leylines
My decksNew deck
Sage of Hours

Sage of Hours

Creature — Human Wizard1/1$10.33

Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it. Remove all +1/+1 counters from this creature: For each five counters removed this way, take an extra turn after this one.

Legal in Commander

Is

Does

Rewards

Combos 105

  • Sage of Hours + Ezuri, Claw of Progress

    • Infinite turns

    4,125 decks on Commander Spellbook

    How it works

    Before you start

    You have at least 5 experience counters.

    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.

    Commander Spellbook ↗
  • Sage of Hours + Ouroboroid

    • Infinite turns

    3,436 decks on Commander Spellbook

    How it works

    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.

    Commander Spellbook ↗
  • Sage of Hours + Maester Seymour

    • Infinite turns

    2,385 decks on Commander Spellbook

    How it works

    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.

    Commander Spellbook ↗
  • Sage of Hours + Kratos, Stoic Father

    • Infinite turns

    2,017 decks on Commander Spellbook

    How it works

    Before you start

    You have at least five experience counters.

    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.

    Commander Spellbook ↗
  • Sage of Hours + Piper Wright, Publick Reporter

    • Near-infinite turns

    Mana needed: 618 decks on Commander Spellbook

    How it works

    Before you start

    Piper has power 5 or greater. Piper does not have summoning sickness and cannot be blocked by an opponent.

    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.

    Commander Spellbook ↗
  • Sage of Hours + Quilled Greatwurm

    • Infinite turns

    603 decks on Commander Spellbook

    How it works

    Before you start

    Sage of Hours has power 5 or greater from any indefinite effect except +1/+1 counters, and does not have summoning sickness. An opponent cannot block and kill Sage of Hours.

    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.

    Commander Spellbook ↗
  • Sage of Hours + Experiment Kraj + Pili-Pala

    • Infinite turns

    Mana needed: 368 decks on Commander Spellbook

    How it works

    Before you start

    Sage of Hours and Pili-Pala has at least one +1/+1 counter on it. Experiment Kraj does not have summoning sickness.

    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.

    Commander Spellbook ↗
  • Sage of Hours + Clockspinning

    • Infinite turns

    Mana needed: 328 decks on Commander Spellbook

    How it works

    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.

    Commander Spellbook ↗
  • Sage of Hours + Sovereign Okinec Ahau

    • Infinite turns

    267 decks on Commander Spellbook

    How it works

    Before you start

    Sovereign Okinec Ahau does not have summoning sickness. Sage of Hours' power is at least five greater than its base power excluding any +1/+1 counters on it. An opponent cannot block and kill Sovereign Okinec Ahau.

    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.

    Commander Spellbook ↗
  • Sage of Hours + Mairsil, the Pretender + Anthroplasm

    • Infinite turns

    Mana needed: 248 decks on Commander Spellbook

    How it works

    Before you start

    Mairsil does not have summoning sickness.

    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.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Zimone, Paradox SculptorZimone, Paradox Sculptor puts +1/+1 counters on your creatures, which Sage of Hours can use.
  2. Tanazir QuandrixTanazir Quandrix puts +1/+1 counters on your creatures, which Sage of Hours can use.
  3. Roalesk, Apex HybridRoalesk, Apex Hybrid proliferates, which Sage of Hours can use because it puts +1/+1 counters on your creatures.
  4. Cayth, Famed MechanistCayth, Famed Mechanist proliferates, which Sage of Hours can use because it puts +1/+1 counters on your creatures.
  5. Elrond, Master of HealingElrond, Master of Healing puts +1/+1 counters on your creatures, which Sage of Hours can use.
  6. Experiment KrajExperiment Kraj puts +1/+1 counters on your creatures, which Sage of Hours can use.
  7. Ant-Man, Colony CommanderAnt-Man, Colony Commander puts +1/+1 counters on your creatures, which Sage of Hours can use.
  8. Marcus, Mutant MayorSage of Hours puts +1/+1 counters on your creatures, which Marcus, Mutant Mayor can use.
  9. Marchesa, the Black RoseMarchesa, the Black Rose puts +1/+1 counters on your creatures, which Sage of Hours can use.
  10. Moritte of the FrostMoritte of the Frost puts +1/+1 counters on your creatures, which Sage of Hours can use.

View Sage of Hours on Scryfall