|Commander / EDH||Legal|
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|Journey into Nyx||Mythic Rare|
Combos Browse all
Sage of Hours
Creature — Human Wizard
Heroic - Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it.
Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
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|Have (9)||Forkbeard , bradyofportdetroit , rikertchu , warcry02 , DarkAndFluffy , Venser_the_Sojoner , DudeMan1031 , CampbellStev , Dredgar|
Sage of Hours Discussion
4 hours ago
Care for an extra turn in these trying times?
4 days ago
The problem with this deck (and its a big one) is that there's no synergy with the commander. Momir Vig, Simic Visionary, other than perhaps his high CMC (converted mana cost), is an incredible commander in that you can tutor (i.e. search your library: think cards like: Diabolic Tutor, Mystical Tutor and etc.) for an infinite win con that allows you to win instantly. An example that works well in budget is Ezuri, Claw of Progress and your Sage of Hours. Get both of them down and some experience counters and enjoy lots of extra turns. Add a Vorel of the Hull Clade and fistful of 1 to 2 mana blue-green creatures to speed things up: when you have 5 experience, you have an infinite win con, where you have literally infinite turns.
There are dozens of such combos, and a bit of research will allow you to combo off at around turn 6 or so.
Another piece of information pertaining to any deck in commander: Put in at least 8 mana ramp spells. These spells include land accelerations, such as Rampant Growth; mana rocks, such as Sky Diamond; and mana dorks, such as Axebane Guardian. These types of spells allow you to play your more expensive spells sooner, and with a commander with a CMC of 5, you'll need around 10.
Thats my humble opinion tho. Don't quote me
1 week ago
I actually did win with Walking Archive at FNM last week! My 4 opponents weren't familiar with the Fathom Mage+Horizon Chimera+Archangel of Thune combo so I Chord of Callinged it together right before my turn. I should have left enough cards in my library to use Sage of Hours and win via combat, but I forgot. Next best plan: mill! Sort of.
1 week ago
Hey! I'm looking to make some edits to my Ezuri deck, but I always have trouble knowing what to remove/add to make the deck stronger. I removed Noble Quarry and added Sage of Hours, but I am unsure what to do next. Help if you wish! Thanks! :)
1 week ago
I usually work on a tight budget, so all your cards look fucking amazing to me, but I noticed that you have a ton of artifact/enchantment removal. You probably don't need as much as you do, so maybe lose something like Krosan Grip?
Something else you should look at is the Vorel of the Hull Clade and Liquimetal Coating combo. It isn't infinite, but it's damn good (and cheap lol). Also goes well with all your artifact removal. Another couple of things that you could add are Eternity Vessel, Magistrate's Scepter and Darksteel Reactor. The reactor is a straight out win condition and the Scepter has the potential to go infinite. And getting lots of life is also fun. Sage of Hours can also get infinite turns.
I probably made your predicament of trying to find out what to remove worse lol. Sorry bout that.
2 weeks ago
You can win turn 3 with Deranged Hermit. It is set to come in the turn after Ezurnie, and give you 5 experience counters. That alone is amazing. But, you can then tap those 5 creatures to cast Chord of Calling, fetching Sage of Hours, and with enough experience to go infinite right there.
2 weeks ago
Sage of Hours works well in the deck. You'll get infinite turns once you get 5 experience counters. Vorel of the Hull Clade helps double counters. Prime Speaker Zegana helps draw cards. Kalonian Hydra pumps your dudes. Getting Mycoloth out late game is amazing.
I love the name of your deck, I have a similarly named deck It's time to pump.........you up!