Maester Seymour + Sage of Hours
Produces: Infinite turns, Lock


- Color identity
- GU
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.