Sage of Hours + The Ten Rings + Wizard Class + Witch-king of Angmar
Sage of Hours
The Ten Rings
Wizard Class
Witch-king of Angmar
LockNear-infinite turns
How it works
If you have six or more cards in hand, activate Witch-king of Angmar 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 fascinating extra-turn engine leverages the static abilities of both Wizard Class and The Ten Rings to manipulate your hand size at will, allowing you to trigger Wizard Class's Level 3 counter-generation during your end step. By using the activated ability of Witch-king of Angmar to deliberately discard cards until you are holding five or fewer, you set up The Ten Rings to refill your hand back up to ten cards during the end step. Each of those drawn cards triggers Wizard Class to place a +1/+1 counter on Sage of Hours, quickly stacking up enough counters to cash them in for infinite extra turns.