Sage of Hours + The Ten Rings + Wizard Class + Mind Over Matter
Sage of Hours
The Ten Rings
Wizard Class
Mind Over Matter
LockNear-infinite turns
How it works
If you have six or more cards in hand, activate Mind Over Matter by discarding a card.
Repeat step 1 until you have five or fewer cards in hand.
At the beginning of your end step, The Ten Rings triggers, causing you to draw cards until you have ten cards in your hand.
Wizard Class triggers for each card drawn, 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.
This mesmerizing engine leverages Mind Over Matter's flexible discarding to safely trim your hand down, setting the stage for The Ten Rings to explosively refill your grip to ten cards during your end step. As those cards flood in, Wizard Class's Level 3 static ability intercepts each draw by placing a +1/+1 counter directly onto Sage of Hours. Once the dust settles and the counters pile up, you can cash them in to take an endless procession of extra turns, all while Wizard Class's Level 1 ability keeps your hand size uncapped.