraj by tapping it, putting a +1/+1 counter on itself.
- Activate Experiment Kraj using Farmstead Gleaner's ability by paying {2} and untap, putting a +1/+1 counter on itself.
- Repeat from step 2 until Experiment Kraj has five +1/+1 counters.
- Activate Experiment Kraj using Sage of Hours' ability by removing all +1/+1 counters, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- At the beginning of combat on your turn, Halana and Alena triggers, putting at least five +1/+1 counters on Sage of Hours.
- Activate Sage of Hours by removing all +1/+1 counters from it, taking at least one extra turn after this one.
- Repeat.
Results:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Jenova triggers, putting at least five +1/+1 counters on Sage of Hours.
- Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat each turn.
Results:
Infinite turns
· Lock
Show steps
- At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Sage of Hours with haste that enters the battlefield with at least five +1/+1 counters on it due to Master Biomancer.
- Activate the Sage of Hours copy by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- Repeat.
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