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Sage of Hours + Clockspinning Combo

  • Prerequisites

    What do I need to start this combo?

    • Sage of Hours on the battlefield.
    • Clockspinning in hand.
    • {9}{u}{u}{u} every turn available
  • Steps

    How does this combo work?

    • 1
      Cast Clockspinning with buyback by paying {3}{u}, targeting Sage of Hours.
    • 2
      Sage of Hours triggers, putting a +1/+1 counter on itself.
    • 3
      Resolve Clockspinning, putting a +1/+1 counter on Sage of Hours and returning Clockspinning to your hand.
    • 4
      Repeat from step 1 two additional times.
    • 5
      Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
    • 6
      Repeat each turn.
  • Results

    What do I get from this combo?

    • Infinite turns
    • Lock

Combo Metadata

Decks

Combo Rank

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 isn't an early game 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?

Trivial Prerequisites
93%
Significant Results
100%
Early Game
20%
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