Creature — Spirit
Untap all permanents you control during each other player's untap step.
|Have (2)||metalmagic ,|
|Want (6)||Chaosfalcon , themaimedlord , a85TSgtSpiike , Lovet0209 , Tempest125 , MikeWhite81|
Combos Browse all
|Commander / EDH||Legal|
Seedborn Muse occurrence in decks from the last year
Latest Decks as Commander
Seedborn Muse Discussion
4 days ago
4 days ago
In my humble opinion, Kaldheim is looking like an amazing set. We haven't gotten any broken things, but they all look fun. Let's go over some of the future commanders of our hearts! I'm skipping over commanders that use fortell, as we don't have many cards for them. Oh, and the cards that don't interest me. My post, my rules!
- Magda, Brazen Outlaw: The dwarf commander we've all been waiting for! Dwarven Recruiter is finally good, and you can add in some spicy treasure/dragon synergies, too! I-I think we did it guys. We broke Dockside Extortionist. Oh, and Hellkite Tyrant is a must.
- Halvar, God of Battle Flip: While pretty good in Voltron decks, he makes for the first artifact commander we've ever had, and I know my Inner Johnny is tickled at that fact. The Equipment side is also super cool, with being able to pay 4 mana to resuscitate one of your creatures. With some Phyrexian Altar + Ashnod's Altar janks, we can make a fun mono-white combo deck! Oh, and Batterskull says hi.
- Lathril, Blade of the Elves: I'm really psyched for this general. She looks like a way to make Golgari Elfball more viable, has a crazy, but not broken, activated ability, and is one of the only generals to make a usually too-competitive strategy fit for more casual tables. She has synergy up the wazoo with cards like Immaculate Magistrate and Timberwatch Elf. Oh, and one card that should be in every one of her decks, but is in zero so far, is Elder of Laurels. This card = broken in this deck, often turning your Lathril, Blade of the Elves into a four-digit power commander. Run it!
- Vorinclex, Monstrous Raider: Finally, Superfriends has some support! But seriously, this is just another Doubling Season with an upside on a stick for Atraxa, Praetors' Voice. If you want to be cruel and run this bad boy as a commander, stax/superfriends seems the way to go. Say hello to Smokestack!
- Toski, Bearer of Secrets: And people said Green couldn't draw cards! Why did they have to print another Edric, Spymaster of Trest? This card is also an indestructible blocker with cards like Seedborn Muse and Quest for Renewal. Oh, and it can't be countered. Why? Because green.
- Valki, God of Lies Flip: This card is super fun. It's like a Lazav, the Multifarious but you get to use your opponent's creatures. But where this 'lil trickster god really shines is in the 99. But more specifically, in the 99 of The First Sliver. See, you can cascade into Valki, God of Lies Flip, but instead of casting the small side, you can just windmill-slam Tibalt, Cosmic Impostor on Turn 4. Fun!
- Sarulf, Realm Eater: Golgari Control is a thing, I guess? Stack your deck like card:Skullbrair, the Walking Grave does, but instead of going for the voltron combos, instead, you wipe your opponent's board every turn. Evolutionary Escalation is a must. Who cares about an 8/8 on your opponent's side when it's dead?
- Kolvori, God of Kinship Flip: Man, Sisay, Weatherlight Captain sure got a lot of new goodies in this set! This card is unfortunately not great as a commander. If I'm playing mono-green legends, I'd rather play Reki, the History of Kamigawa.
- Tergrid, God of Fright Flip: I love this card. There. I've said it. I'm done. This goes in so many different decks: Nekusar, the Mindrazer, Tinybones, Trinket Thief, Malfegor, Mazirek, Kraul Death Priest, Nath of the Gilt-Leaf, the list goes on and on! As a commander, she's kill-on-sigh. A single Smallpox just wins you the game.
- Vega, the Watcher: I'll say it: This is probably the most powerful uncommon commander ever printed. This triggers off of so many things: Elsha of the Infinite, Flahsback, Cascade, Retrace, Future Sight, Suspend, Adventure, Foretell, Impulse Draw, etc. Need I say more?
1 week ago
2 weeks ago
Lathril seems really interesting and I'm currently considering to convert my Nath (Deck
Since Nath cares alot more about stax while I want to combo of while having bunch of elves on the board. So I can give some suggestions based on my current ideas.
Copperhorn Scout and Seedborn Muse seems like really powerful includes since the first let's you attack and still tap your elves with Lathril, Blade of the Elves and the ladder let's you tap your elves several times in one rotation like crazy.
Some things I would definitely recommend is:
Heritage Druid since you can bypass summoning sickness and gain bunch of mana right away.
Staff of Domination Just like Jett_Thistle Suggested going infinite with elves is very easy and with staff you can also draw your entire deck to win with something like Torment of Hailfire while protecting yourself with Autumn's Veil and Veil of Summer. If you manage to get staff onto the battlefield you have most likley won since whatever your opponents do you can in most cases respond with drawing your entire deck and win.
Ad Nauseam Is always a solid include in a deck with a low mana curve especially with things like Mana Crypt,Sol Ring or even Heritage Druid you should be able to go plus in mana and potentially win with staff or Lathril, Blade of the Elves.
Inventors' Fair Is a cute land that might help you win once or twice but personally think it's a worth include if you decide to run staff.
Final notes: Lathril, Blade of the Elves Wants alot of elves on the board and so does Staff of Domination, I believe that it's very easy to just make a regular elf tribal and include staff as a alternative win-con together with something like Torment of Hailfire but also since you're running a good amount of tutors I see no reason to not include it; Always fun to be behind in the game and then "accidentally" win out of nowhere.
Hopefully this helped out a little. :)
2 weeks ago
2 weeks ago
TriusMalarky, Seedborn Muse is not banned in EDH, but is nearly identical to the prophet; is exchanging the untapping of artifacts for the ability to cast of creature spells as if they had flash really that significant of an effect?
2 weeks ago
Thank you! I just love the Yu-Gi-Oh! theme here. Haha. The deck has only gotten better since I first built it, and it plays really well even if the bounce combo requires a lot of pieces and seems convoluted.
These are all interesting suggestions. Here are my thoughts on them:
Centaur Omenreader Not as good as our other cost reducers, I think, only because it has to be tapped. With Earthcraft it’s fine and a cheaper Ugin although the latter can also function as removal or card advantage which I think is worth the two additional mana. I think it could work if you play with more ways to tap creatures.
Tangleroot I like this one. It could help with storming off especially if we’re chaining creatures and digging through the library. Also infinite mana with our free bounce combo, but that’s win-more. Good card but not sure how I’d slot it in. Currently I don’t feel like I’m missing it, but it could definitely do work.
Glen Elendra Pranksters Faerie Tauntings While it’s true that we ideally want to play under Prophet of Kruphix, that doesn’t always happen. I feel these would be dead draws otherwise. I love the idea of having either out in magical Christmas land, though.
Glimpse of Nature Cheaper than Beast Whisperer and Guardian Project but only a sorcery. I’m not really feeling it only for the lack of reusability outside pulling it from the yard. That being said I can see this being a good play. This has the potential for some explosive draws for 1 mana which is nothing to turn your nose up at. In the right situations it could dig pretty hard. Personally I think I’d still prefer the permanents so I can continue digging on future turns including my opponents’.
Thought Harvester Basically this could be another finisher. I wouldn’t replace Aetherflux Reservoir or Words of Wind with it, but it could be an alternate to Altar of the Brood which I just replaced. They essentially function the same except this exiles the cards rather than milling them which is just better. Not for me, I think, but this easily a good card to have if someone wants to go that route.
Opposition This is not a bad idea. Could be another way to stall opponents or lock them out completely with enough morphs and Seedborn Muse. Slots have gotten really tight in this deck lately, but this is one I’d heavily consider.
All relevant suggestions and none I’d really consider before. Thanks for the added perspective!
3 weeks ago
At Nava's request i'm posting suggested changes, additions, cuts, and my thoughts on them. She requested that I not stick to only budget, but keep the max single card value under $30 (I kept it under $20 for the most part and largely even lower than that). As such, here are my thoughts and recommendations.
Courser of Kruphix- Ramp, pulls cards off the top of your deck so you are more likely to draw useful cards and just directly drop your lands onto the battlefield
Living Lightning- a useful elemental that allows you to recast your instants/sorceries
Multani, Yavimaya's Avatar- A very powerful card that also allows you to bounce your lands so you can replay them for more effects
Nyxbloom Ancient- Triple mana on an elemental.
Overgrowth Elemental- A useful elemental that pumps your creatures and gains you life.
Ramunap Excavator- Replay your sacrificed and destroyed lands. Fantastic in a lands deck. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Roil Elemental- A fantastic landfall ability that allows you to grab key pieces from your opponents and use them against each other
Seedborn Muse take full advantage of your lands and abilities without worrying about being tapped out
Titania, Protector of Argoth- land recursion, elemental generation.
World Shaper- land recursion
Birds of Paradise- One of the best dorks in the game
Sylvan Caryatid- Fantastic dork
Brighthearth Banneret- You are a lands deck. You have more than enough mana and this simply doesn't do enough for you.
Chandra's Embercat- This will be a recurring comment from me. You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Embodiment of Insight- Too expensive for the effect. Also, personally I don't like turning lands into creatures as it makes them incredibly vulnerable without giving enough benefit.
Embodiment of Spring- Too expensive and not nearly good enough.
Generator Servant- The haste isn't important enough for your creatures as you very rarely have anything massive enough or has a useful enough tap effect that is being cast from your hand to require it. Furthermore, you are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Grove Rumbler- This card is terrible. Four for a 3/3 trample that has an effect that will pump it slightly for one turn. This is awful. It feels like this card was only put in due to it being an elemental.
Lavakin Brawler- Rarely do you ever have enough elementals out for this to be worthwhile. Not that it's terrible, but there are so many better cards that can be put in its place.
Parcelbeast- Doesn't get enough value to justify the slot
Smokebraider- You are a lands deck with plenty of ways to ramp. This is a very limited card that costs too much and doesn't do enough for you. You are a lands deck. Increase the number of ways you can pull lands out of your deck to further your decks goals and increase the chances of drawing a non-land card that will help you more.
Tireless Tracker- This has nothing to do with your deck and you're better off finding other draw engines
Surrak Dragonclaw- No synergy with the deck and not nearly good enough to justify the high mana cost.
Field of the Dead
Bring your land count to 38 or so
Coral Atoll- This is terrible. I know you're going for the bounce effect, but this is far worse for several reasons. Firstly, it only gives you blue mana as opposed to multicolored. Secondly, it requires specifically an island to be returned as opposed to any land that you can then take advantage of. And thirdly, it requires the land to be untapped which means that not only does it come in tapped, but it requires an untapped island which means you can't even use that land and then return it for value. This is awful. I don't love the bounce lands either, but I understand what you're going for and their value. This has neither.
Lumbering Falls, Raging Ravine, Wandering Fumarole- These man lands are in here entirely because they can become elementals, but really aren't worth running. They are come in tapped, cannot be fetched, and cost 4 mana to turn into a creature, largely negating any benefit. They're really bad and I highly recommend cutting them for more basics.
Unclaimed Territory- Not really worth the value. It's colorless more often than not and another basic land will give you more value than that more often.
Mana Vault- Nava already owns a copy of this in her Nekusar deck, so it can be added here without issue.
Strionic Resonator- Copy all of your ETB triggers, as well as any other triggered abilities. Fantastic
Chaos Warp- Removal on your own pieces or an opponents. Bypasses indestructible and often is allowed through without being counterspelled due to the fact that it's usually replacing a piece that people agree is a fair target rather than outright destroying or removing without replacing. A fantastic card overall
Constant Mists- Great protection when you need it, plus it can be bought back if needed. Lands can be recovered through multiple means.
Disallow- A must have for counterspells. It covers all possible basis and is fantastic.
Heroic Intervention- Hexproof and indestructible at instant speed for 2. Amazing.
Krosan Grip- Split second artifact/enchantment destruction. Among the best removal for them there is.
Force of Vigor- Free artifact/enchantment removal with multiple targets.
Swan Song- 1 drop counterspell that hits everything but creatures. A great counterspell to have on hand.
Counterspell- There are better cards to replace this with that are still very cheap/budget and are overall better
Growth Spiral- A decent card but we can do better given the range of cards available in commander
Inspiring Call- See Growth Spiral
Return to Nature- There are so many better versions of this for an equal if not lesser cost. Or, for one more there are better cards which I will be recommending.
Struggle / Survive- Too limited, not enough value, not powerful enough.
Tale's End- This is just a bad version of disallow that very rarely gets any value.
Withstand Death- This is a bad version of other similar cards.
Wrap in Vigor- Very rarely do mass destruction effects happen, and when they do the usually say "cannot be regenerated". This seems really good but i've never really seen it get any value and will typically be a dead card most of the time.
Genesis Wave- Drop all the permanents (lands included) that you can afford.
Life from the Loam- pull lands from your graveyard and keep your engine going without running out. Omnath feeds on lands, and the more you drop the more cards you can draw and counters you can give out.
Nature's Lore, Three Visits- Pull forests (basic and non-basic that are forests) from your deck. Very helpful at any time.
Scapeshift- Grab all the lands you want, plus trigger your landfall and other such triggers
Splendid Reclamation- Pull all the lands from your graveyard. Nuff said.
Tempt with Discovery- If one person takes it then it's a better Explosive Vegetation. If more then it's an amazing card, but even if no one else does you get to pick your land and in a lands deck you will get more value.
Windfall- Refills your hand, interferes with opponent's plans, dumps lands in graveyard for later use.
Ground Assault- very limited and not worth running. There are better cards with similar if not stronger effects available to you
Hull Breach- There are better cards with similar if not stronger effects available to you
Quasiduplicate- no real apparent benefit to this over other cards that can more directly further your end goal.
Sylvan Awakening- I don't recommend turning your lands into creatures, especially enmass. It's just asking for all your lands to be mass removed. Very dangerous and will rarely get the payoff you need. Limited and will be a dead card in hand except in very specific scenarios.
Burgeoning- land Acceleration
Trade Routes- Bounce lands for more triggers and value, and in a pinch you can pitch them for more cards. Mana swamped becomes a thing of the past.
Exploration- Land acceleration
Domri, Anarch of Bolas- It seems like the main reason this is being run is for the +1 ability, which is really not worth running a card like this for. Not enough value.
Nissa, Steward of Elements- Without a large number of counters on her she gets minimal value, and if you do pay enough mana to make her viable there are already better cards you can run for those costs.
Eternal Witness- Unless you find your creatures or important cards dead often, or have a real way to take advantage of the cards in your graveyard, this is unnecessary and doesn't do enough for the deck.
Fertilid- A decent card but i've never found it gets enough value for the cost. it's a minimum of 5 mana for 1 basic land. You need to do this at least 3 or 4 times to really get enough value to be worth running over a land fetch.
Leafkin Druid- This is okay as a dork and an elemental, but I've found with tribal decks that you are better off running other creature and card types that better fuel your deck as a whole and really allow the tribe to shine, rather than forcing the tribe everywhere.
Tectonic Giant- Not good enough.
Animar, Soul of Elements- Unnecessary.
Zendikar Resurgent- Largely unnecessary due to the high number of lands in the deck, but can be kept if you feel it worthwhile
Frontier Bivouac- decent but comes in tapped and cannot be fetched. In a lands deck you will rarely be hurting for colors and the fact that this comes in tapped slows you down.
Simic Growth Chamber, Izzet Boilerworks, Gruul Turf- While I see what you are going for with these, they overall do slow you down and you have enough lands (once you bump up to 38 or so) that you shouldn't have any issue with them. I'd swamp these for basics as you have far more ways to grab those.