Windborn Muse

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
MTG: Commander Rare
Tenth Edition Rare
Legions Rare

Combos Browse all

Windborn Muse

Creature — Spirit

Flying *(This creature can't be blocked except by creatures with flying or reach.) *

Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -2%

0.49 TIX $0.94 Foil

Ebay

Windborn Muse Discussion

plusmental on Karma

4 days ago

This is amazing haha

I would suggest to go Elspeth, Sun's Champion instead of knight-errant, dropping Aven Mindcensor to sideboard and playing Eidolon of Blossoms, add in Contaminated Ground to get their damage rolling early (which means going wb in your lands).

You could also consider Curse of Exhaustion and Windborn Muse

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 week ago

Quick update. I experimented with some of the changes outlined above.

Out: Dread In: Ayli, Eternal Pilgrim

I didn't notice Dread being gone at all. By the time it usually comes out, I have other defenses out, these defenses often make Dread superfluous, and even as a big evasive beater, I never won with it. I will keep this in mind for if I need another wincon or if my defenses seem to be lacking, but I think I will leave it out for now. Ayli, Eternal Pilgrim was an interesting addition. An efficient creature with deathtouch helps to replace Dread at a much earlier time in the curve. A single deathtouch creature will often put the brakes on an entire offense since the attacking player doesn't want to lose their best creature. On top of this, Ayli, Eternal Pilgrim's ability is actually very pertinent, especially given how often I am up in life. I have yet to bring either ability online, but the potential is quite interesting, even without building around it.

Out: Felidar Sovereign In: Master of Cruelties

This was an amazing switch! Felidar Sovereign never really did anything for me. I thought that it would be another path to victory, but mostly it was a dead draw. It is not evasive, so the lifelink never really paid off, and doesn't add anything to defense like deathtouch does, even if vigilance may have been nice for defense if it was ever worthwhile to attack. The win only happens on the upkeep step, giving my opponents plenty of time to get rid of it first. Most of the time it just sat there, doing nothing but acting like a bad blocker, and then got removed before it did what it was put in the deck to do. It was fun to experiment along these lines, but it didn't pay off at all. Replacing it with Master of Cruelties was an immediate upgrade. Deathtouch is always pertinent in this deck, providing a Rattlesnake effect that inevitably turns out to be much more powerful than people ever think it is. As I stated above, a single deathtouch creature often redirects multiple attacks away from me and toward my opponents, and the first strike ability only strengthens this ability. This is perfectly in line with the defense of this deck. On top of this, it provides a huge swingy wincon. If I land an attack, even a small burn spell will finish off the opponent. It provides another way that I can play defensive, with perfect synergy with the defensive style already in the deck, and providing the type of offense that allows me to switch gears at any time, putting extreme pressure on defending opponents and threatening a win in a single turn. An early landed attack with Master of Cruelties puts an opponent into survival mode, and also strengthens my defense because I don't have to worry about pressure from that opponent, or other opponents who smell blood in the water. Even if he is removed right after a landed attack, the game is completely changed in my favor. My only worry is that dropping it will prompt a boardwipe at times when I would rather not wipe the board. I have to be aware of this when playing.

More playtesting will confirm if these changes are the right thing for this deck, but my initial feeling is that they were good changes. I removed a bad wincon and added a better wincon. I removed an expensive Rattlesnake and added an inexpensive Rattlesnake with both lifegain potential and spot removal potential. I also added two deathtouch creatures, which seems to work great in this style of deck. Removing Dread seems almost heretical in a Pillow Fort style deck with , but the more I experiment with Pillow Fort decks, the more I realize that making your Pillow Fort subtle and bringing it online early strengthens it, since people have a tendency to assess an obvious Pillow Fort as a higher threat level, even if you have no offense on board. Dread is a classic Rattlesnake for many Pillow Fort decks, so people turn their resources against it, especially since it can be a wincon by itself. A small deathtouch creature doesn't create this reaction, and seems to have about the same effect as Dread, but at a much earlier point in the curve.

I initially thought about removing other classic Pillow Fort cards like Ghostly Prison, Sphere of Safety, Windborn Muse, and Kazuul, Tyrant of the Cliffs, but they do make a nice defensive stronghold, and also synergize with each other and with Acidic Soil, a very frequent wincon of this deck. When I drop a Ghostly Prison early, it redirects all attacks away from me in the early game, and hits my opponents with all those early attacks, doing double duty for my game plan. Then players drop every land they can so that eventually they can bring their army against me. My deathtouch creatures come online in the mean time, and my stronghold gets stronger. By the time that they have the mana and the army to actually do any damage to me, I can drop an Acidic Soil and a Rakdos Charm for a win. I just can't deny the synergy, even if it advertises my Pillow Fort. With that said, I will continue to assess if this is my best game plan as I evolve the deck further. At some point, it may no longer be worth it.

As a slight aside, for those considering Rattlesnake cards, Kazuul, Tyrant of the Cliffs vs Dread has been a question of mine since the start of this deck. Initially, I did not play Kazuul, Tyrant of the Cliffs, thinking Dread was much stronger. Then I played both, realizing the potential of Kazuul, Tyrant of the Cliffs. Now I have taken out Dread. Kazuul, Tyrant of the Cliffs is a better card for this deck. Dread does not actually stop an attack. It wipes out the army after a successful attack, and discourages an attack with this threat of retaliation. Kazuul, Tyrant of the Cliffs can create an army of blockers to stop an attack before it hits, unless the attacker spends resources to prevent it. This army of defenders can also become an offense as well, something that Dread can't do. I find it interesting that the real character of this deck has only become apparent to me as I have played it, and the most optimal cards have only become apparent as I have come to learn the real character of this deck. The more I play it, the more interesting it becomes.

CynicalDog on Divinity of Pride

2 weeks ago

Edge of the Divinity would be really good here - it'll turn your Nip Gwyllion into a 2-drop 4/4 lifelink. Things like Soul Warden, Blind Obedience and Authority of the Consuls could buy you some time - Ghostly Prison and Windborn Muse might also help

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

2 weeks ago

All the changes and the thought process behind them have been documented in the comments section above. You may need to go back through the archived comments to see them all. It has been an interesting evolution. The deck is exactly as the deck list above documents, I have yet to make the changes reflected in the recent comments. The primer gives a lot of the reasoning behind many of the inclusions and exclusions. I have wanted for some time to start including more of the cards that have been removed in the excluded cards in the primer, but I have not been up to the task of writing it up yet. It will get there soon.

In the mean time, I have to spend some time thinking about what has been working, what has not, and why. I have had many games recently where Solitary Confinement has saved my butt for many turns, but my card draw capacity has basically been too low to do anything but keep discarding the Monarch card draw to the Solitary Confinement. I think I need a non-draw step card draw engine besides Necropotence. Phyrexian Arena won't cut it because it is a draw step engine. Toil / Trouble has added a little, and it has allowed me to come back out from under a Solitary Confinement, but something more than this would help. Wheel of Fortune would work great, but it was anti-synergistic with the reactive nature of the rest of the deck. A low CMC one shot card draw card for more than 2 cards would be great, but most of those are not in . Painful Truths may fit the bill, but just about everything else is much more expensive or pretty weak. The above mentioned Mentor of the Meek may also fit the bill, even if this is more of a slow card engine than a sudden recovery card. Mind's Eye would do much of the same, without needing to play a creature to get it to trigger, which may be necessary given that Mentor of the Meek requires two cards to start drawing cards, while Mind's Eye can do it all by itself. The downside is that it is expensive at a CMC of .

As for wincons, if I end up taking out Felidar Sovereign and possibly Dread, I need some new wincons. Master of Cruelties would fit with the high impact deathtouch creatures with low power that this deck seems to be heading toward. It could get hated out as quickly as Felidar Sovereign, but as a deathtouch first striker, it can act as a crazy good ground blocker if it is not in a position to attack right away, and it is really close to a one shot win when it is played. This may be a strong addition.

The suggestion of removing some Pillow Fort cards to allow Monarch to circulate the board more while I build an Assassin army is not a bad one. I have kept myself alive with a wall of deathtouch Rattlesnakes and a cushion of built up life from my lifelinkers as much as my traditional Pillow Fort cards recently. I am yet to have Kazuul, Tyrant of the Cliffs build me an army, though that may not reflect his true value. Ghostly Prison has made it harder for my opponents to attack me, and has provided a decent stall for a few turns in several games as my opponents have had to choose between an attack and progressing their board state. Removing these traditional Pillow Fort cards would potentially free up some card slots for some more lifelinkers, more deathtouchers, or more card draw. I may see if removing the Ghostly Prison, Sphere of Safety, Windborn Muse, Kazuul, Tyrant of the Cliffs package would free up slots for more deathtouchers and lifelinkers.

As a slight aside, Boros Charm has seriously pulled it's own weight recently. Multiple games have swung my way when a sweeper was played and I protected my stuff from destruction, leaving me to have my way with the crippled board states of my opponents. Seriously. Armageddon, Wrath of God, Austere Command, Day of Judgment, Planar Cleansing, Damnation. Every one of these cards has been thwarted by my Boros Charm. Amazing card.

PartyJ on Derevi, Empyrial Tactician

3 weeks ago

First I would like to welcome you on T/O!

Perhaps you have seen it already; this place is a great community where great decks and ideas come to life. If you ever need help with any deck, then there are usually several people willing to help you. Just ask :)

While I am here, let me give you a few suggestions for your deck:

If you would like to see other EDH decks, you can always check the ones I play which are present on my profile page. I like to play with this deck the most of the time. An upvote is always appreciated :)

Have fun on T/O!

PJ

ZeroDegrees0 on Maddened Stampede

3 weeks ago

I like the way this deck is going. Maybe use cards like Windborn Muse or Ghostly Prison? Force all of your opponents to pay their mana and force their creatures to attack you. Maybe a card like Guild Feud would be fun too.

lagotripha on Nebelgast Hauntings

1 month ago

I like the idea but I feel like there is something missing. I'd honestly like to run a Crib Swap or something just to have some hard removal, or splash black and run Esper Charm. Think Twice could also provide some instant speed draw. As for spirits, with the stall and instant speed, Celestial Kirin is a legitimate option, as is Hokori, Dust Drinker with the aether vial or Windborn Muse. Kira, Great Glass-Spinner could provide some neat protection. all told, good luck and hope it all works, its a little tricky to judge without the sideboard.

Warxuaroz on The Queen and Her Fort!

1 month ago

Hey, how about Windborn Muse for starters?
Also maybe Michiko Konda, Truth Seeker or a Blazing Archon?

I think a Godsend would do well as well. :)

Load more