
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
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.
Sage of Hours + Ouroboroid
- Infinite turns
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.
Sage of Hours + Maester Seymour
- Infinite turns
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.
Sage of Hours + Kratos, Stoic Father
- Infinite turns
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.
Sage of Hours + Piper Wright, Publick Reporter
- Near-infinite turns
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.
Sage of Hours + Quilled Greatwurm
- Infinite turns
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.
Sage of Hours + Experiment Kraj + Pili-Pala
- Infinite turns
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.
Sage of Hours + Clockspinning
- Infinite turns
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.
Sage of Hours + Sovereign Okinec Ahau
- Infinite turns
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.
Sage of Hours + Mairsil, the Pretender + Anthroplasm
- Infinite turns
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.
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.
- Zimone, Paradox SculptorZimone, Paradox Sculptor puts +1/+1 counters on your creatures, which Sage of Hours can use.
- Tanazir QuandrixTanazir Quandrix puts +1/+1 counters on your creatures, which Sage of Hours can use.
- Roalesk, Apex HybridRoalesk, Apex Hybrid proliferates, which Sage of Hours can use because it puts +1/+1 counters on your creatures.
- Cayth, Famed MechanistCayth, Famed Mechanist proliferates, which Sage of Hours can use because it puts +1/+1 counters on your creatures.
- Elrond, Master of HealingElrond, Master of Healing puts +1/+1 counters on your creatures, which Sage of Hours can use.
- Experiment KrajExperiment Kraj puts +1/+1 counters on your creatures, which Sage of Hours can use.
- Ant-Man, Colony CommanderAnt-Man, Colony Commander puts +1/+1 counters on your creatures, which Sage of Hours can use.
- Marcus, Mutant MayorSage of Hours puts +1/+1 counters on your creatures, which Marcus, Mutant Mayor can use.
- Marchesa, the Black RoseMarchesa, the Black Rose puts +1/+1 counters on your creatures, which Sage of Hours can use.
- Moritte of the FrostMoritte of the Frost puts +1/+1 counters on your creatures, which Sage of Hours can use.