Seedborn Muse

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Seedborn Muse

Creature — Spirit

Untap all permanents you control during each other player's untap step.

DemonDragonJ on Would Seedborn Muse Be Blue …

1 week ago

legendofa, what is the flavor explanation for blue being able to tap or untap lands? Also, Prophet of Kruphix is essentially what you mentioned for how Seedborn Muse would be handled, today.

legendofa on Would Seedborn Muse Be Blue …

2 weeks ago

DemonDragonJ Tapping or untapping "target permanent" is most of blue's interactions with lands and mana in general. It has almost no ramp or mana acceleration, and what it does have is generally either from the early days, part of a cycle, or from Time Spiral block. It can return lands to hand with Boomerang-style effects, but that goes back to "target permanent" and is a temporary response. This effect also seems to be getting less frequent, with "return target nonland permanent to its owner's hand" effects becoming more frequent. There's no land destruction, a small number of land animators, and a very small number of land "type changers." So blue's interactions with lands is already pretty minimal (and getting smaller), and Seedborn Muse doesn't do anything blue can't already do.

plakjekaas I imagine if the Muse cycle was scrapped and remade as closely as possible, Dreamborn Muse would stay the blue one, and Seedborn Muse would be closer to "... untap all creatures and lands you control."

plakjekaas on Would Seedborn Muse Be Blue …

2 weeks ago

Untapping creatures is a very red thing to do as well, for extra combat phases and Act of Treason effects. I agree that would look weird on Seedborn Muse, but I think it's not right to say green focuses most on untapping creatures, since it's Seedborn Muse that makes people think that. If it was printed as blue the first time, we might be thinking of blue as the most untapping color.

But the best reason to say it might be blue, is because you're effectively taking the resources of an additional turn during each other player's turn. Extra turns are almost exclusively blue (save maybe the red ones that make you lose the game at the end of that turn). The only extra turn green can take is Seedtime, and that's even dependant on blue spells being cast. I suppose that makes the most sense to me for thinking Seedborn Muse should be blue.

The Muses were a cycle though, if Seedborn should be blue, what of Dreamborn Muse? That card is a lot more blue than green, in de X-born Muse cycle, Seedborn makes the most sense in green.

legendofa on Would Seedborn Muse Be Blue …

2 weeks ago

Green is good at untapping its creatures and lands. Blue can untap (and tap) anything, including creatures and lands. Green has two other cards that can untap any permanent, with Cacophodon and Emerald Charm. Blue has almost ten times as many.

Blue is best at untapping artifacts, and green the best at untapping lands, but blue is actually slightly better at untapping creatures (or at least has more cards with that effect), and it's not even close with untapping any permanent. I think Seedborn Muse would be fully appropriate in blue.

DemonDragonJ on Would Seedborn Muse Be Blue …

2 weeks ago

In this post, Mark Rosewater said that Seedborn Muse would be blue and not green if it were printed, today, but I must respectfully disagree with him on that subject. I do admit that blue would have a card that untaps all artifacts during each player's untap step, because blue has a strong emphasis on artifacts, but I fully believe that green should remain the color of untapping creatures and lands, since green is the color of regrowth, rebirth, and rejuvenation, and, out of all the colors, it has the strongest emphasis on lands and is tied for white with having the strongest emphasis on creatures; by that logic, Prophet of Kruphix could have been mono-green if it did not grant flash to creature spells, but even that is flexible, given that Yeva, Nature's Herald does that and is mono-green.

What does everyone else say about this? Do you agree with Mark Rosewater that Seedborn Muse would be blue, rather than green, if it was printed, today?

Last_Laugh on Sisay, Planeswalker Captain- Superfriends Tribal

1 month ago

Resourceful Defense is an Ozolith effect that works with loyalty counters. It's especially broken with blink like Brago.

Smoke is amazing in Superfriends.

Seedborn Muse will let you search with Sisay on everyone's turn instead of once per round.

Pramikon, Sky Rampart helms my Superfriends deck. It makes defending walkers so much easier and should be effective in the 99. You can also Spark Double this guy naming opposite directions and there's no more attacking (admittedly douchey... but effective).

Peacekeeper is another option to shut off combat.

DreadKhan on IndulgingPatrician

1 month ago

If you had more Basics in your Sisay deck I would suggest New Frontiers, it ramps everyone somewhat, but it's pretty good at setting up a win with support like Seedborn Muse, and there are a few similar cards (I'm not sure if any of the other arts are as racy though). Could be useful if you ever want to design a budget version, though the card isn't even that cheap! Wasn't sure if you'd come across it yet.

Last_Laugh on Sisays' Legends

1 month ago

Seedborn Muse needs a spot asap. It's not legendary, but that untap means you tutor with Sisay on everyone's turn instead of once per round.

Load more