Sage of Hours
Oracle Text
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it.
Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
Card Rulings
4/26/2014 You must remove all +1/+1 counters from Sage of Hours to activate its ability, even if the number of counters isn’t a multiple of five. For example, if you remove twelve counters to activate the ability, you’ll take two extra turns. If you remove three counters, you won’t take any extra turns.
4/26/2014 Heroic abilities will resolve before the spell that caused them to trigger.
4/26/2014 Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
4/26/2014 Heroic abilities won’t trigger when a copy of a spell is created on the stack or when a spell’s targets are changed to include a creature with a heroic ability.
Before you get the chance to get FIVE counters on him, he will die.
I mean, if it was that easy, people would be pumping Charging Badger to a 6/6, just to do damage.
This guy is bad; really bad.
A very easy setup to gain 5 counters EACH TURN with very cost efficient cards would be Soul Mender, Oreskos Sun Guide, Sage of Hours, Ephara's Radiance, and Sunbond. Slap the Sunbond on Sage of hours, then tap Oreskos and Soulmender to give the Sage an immediate 5 counters from out of nowhere. Make use of your advantage with blue and add in some dispels or Mizzium Skins. Just one launch of Sage's static will give you an instant win.