Maester Seymour
Sage of Hours
Prerequisites
What do I need to start this combo?
| Maester Seymour and Sage of Hours on the battlefield (Maester Seymour with power 5 or greater on the battlefield). |
Steps
How does this combo work?
1 | At the beginning of your combat phase, Maester Seymour triggers, putting at least five +1/+1 counters on Sage of Hours. |
2 | Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one. |
3 | Repeat each turn. |
Results
What do I get from this combo?
| Infinite turns | |
| Lock |
Combo Metadata
1966
DECKS
0.14%
OF 1396432 ELIGIBLE DECKS
Rank 2488
MOST PLAYED OF 58802 COMBOS
{ } Commander Bracket Information
In which Commander Bracket(s) am I allowed to play this combo?
1-2
Exhibition and Core
(no 2-card combos)
The community has determined this is a true 2-card combo.
3
Upgraded
(no early game 2-card combos)
The community has determined this is a true, early game, 2-card combo.
4-5
Optimized and CEDH
(all combos are allowed)
All combos are allowed.
Combo Voting
Does the community think this a true 2-card combo (both trivial prerequisites and significant results)? Do they think it can be executed before turn 6 or so?
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